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Crystal Jin -- Fireball #23

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67 changes: 12 additions & 55 deletions README.md
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# [Project 1: Noise](https://github.com/CIS-566-Fall-2022/hw01-fireball-base)

## Objective

Get comfortable with using WebGL and its shaders to generate an interesting 3D, continuous surface using a multi-octave noise algorithm.

## Getting Started

1. Fork and clone [this repository](https://github.com/CIS700-Procedural-Graphics/Project1-Noise).

2. Copy your hw0 code into your local hw1 repository.

3. In the root directory of your project, run `npm install`. This will download all of those dependencies.

4. Do either of the following (but I highly recommend the first one for reasons I will explain later).

a. Run `npm start` and then go to `localhost:7000` in your web browser
live demo: https://kstjxy.github.io/hw01-fireball/

b. Run `npm run build` and then go open `index.html` in your web browser

You should hopefully see the framework code with a 3D cube at the center of the screen!


## Developing Your Code
All of the JavaScript code is living inside the `src` directory. The main file that gets executed when you load the page as you may have guessed is `main.js`. Here, you can make any changes you want, import functions from other files, etc. The reason that I highly suggest you build your project with `npm start` is that doing so will start a process that watches for any changes you make to your code. If it detects anything, it'll automagically rebuild your project and then refresh your browser window for you. Wow. That's cool. If you do it the other way, you'll need to run `npm build` and then refresh your page every time you want to test something.

## Publishing Your Code
We highly suggest that you put your code on GitHub. One of the reasons we chose to make this course using JavaScript is that the Web is highly accessible and making your awesome work public and visible can be a huge benefit when you're looking to score a job or internship. To aid you in this process, running `npm run deploy` will automatically build your project and push it to `gh-pages` where it will be visible at `username.github.io/repo-name`.

## Setting up `main.ts`

Alter `main.ts` so that it renders the icosphere provided, rather than the cube you built in hw0. You will be writing a WebGL shader to displace its surface to look like a fireball. You may either rewrite the shader you wrote in hw0, or make a new `ShaderProgram` instance that uses new GLSL files.

## Noise Generation
# [Project 1: Noise](https://github.com/CIS-566-Fall-2022/hw01-fireball-base)

Across your vertex and fragment shaders, you must implement a variety of functions of the form `h = f(x,y,z)` to displace and color your fireball's surface, where `h` is some floating-point displacement amount.

- Your vertex shader should apply a low-frequency, high-amplitude displacement of your sphere so as to make it less uniformly sphere-like. You might consider using a combination of sinusoidal functions for this purpose.
- Your vertex shader should also apply a higher-frequency, lower-amplitude layer of fractal Brownian motion to apply a finer level of distortion on top of the high-amplitude displacement.
- Your fragment shader should apply a gradient of colors to your fireball's surface, where the fragment color is correlated in some way to the vertex shader's displacement.
- Both the vertex and fragment shaders should alter their output based on a uniform time variable (i.e. they should be animated). You might consider making a constant animation that causes the fireball's surface to roil, or you could make an animation loop in which the fireball repeatedly explodes.
- Across both shaders, you should make use of at least four of the functions discussed in the Toolbox Functions slides.
## Introduction

In this project, I developed a heart-shaped fireball that dynamically evolves with a pulsating effect that expands outward in sync with a heartbeat. To achieve this, I modified the rendering pipeline by creating a screen-sized square that remains fixed and locked in position (no rotation or zoom). The vertex shader passes the unchanged vertex positions directly to the fragment shader. In the fragment shader, I implemented a ray-tracing algorithm alongside noise generation to simulate the transformation of the fireball. The shape and behavior of the fireball are influenced by mouse position detection, adding an interactive element to the visual.

## Noise Application

View your noise in action by applying it as a displacement on the surface of your icosahedron, giving your icosahedron a bumpy, cloud-like appearance. Simply take the noise value as a height, and offset the vertices along the icosahedron's surface normals. You are, of course, free to alter the way your noise perturbs your icosahedron's surface as you see fit; we are simply recommending an easy way to visualize your noise. You could even apply a couple of different noise functions to perturb your surface to make it even less spherical.
## Noise Generation and Application

In order to animate the vertex displacement, use time as the third dimension or as some offset to the (x, y, z) input to the noise function. Pass the current time since start of program as a uniform to the shaders.
The fragment shader employs noise generation to create dynamic and organic effects. The core noise function takes a 3D position (vec3 x), separates its integer and fractional components (floor() and fract()), and applies smooth interpolation to the fractional part. The hash() function generates random values based on the integer coordinates, and linear interpolation ensures smooth transitions between values, resulting in Perlin noise. The fbm() function enhances this by combining multiple layers of noise (multi-octave) at varying frequencies and amplitudes, adding depth and complexity to the effect. These noise values are integrated into the distanceFunc() and volumeFunc() functions to modify the fireball’s appearance, creating intricate variations in its surface and structure.

For both visual impact and debugging help, also apply color to your geometry using the noise value at each point. There are several ways to do this. For example, you might use the noise value to create UV coordinates to read from a texture (say, a simple gradient image), or just compute the color by hand by lerping between values.

## Interactivity

Using dat.GUI, make at least THREE aspects of your demo interactive variables. For example, you could add a slider to adjust the strength or scale of the noise, change the number of noise octaves, etc.
Interactivity is a key component of this project. The noise generation is influenced by variables such as frequency, amplitude, and wavelength. I incorporated slider controls for these parameters, allowing real-time adjustments to the fireball’s behavior. Additionally, the fireball is divided into different sections, each of which can have its color changed independently via a color selector in the controller. This adds a layer of customization to the visual effect.


Add a button that will restore your fireball to some nice-looking (courtesy of your art direction) defaults. :)
## Extra Features

## Extra Spice
An added feature of the project is a mouse-based interaction effect. A glowing ring follows the mouse cursor across the screen, influencing the noise pattern and subtly altering the fireball’s appearance. This effect enhances the sense of interactivity and makes the scene feel more responsive and dynamic.

Choose one of the following options:

- Background (easy-hard depending on how fancy you get): Add an interesting background or a more complex scene to place your fireball in so it's not floating in a black void
- Custom mesh (easy): Figure out how to import a custom mesh rather than using an icosahedron for a fancy-shaped cloud.
- Mouse interactivity (medium): Find out how to get the current mouse position in your scene and use it to deform your cloud, such that users can deform the cloud with their cursor.
- Music (hard): Figure out a way to use music to drive your noise animation in some way, such that your noise cloud appears to dance.
## Picture:

## Submission
![hw1](https://github.com/user-attachments/assets/4699bd51-04a6-4248-b579-eddb99e9e273)

- Update README.md to contain a solid description of your project
- Publish your project to gh-pages. `npm run deploy`. It should now be visible at http://username.github.io/repo-name
- Create a [pull request](https://help.github.com/articles/creating-a-pull-request/) to this repository, and in the comment, include a link to your published project.
- Submit the link to your pull request on Canvas.
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