- Project presentation and organisation:
- The "BSP Trees Project" (part I&II) purpose was to create and visualize a 3D model of the ESSI building
using BSP Trees methods.
Meanwhile the Part I team (let's call it "Team I") used to deal with BSP utilisation and visualisation problems
(click here for their own page), the Part II team ( logically called
"Team II") deals more particulary with the modelisation and BSP generation.
During three weeks (ten days of effective work due to administrative and technical problems), we worked on modelisation of
the second and third level of ESSI with a Quake level editor: WorldCraft.
The underlying idea was to test and evaluate the efficiency of BSP Trees methods on such a complexe model we made, using the
Team I program and Quake 3D engine which is actually one of the most efficient ones.
Looking after that goal we had first to learn the basis principles of BSP Trees, an essential preliminary phase in order to
build a coherent BSP file (for exemple: NEVER make coplanar walls...WorldCraft doesn't like them at all). Then we entered
the modelisation phase where we had to face modelling problems of course (ESSI is a more complicated structure than it
seems) but also other subsidiary ones: textures, lights, quake-C programming for interactivity,...
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