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(Created page with "=Project 6: Surface of Revolution Editor= In this project you will need to build a simple editor for surfaces of revolution. This project is due on <b>Friday, November 15th</...")
 
(2. Texture Your Object (40 Points))
 
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In this project you will need to build a simple editor for surfaces of revolution. This project is due on <b>Friday, November 15th</b>. The assignment will be discussed on November 8th at 4pm, the location is TBD.
 
In this project you will need to build a simple editor for surfaces of revolution. This project is due on <b>Friday, November 15th</b>. The assignment will be discussed on November 8th at 4pm, the location is TBD.
  
==1. Build an Editor for Surfaces of Revolution (<b>60 points</b>)==
+
==1. Build an Editor for Surfaces of Revolution (60 points)==
  
A surface of revolution is an object that is rotationally symmetrical around a central axis.  
+
A surface of revolution is an object that is rotationally symmetrical around a central axis. The following picture shows approximately what is expected.
  
a) Start by drawing a vertical GL_LINE from top to bottom in the center of your OpenGL window. This is your axis of symmetry.  
+
[[Image:sor-editor.jpg]]
  
b) Generate control points for two connected cubic Bezier curves, and display the control points as GL_POINTS - you can create larger points with the glPointSize(size) command. If your points still aren't big enough, use glutSolidSphere. All control points need to be located to the right of the axis of symmetry. Make the interpolating control points red and the approximating ones green.
+
a) Start by drawing a GL_LINE from top to bottom in the center of your OpenGL window. This is your axis of symmetry. ('''5 points''')
  
c) Draw the cubic Bezier curve the control points describe in the color blue.
+
b) Generate control points for two connected cubic Bezier curves, and display the control points as GL_POINTS - you can create larger points with the <tt>glPointSize</tt> command. (If you max out the point size, use <tt>glutSolidSphere</tt>). All control points need to be located to the right of the axis of symmetry. Use different colors for the interpolating control points and the approximating ones. ('''5 points''')
  
d) Calculate the vertices for the surface of revolution by rotating the Bezier curve around the axis of symmetry in steps of about 10 degrees (make this a variable that can be changed upon request). Evaluate about 10 sample points (again, this needs to be a variable that can be changed upon request) along each Bezier curve segment. The two curves need to be C0 continuous at the junction point, but higher level continuity is not required for now.
+
c) Connect the control points with straight lines. ('''5 points''')
  
e) Connect the vertices with GL_QUADS to form a surface. Choose a nice color for the surface.  
+
d) Draw the cubic Bezier curves the control points describe in a different color than the lines: Evaluate at least 20 sample points (this needs to be a const value in your code that can be changed easily) along each Bezier curve segment. The two curves need to be C0 continuous at the junction point, but higher level continuity is not required for now. ('''10 points''')
  
f) Render each GL_QUAD twice, and calculate correct (normalized!) normals: render the quads once in clockwise vertex order and once counter-clockwise, so that both inside and outside of your surface of revolution are rendered correctly. Make sure backface culling is turned on with glEnable(GL_CULL_FACE), or else your surface will flicker.
+
e) Calculate the vertices for the surface of revolution by rotating the Bezier curve around the axis of symmetry in steps of at most 10 degrees (make this a const value that can be changed easily as well). ('''10 points''')
  
g) Enable at least one directional light source and position it so that it nicely illuminates the object. Use a light direction from above and behind the camera and slightly offset to the left.
+
f) Connect the vertices with GL_QUADS in counter-clockwise order to form a surface, and calculate (normalized!) normals. Use a perfect bright white (<tt>glColor3f(1,1,1)</tt>) for the color of the GL_QUADS. ('''10 points''')
  
h) Allow the user to move the control points with the mouse by clicking on them with the left mouse button and dragging them to a new location. Don't allow moving them across the axis of symmetry. Regenerate the surface of revolution for the new set of control points every time the mouse button is released.
+
'''Tip:''' You can compute normals as follows: Given the Bezier curve (x(t),y(t),0) in the x/y plane, you first compute the tangent vector (x'(t),y'(t),0). The corresponding 3D normal vector is then (-y'(t),x'(t),0), which you rotate around the y axis similar to the vertices. Don't forget to normalize the normal vectors.
  
==2. Texture your object==
+
g) Enable at least one directional light source and position it so that it nicely illuminates the object. Use a light direction from above and behind the camera and slightly offset to the left. ('''5 points''')
  
 +
h) Allow the user to move the control points with the mouse by clicking on them with the left mouse button and dragging them to a new location. Don't allow moving them across the axis of symmetry. Regenerate the surface of revolution for the new set of control points every time the mouse button is released. ('''10 points''')
  
 +
==2. Texture Your Object (40 Points)==
  
You can compute normals as follows: Given the generatrix curve (x(t),y(t),0) in the x/y plane, you first compute the tangent vector (x'(t),y'(t),0). The corresponding 3D normal vector is then (-y'(t),x'(t),0), which you rotate around the y axis similar to the vertices. Don't forget to normalize the normal vectors. For the texture coordinates u/v, you can use the curve parameter t at each vertex as the u parameter. The v parameter at each vertex is proportional to the rotation angle around the y axis you applied to get the vertex.
+
Take a photograph or find one on-line and drape it onto your surface of revolution. It needs to stretch across its entire surface area, from top to bottom and all the way around, but only on the outside, not the inside of the object.
  
Your function to produce the surface of revolution should have the following input and output parameters:
+
To familiarize yourself with texture mapping in OpenGL, we provide a [[texture.cpp | sample program]], which loads a PPM file and uses it as a texture for a quad. You can cut and paste code from it into your own project.
  
<b>Input:</b>
+
Follow these steps:
* Number n of Bezier segments
+
* Array of Bezier control points in the x/y plane, i.e. (xi, yi, 0). For n cubic segments, you will need (n-1)*3+4 control points.
+
* Number of points to evaluate along the curve.
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* Angle increment for a full 360 degree rotation.
+
  
<b>Output:</b>
+
a) Convert your photograph to the PPM format. The free image processing tool [http://www.irfanview.com IrfanView] will do this for you. ('''5 points''')
* Array of vertices
+
* Array of normal vectors
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* Array of texture coordinates
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* Index array for triangle/quad vertices
+
  
 +
b) Read the PPM image and turn it into an OpenGL texture. You can use the code from the above referenced sample program. ('''10 points''')
  
 +
c) Calculate texture coordinates for each vertex and set them with <tt>glTexCoord2f</tt>. Make sure the texture gets mapped right side up. The image needs to stretch to the entire height of the object and go all the way around it - this means that the texture coordinates at each vertex will need to be fractions of 1. ('''10 points''')
  
 +
d) Render the surface of revolution with the texture. ('''5 points''')
  
 +
e) Add support for the 't' key to toggle between the object with and without the texture. ('''5 points''')
  
 +
f) Make sure your control points still work as before and allow changing the shape of the object. ('''5 points''')
  
 +
'''Tips:'''
  
 
+
* Use the following settings for your texture after your first <tt>glBindTexture</tt> for correct lighting and filtering settings:
 
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Use the following settings for your texture after your first <tt>glBindTexture</tt> for correct lighting, filtering, and to enable texture repeat mode:
+
  
 
<pre>
 
<pre>
// Select GL_MODULATE to mix texture with color for shading:
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  // Make sure no bytes are padded:
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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  glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  
// Use bilinear filtering:
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  // Select GL_MODULATE to mix texture with quad color for shading:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
  
// Wrap texture over at the edges:
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  // Use bilinear interpolation:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 
</pre>
 
</pre>
  
Place at least one directional light source in world coordinates, and integrate your trackball rotation function to spin the tower around. Rotations of the tower should not rotate the light source.
+
* For the texture coordinates u/v, you can use the curve parameter t at each vertex as the u parameter. The v parameter at each vertex is proportional to the rotation angle around the y axis you applied to get the vertex.
 
+
<b>Note:</b>Do not use any of the curve generating OpenGL routines for this assignment (i.e., glMap, glEvalCoord, glMapGrid, glEvalMesh, gluNurbsCurve).
+
 
+
===Instructions for Creating a Surface of Revolution with Bezier Curves===
+
 
+
You will need to create a function which generates a surface of revolution with a set of Bezier curves. You can read up on surfaces of revolution at [http://mathworld.wolfram.com/SurfaceofRevolution.html | Mathworld] or at [http://en.wikipedia.org/wiki/Surface_of_revolution | Wikipedia]. The main idea to generate a surface of revolution is to define a 2D curve in the x/y plane, called the <i>generatrix</i>, which is then rotated around the y axis to produce the surface. You should use a piecewise cubic Bezier curve as the generatrix, with at least three pieces.
+
 
+
To produce a mesh of triangles or quads:
+
 
+
* Create a set of control points for the cubic Bezier generatrix which will create the object outline. The curve should be C1 continuous between its pieces. (<b>15 points</b>)
+
* Evaluate a number of sample points along the curve in the x/y plane. (<b>15 points</b>)
+
* Rotate the points around the y axis at a set of angles, and connect the resulting points to a mesh of triangles or quads (<b>10 points</b>). The mesh needs to be closed (no gaps) (<b>5 points</b>).
+
* Generate normals and texture coordinates at the mesh vertices. The texture coordinates should cover a range much greater than 0 to 1 so that the texture gets repeated several times to create the effect of a higher resolution texture. (<b>15 points</b>)
+
 
+
You can compute normals as follows: Given the generatrix curve (x(t),y(t),0) in the x/y plane, you first compute the tangent vector (x'(t),y'(t),0). The corresponding 3D normal vector is then (-y'(t),x'(t),0), which you rotate around the y axis similar to the vertices. Don't forget to normalize the normal vectors. For the texture coordinates u/v, you can use the curve parameter t at each vertex as the u parameter. The v parameter at each vertex is proportional to the rotation angle around the y axis you applied to get the vertex.
+
 
+
Your function to produce the surface of revolution should have the following input and output parameters:
+
 
+
<b>Input:</b>
+
* Number n of Bezier segments
+
* Array of Bezier control points in the x/y plane, i.e. (xi, yi, 0). For n cubic segments, you will need (n-1)*3+4 control points.
+
* Number of points to evaluate along the curve.
+
* Angle increment for a full 360 degree rotation.
+
 
+
<b>Output:</b>
+
* Array of vertices
+
* Array of normal vectors
+
* Array of texture coordinates
+
* Index array for triangle/quad vertices
+
 
+
<b>Tip:</b> This [http://www.cs.princeton.edu/~min/cs426/jar/bezier.html interactive Java applet] will let you visually set control points and show the curves they generate.  You can turn on the C1 continuity hint to see where your next control point should go to have C1 continuity (i.e., a smooth connection between two curves). The app conveniently displays the control point coordinates numerically so that you can copy them right into your code. Note: some web browsers do not allow you to copy the values directly from the web page, so please try this out before you design the perfect curve.
+
  
==2. Add a Flag (<b>40 points</b>)==
+
==3. Optional: Polish Your Editor (10 Points)==
  
You decide that your TV tower proposal would have better chances at winning if there was a flag with the [[Media:ucsd-logo.ppm | UCSD logo]] attached to its antenna mast, above the observation deck(s). You can use a different flag texture if you choose.
+
===Add your trackball rotation functions to rotate the object (2 points)===
  
===Approach===
+
Support the 'r' key to toggle between rotation mode and edit mode.
  
Create a textured cubic Bezier surface patch for the flag:
+
In rotation mode, the mouse controls the object like in project 4, allowing rotation and scale functionality. Axis of symmetry, control points and Bezier curves are not shown. Disable backface culling with <tt>glDisable(GL_CULL_FACE)</tt> to ensure that even the back facing parts of your object are drawn (note that the lighting for them will be incorrect due to their normals pointing in the wrong direction).
  
* Create a cubic Bezier patch with a roughly square surface area and uniform tessellation to produce a triangle mesh of sufficiently high resolution for the expected curvature. [http://www.nbb.cornell.edu/neurobio/land/OldStudentProjects/cs490-96to97/anson/BezierPatchApplet/ This Java app] might help, but unfortunately does not display the control points numerically. (<b>15 points</b>)
+
When edit mode is entered, the display switches back to what it was in parts 1 and 2 of the project.
* Compute the normals as the cross product of the partial derivatives at each vertex. (<b>10 points</b>)
+
* Assign texture coordinates to the mesh vertices using the parameter values and map the texture to the Bezier patch. (<b>10 points</b>)
+
* Tweak the control points and the position of the light source(s), so that the curvature of the patch is clearly visible. (<b>5 points</b>)
+
  
Note: The texture for the flag will be in addition to that of the tower. In order to distinguish between the two textures at rendering time you are going to need to use the <tt>glBindTexture(GL_TEXTURE_2D, texture_id)</tt> command. <tt>texture_id</tt> is a unique ID for each texture, generated by the <tt>glGenTextures</tt> command.
+
===Allow adding and deleting Bezier curve segments (4 points)===
  
==3. Optional: Wind (<b>10 points</b>)==
+
Support the 'a' key to add an additional cubic Bezier curve to the existing set of curves. It is sufficient to add them to one end of the set. Support the 'd' key to delete the most recently added curve. Update the surface of revolution every time one of these keys is pressed. The newly added curves must be shown with control points, just like the first two curves in part 1.
  
You are invited to give a live demonstration of your 3D model to the selection committee and decide that it would look great if the flag looked like it was waving in the wind. In order to achieve this effect, you need to take the following steps:
+
===Add support for Bezier handles (4 points) ===
  
* Add another Bezier patch to one side (horizontally or vertically) of the previous one and connect it seamlessly to the first, to allow for more interesting waving patterns. (<b>3 points</b>)
+
Bezier handles force C1 continuity at the junction points. Consult the image on Bezier handles in the course slides to see how such a handle is visually displayed: It is a line through each junction point between two Bezier curves, which goes through the neighboring approximating control points. The line forces these adjacent control points to be in a line with the junction point. Moving one of the neighboring approximating control points will automatically move the other to keep them in line with the junction point. Moving the junction point will move both adjacent control points along with it.
* Use a custom flag texture which is wider/taller than the given one to match the new aspect ratio of the two connected Bezier patches. (<b>2 points</b>)
+
* Wave the flag in the wind: Use smooth mathematical functions (e.g., sin, cos) to move the control points in order to make the flag appear to wave in wind. Use [http://www.cplusplus.com/reference/clibrary/cstdlib/rand/ random numbers] where appropriate to make the motion less repetitive. Do not move the two interpolating control points at the end where the flag is attached to the antenna mast. (<b>3 points</b>)
+
* Support the number keys 1 through 9 to change the wind speed from slow to fast, which should speed up the waving, but could even change your waving function to create an increasingly more dramatic effect with increasing wind speed. (<b>2 points</b>)
+

Latest revision as of 12:21, 14 November 2013

Contents

Project 6: Surface of Revolution Editor

In this project you will need to build a simple editor for surfaces of revolution. This project is due on Friday, November 15th. The assignment will be discussed on November 8th at 4pm, the location is TBD.

1. Build an Editor for Surfaces of Revolution (60 points)

A surface of revolution is an object that is rotationally symmetrical around a central axis. The following picture shows approximately what is expected.

Sor-editor.jpg

a) Start by drawing a GL_LINE from top to bottom in the center of your OpenGL window. This is your axis of symmetry. (5 points)

b) Generate control points for two connected cubic Bezier curves, and display the control points as GL_POINTS - you can create larger points with the glPointSize command. (If you max out the point size, use glutSolidSphere). All control points need to be located to the right of the axis of symmetry. Use different colors for the interpolating control points and the approximating ones. (5 points)

c) Connect the control points with straight lines. (5 points)

d) Draw the cubic Bezier curves the control points describe in a different color than the lines: Evaluate at least 20 sample points (this needs to be a const value in your code that can be changed easily) along each Bezier curve segment. The two curves need to be C0 continuous at the junction point, but higher level continuity is not required for now. (10 points)

e) Calculate the vertices for the surface of revolution by rotating the Bezier curve around the axis of symmetry in steps of at most 10 degrees (make this a const value that can be changed easily as well). (10 points)

f) Connect the vertices with GL_QUADS in counter-clockwise order to form a surface, and calculate (normalized!) normals. Use a perfect bright white (glColor3f(1,1,1)) for the color of the GL_QUADS. (10 points)

Tip: You can compute normals as follows: Given the Bezier curve (x(t),y(t),0) in the x/y plane, you first compute the tangent vector (x'(t),y'(t),0). The corresponding 3D normal vector is then (-y'(t),x'(t),0), which you rotate around the y axis similar to the vertices. Don't forget to normalize the normal vectors.

g) Enable at least one directional light source and position it so that it nicely illuminates the object. Use a light direction from above and behind the camera and slightly offset to the left. (5 points)

h) Allow the user to move the control points with the mouse by clicking on them with the left mouse button and dragging them to a new location. Don't allow moving them across the axis of symmetry. Regenerate the surface of revolution for the new set of control points every time the mouse button is released. (10 points)

2. Texture Your Object (40 Points)

Take a photograph or find one on-line and drape it onto your surface of revolution. It needs to stretch across its entire surface area, from top to bottom and all the way around, but only on the outside, not the inside of the object.

To familiarize yourself with texture mapping in OpenGL, we provide a sample program, which loads a PPM file and uses it as a texture for a quad. You can cut and paste code from it into your own project.

Follow these steps:

a) Convert your photograph to the PPM format. The free image processing tool IrfanView will do this for you. (5 points)

b) Read the PPM image and turn it into an OpenGL texture. You can use the code from the above referenced sample program. (10 points)

c) Calculate texture coordinates for each vertex and set them with glTexCoord2f. Make sure the texture gets mapped right side up. The image needs to stretch to the entire height of the object and go all the way around it - this means that the texture coordinates at each vertex will need to be fractions of 1. (10 points)

d) Render the surface of revolution with the texture. (5 points)

e) Add support for the 't' key to toggle between the object with and without the texture. (5 points)

f) Make sure your control points still work as before and allow changing the shape of the object. (5 points)

Tips:

  • Use the following settings for your texture after your first glBindTexture for correct lighting and filtering settings:
  // Make sure no bytes are padded:
  glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

  // Select GL_MODULATE to mix texture with quad color for shading:
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

  // Use bilinear interpolation:
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  • For the texture coordinates u/v, you can use the curve parameter t at each vertex as the u parameter. The v parameter at each vertex is proportional to the rotation angle around the y axis you applied to get the vertex.

3. Optional: Polish Your Editor (10 Points)

Add your trackball rotation functions to rotate the object (2 points)

Support the 'r' key to toggle between rotation mode and edit mode.

In rotation mode, the mouse controls the object like in project 4, allowing rotation and scale functionality. Axis of symmetry, control points and Bezier curves are not shown. Disable backface culling with glDisable(GL_CULL_FACE) to ensure that even the back facing parts of your object are drawn (note that the lighting for them will be incorrect due to their normals pointing in the wrong direction).

When edit mode is entered, the display switches back to what it was in parts 1 and 2 of the project.

Allow adding and deleting Bezier curve segments (4 points)

Support the 'a' key to add an additional cubic Bezier curve to the existing set of curves. It is sufficient to add them to one end of the set. Support the 'd' key to delete the most recently added curve. Update the surface of revolution every time one of these keys is pressed. The newly added curves must be shown with control points, just like the first two curves in part 1.

Add support for Bezier handles (4 points)

Bezier handles force C1 continuity at the junction points. Consult the image on Bezier handles in the course slides to see how such a handle is visually displayed: It is a line through each junction point between two Bezier curves, which goes through the neighboring approximating control points. The line forces these adjacent control points to be in a line with the junction point. Moving one of the neighboring approximating control points will automatically move the other to keep them in line with the junction point. Moving the junction point will move both adjacent control points along with it.