Difference between revisions of "Project6Fall14"

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==1. Make a Bezier Patch==
 
==1. Make a Bezier Patch==
==2. Animate the Patch==
 
==3. Add an Environment==
 
==4. Use Environment Mapping==
 
==5. Optional: TBD==
 
 
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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 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 <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''')
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Generate the 16 control points for a cubic Bezier patch.  
  
 
c) Connect the control points with straight lines. ('''5 points''')
 
c) Connect the control points with straight lines. ('''5 points''')
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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''')
 
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''')
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==2. Animate the Patch==
 +
==3. Add an Environment==
 +
==4. Use Environment Mapping==
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==5. Optional: TBD==
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==2. Texture Your Object (40 Points)==
 
==2. Texture Your Object (40 Points)==
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Notes:
 
Notes:
 
* [http://www.f-lohmueller.de/pov_tut/skyboxer/skyboxer_3.htm This is a nice collection of cubic environment maps for skyboxes].
 
* [http://www.f-lohmueller.de/pov_tut/skyboxer/skyboxer_3.htm This is a nice collection of cubic environment maps for skyboxes].
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Extra credit:
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* Piecewise Bezier patch
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* more realistic water
 
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Revision as of 17:52, 22 November 2014

Contents

Project 6: Silver Water

[THIS PROJECT IS UNDER CONSTRUCTION. PLEASE COME BACK LATER.]

This project is on Bezier patches, texturing, and environment mapping with a GLSL shader program. The goal is to create a Bezier patch, make it resemble a water surface with small waves, then put it in a textured environment cube and render its surface with environment mapping.

It is due on Friday, December 5th at 3:30pm and will be discussed in CSB 001 on Monday, December 1st at 5pm.

1. Make a Bezier Patch

Generate the 16 control points for a cubic Bezier patch.

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. Animate the Patch

3. Add an Environment

4. Use Environment Mapping

5. Optional: TBD