Difference between revisions of "Project6Fall14"
From Immersive Visualization Lab Wiki
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* 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. | * 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. | ||
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+ | Notes: | ||
+ | * [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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Revision as of 16:45, 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.