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CD Contents. Course description Lecture schedule by week 1997 Image Gallery Assignments Page Morphing Notes or morphing demo movies Ray Tracing Notes Final Project Resources Sample Exam Questions. Assignments. Tweening Assignment Specification Sample Solution

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CD Contents

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  1. CD Contents CS-557 Gregory Dudek

  2. Course description • Lecture schedule by week • 1997 Image Gallery • Assignments Page • Morphing Notes or morphing demo movies • Ray Tracing Notes • Final Project Resources • Sample Exam Questions CS-557 Gregory Dudek

  3. Assignments • Tweening Assignment Specification • Sample Solution • Assignment 1 1999 • The "Background" Video Assignment • 557-98-ass2.html • 557-98-asst9.html • 98-asst8.html • asst0-b.html • asst1-c.html • asst1-d.html • asst1-m.html • asst1-neu.html • asst2-b.html • Spline question • asst2-m.html • asst2-neu.html • asst296.html • asst3-a.html • asst3-c • Computer Graphics: Assignment Three • asst3-e.html • asst4-d.html • asst4-e.html • asst4-k. • asst4-m. • asst4-r.html • asst5-b.html • asst5-carl.html • asst5-d.html • asst5-e.html • asst5-k.html • asst5-r.html • asst5-v3d.html • asst6-k.html CS-557 Gregory Dudek

  4. ass2b-html Programming Assignment 4 In this assignment you will learn about procedural texture mapping methods. You will develop a number of basic procedural texture mapping functions and compose them together to simulate marble, wood, clouds, and fire. The Code You Write Implement functions for noise, snoise, fractal noise, and turbulance as described in class and in the supplemental reading. Then complete option A or option B. Option A: Use these functions to build modules that can generate realistic solid marble and textures (in color). Write code to display marble and wood applied to 3-D shaded polygonal models. Your wood model should exploit your noise and/or turbulance functions to create more visually realistic grain patterns. Option B: Use these functions to build modules that can generate realistic clouds and fire (in color). Write code to display clouds and fire using polygonal models and alpha channel, or develop density display routines as described in class. Optional Part For extra credit, extend your system to animate solid textures; e.g., moving marble, whisping clouds, billowing smoke, or dancing fire. Generate a movie file showing your animation. Helpful Hints Ken Musgrave's Procedural Methods for Computer Graphics course home page Ftp site for source code from Texturing and Modeling: A Procedural Approach What You Turn In Create an HTML document "p4.html" that describes your project. In the first part of the report, write a paragraph that describes how your modules work. Also include psuedo-code and equations for the texture mapping procedures you composed to generate marble, wood, clouds, or fire. The detail you give should be sufficient for someone else to implement your system. Include output images from your system. Generate three different images showing how changing the texture procedure parameters yields different results for each of your two texture modules. You should submit six images total. Finally, include your source files, program executable, and Makefile. Please be sure to tell me what computer platform (e.g., PC, SGI) your tool runs on. CS-557 Gregory Dudek

  5. ass2b-html Programming Assignment 4 In this assignment you will learn about procedural texture mapping methods. You will develop a number of basic procedural texture mapping functions and compose them together to simulate marble, wood, clouds, and fire. The Code You Write Implement functions for noise, snoise, fractal noise, and turbulance as described in class and in the supplemental reading. Then complete option A or option B. Option A: Use these functions to build modules that can generate realistic solid marble and textures (in color). Write code to display marble and wood applied to 3-D shaded polygonal models. Your wood model should exploit your noise and/or turbulance functions to create more visually realistic grain patterns. Option B: Use these functions to build modules that can generate realistic clouds and fire (in color). Write code to display clouds and fire using polygonal models and alpha channel, or develop density display routines as described in class. Optional Part For extra credit, extend your system to animate solid textures; e.g., moving marble, whisping clouds, billowing smoke, or dancing fire. Generate a movie file showing your animation. Helpful Hints Ken Musgrave's Procedural Methods for Computer Graphics course home page Ftp site for source code from Texturing and Modeling: A Procedural Approach What You Turn In Create an HTML document "p4.html" that describes your project. In the first part of the report, write a paragraph that describes how your modules work. Also include psuedo-code and equations for the texture mapping procedures you composed to generate marble, wood, clouds, or fire. The detail you give should be sufficient for someone else to implement your system. Include output images from your system. Generate three different images showing how changing the texture procedure parameters yields different results for each of your two texture modules. You should submit six images total. Finally, include your source files, program executable, and Makefile. Please be sure to tell me what computer platform (e.g., PC, SGI) your tool runs on. CS-557 Gregory Dudek

  6. Text Chapter 5 (conclusion) • Read 5.4 through end • Change of Normals is not covered clearly in the text. CS-557 Gregory Dudek

  7. Shape Drawing • (To be covered more fully later, after discussing perspective) • Let’s draw some shapes (to which we can apply these transformations) CS-557 Gregory Dudek

  8. Viewing in 3D (perspective) • Historical context (not in book) • Camera model: Project vs parallel • Mathematics of perspective projection CS-557 Gregory Dudek

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