First
assignment: |
Based on your
PLY-renderer from Computer Graphics,
implement a camera-path in such a way that the
camera flies around the object rendered. Use
gluLookAt to specify the camera settings. The
camera-path should follow a quintic
polynomial curve. Hence, you will need to
specify suitable control points placed around
the object. This then allows you to compute a
parameterized camera-path which can be used for
the animation. As the look-at point, the center
of the bounding box of the object can be
used. Utilize the animate feature in GLUT to
increment the parameter so that the camera flies
around the object and renders a new image every
time the camera changes (you should check the
current time so that the camera speed does not
depend on the speed of the computer.) For
testing, the following sample files are
available:
For
reading ply files, you can use these
sources or
you can use this ply
renderer.
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Second
assignment: |
Implement a mass-spring system that simulates a
surface. The surface should consist of 4x4 grid
of points defining a cubic Bezier patch and can be
drawn using simple triangles connecting the grid
points. The software should allow a user to move
the grid points parallel to the image
plane. Define a mass-spring system where a
certain mass is assumed at the grid points and
the grid points are connected via springs along
the parameter lines. Once a grid point is moved,
the tension in the system should relax slowly
resulting in a cloth-like animation of the
surface. For students taking this class at the
600-level it is expected that the normals are
specified correctly within the deCasteljau
algorithm to ensure proper lighting.
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Third
assignment: |
Create an animation of a walking skeleton. In order
to animate this model,
which was downloaded from
here,
use blender to separate the individual parts
needed for walking. Based on the inverse
kinematics technique cyclic coordinate decent
the system should be able to automatically
control the individual components by simply
specifying to put one foot in front of the
other.
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Final
project: |
Design a particle system that incorporates
collision detection. Use simple spheres to
represent the particles. Start particels
randomly at the top. Gravitational force pulls
the particles downward into a container that has
a dent in the center of its bottom. The
particles can bounce off the container as well as
collide with each other which may change their
direction. During the simulation, your software
should still allow a user to rotate, zoom, or
pan. For students taking this class
at the 600-level it is expected that the normals
are specified correctly to ensure proper
lighting.
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