Welcome back to Computer Graphics course I believe that you have finished Lecture 4 : Transforms 2 Video 2-4 Lecture 5 : Transforms 1 Video 1-3 Computer Graphics Have you already started HW1? due May 7, 2015. Print the results in one page Your name/student No./course ID 1st quarter, 2015 input.txt.000.png - input.txt.012.png Nara Institute of Science and Technology April 30, 2015 *updated* submit your implementation from http://goo.gl/OF0i0b Today’s topics Homework 2 Next topic preview due May 14, 2015. homework 2 Print out the results in one page Geometric transform (extend from HW1) Your name / Student No. /course ID Rendering (Lighting / Shading) Check your understanding demo.txt.input.txt.000.png - demo.txt.input.txt.012.png Submit your source codes from http://goo.gl/ZqP7LK in my implementation, about 30 lines on light.frag.glsl Homework 1 support 12 lines on display.cpp 10 lines on readfile.cpp about 15 lines on Transform.cpp What’s required in Homework 2 ? You can build&render a scene as you like. This requires you <input file> size 500 500 camera 2 1 1 0 0 0 0 1 0 45.0 to read a scene from file light 0.6 0 0.1 0 1 1 1 1 pushTransform translate 0 0 -0.5 ≤ 10 objects with configurable material # Black Rubber pushTransform translate -0.5 0 0 ambient 0.02 0.02 0.02 1 0 diffuse 0.01 0.01 0.01 1 specular 0.4 0.4 0.4 1 shininess 10 teapot 0.15 popTransform ≤ 10 lights (point/directional) to change viewpoint # Black Plastic pushTransform translate 0 0 0 ambient 0 0 0 1 diffuse 0.01 0.01 0.01 1 specular 0.5 0.5 0.5 1 shininess 32 teapot 0.15 popTransform Rotation (as in HW1) / translation / scale to render the objects according to their material Implement the above using OpenGL! Start early! It takes 𝑂 𝑛2 hours! # Silver pushTransform translate 0.5 0 0 ambient 0.19225 0.19225 0.19225 1 Perl Copper Rubber Ruby Bronze Plastic Gold Brass Silver diffuse 0.50754 0.50754 0.50754 1 specular 0.508273 0.508273 0.508273 1 shininess 51.2 teapot 0.15 popTransform popTransform pushTransform translate 0 0 0 # Copper pushTransform translate -0.5 0 0 ambient 0.19125 0.0735 0.0225 1 diffuse 0.7038 0.27048 0.0828 1 specular 0.256777 0.137622 0.086014 1 shininess 12.8 teapot 0.15 popTransform Material parameters in http://www.nicoptere.net/dump/materials.html pushTransform translate 0 0 0 ambient 0.2125 0.1275 0.054 1 diffuse 0.714 0.4284 0.18144 1 specular 0.393548 0.271906 0.166721 1 shininess 25.6 teapot 0.15 popTransform # Brass pushTransform translate 0.5 0 0 ambient 0.329412 0.223529 0.027451 1 diffuse 0.780392 0.568627 0.113725 1 specular 0.992157 0.941176 0.807843 1 shininess 27.8974 teapot 0.15 popTransform popTransform pushTransform translate 0 0 0.5 # Pearl pushTransform translate -0.5 0 0 ambient 0.25 0.20725 0.20725 0.922 diffuse 1 0.829 0.829 0.922 specular 0.296648 0.296648 0.296648 0.922 shininess 11.264 teapot 0.15 popTransform # Ruby pushTransform translate 0 0 0 ambient 0.1745 0.01175 0.01175 0.55 diffuse 0.61424 0.04136 0.04136 0.55 specular 0.727811 0.626959 0.626959 0.55 shininess 76.8 teapot 0.15 popTransform # Polished Gold pushTransform translate 0.5 0 0 ambient 0.24725 0.2245 0.0645 1 diffuse 0.34615 0.3143 0.0903 1 specular 0.797357 0.723991 0.208006 1 shininess 83.2 teapot 0.15 popTransform popTransform # Bronze 1 Shading - materials Lighting Diffuse 拡散反射 Directional light Point light Specular 鏡面反射 ambient/emission 環境光・発光 Homework Unit 2 Lecture 6: OpenGL 1 about 45 min. Lecture 7: OpenGL Shading Notice Homework 1 due May 7, 2015. Print the results in one page Your name Student No. V1, V2 about 23 min. course ID input.txt.000.png input.txt.012.png Submit your implementation from http://goo.gl/OF0i0b Questions? April 30 (Thu) Enjoy holidays! Today May 1 (Fri) May 2 – 6 holidays! May 7 (Thu) Next class HW1 due Audit edX! Make sure that you have only one weekday until next class. Totally, just 1:07:15 for playing movie. [notification] homework 3 will be modified Kubo sensei offers you a skeleton code for HW3. It must help you a lot! 𝑂 𝑛3 → 𝑂 𝑛2 ? If you want to implement from scratch by yourself, you can challenge! Please contact me. To be announced in (maybe) next lecture. Please tell us your ID & name before asking/answering. 2 Today’s topics Check! Next topic preview Take a short test from http://goo.gl/aJFD9h homework 2 Geometric transform (extend from HW1) Rendering (Lighting / Shading) Check your understanding Homework 1 support Z resolution Questions? Given that 𝑛𝑒𝑎𝑟 = 10, 𝑓𝑎𝑟 = 500 Assign [0,255] values to value 1 𝑧 10 → 0.1 ∶ 0 500 → 0.002 ∶ 255 500 400 300 z Please tell us your ID & name before asking/answering. 200 100 0 0 Notice z resolution is discrete Intuitively, it seems better to use smaller 𝑛𝑒𝑎𝑟 = 0 larger 𝑓𝑎𝑟 = ∞ for better coverage But, It makes terrible result Resolution is non-uniform 𝑛, 𝑓 = 0.1,1000000 value 0 16 32 48 64 80 96 112 128 144 160 176 192 208 224 240 255 1/z 10.000 9.373 8.745 8.118 7.490 6.863 6.235 5.608 4.980 4.353 3.725 3.098 2.471 1.843 1.216 0.588 0.000 z 0.100 0.107 0.114 0.123 0.134 0.146 0.160 0.178 0.201 0.230 0.268 0.323 0.405 0.543 0.823 1.700 1000000 32 64 96 128 160 192 224 255 value 0 16 32 48 64 80 96 112 128 144 160 176 192 208 224 240 255 1/z z 0.100 10.000 0.094 10.655 0.088 11.402 0.082 12.262 0.075 13.262 0.069 14.439 0.063 15.846 0.057 17.557 0.051 19.682 0.045 22.392 0.039 25.967 0.032 30.902 0.026 38.151 0.020 49.844 0.014 71.871 0.008 128.788 0.002 500.000 Questions? Please tell us your ID & name before asking/answering. 3 (Recap) Homework Unit 2 Lecture 6: OpenGL 1 Today’s topics Homework 1 due May 7, 2015. about 45 min. Lecture 7: OpenGL Shading Print the results in one page Your name Student No. V1, V2 about 23 min. Next topic preview homework 2 Geometric transform (extend from HW1) Rendering (Lighting / Shading) Check your understanding course ID input.txt.000.png input.txt.012.png Homework 1 support Submit your implementation from http://goo.gl/OF0i0b Homework support Raise your hand for assistance. If you have no problem, you can audit next lecture (do homework) now. Unit 2 - Lecture 6 and 7 Please use earphone/headphone when you audit Homework 1, 2 4
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