2023-02-25 22:29:00 +00:00
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CSci 5607, Spring 2023
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Assignment 1c: Triangles and Texture
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2023-02-25 22:27:39 +00:00
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Due: Friday March 3rd
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- [x] The program robustly accepts extended scene description files that include
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texture images, texture coordinates and surface normal vectors. The
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program is able to robustly handle triangle definitions that either
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include or do not include per-vertex normal directions and include or do
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not include per-vertex texture coordinates, in addition to vertex
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locations. The syntax used to define textured and/or smooth-shaded
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triangles follows the classic .obj format as described in class. (5 pts)
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- [x] The program correctly computes ray/plane intersections, and correctly
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performs point-in-triangle testing using barycentric coordinates, enabling
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the correct rendering of scenes containing triangles as well as spheres.
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(20 pts)
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- [x] The program is capable of rendering triangles using flat shading, in which
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every pixel in a triangle is assigned the same color, obtained by
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correctly evaluating the Phong illumination equation using the unit length
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normal of the plane in which the triangle lies. (10 pts)
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2023-02-25 22:45:53 +00:00
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- [x] The program is capable of rendering triangles using smooth shading, in
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2023-02-25 22:27:39 +00:00
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which every pixel within a triangle is assigned a unique color, obtained
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by evaluating the Phong illumination equation using a unit length normal
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direction correctly interpolated from the three normal directions defined
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at the three triangle vertices. (15 pts)
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- [x] The program is capable of rendering textured spheres. An appropriate
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texture coordinate is computed at each ray/sphere intersection point. This
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can be done at runtime using a pre-defined, hard-coded algorithm. The
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computed texture coordinate is used to retrieve a correctly corresponding
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color from the associated texture map, which replaces the object’s diffuse
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color in the Phong illumination model when it is evaluated at that point.
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(25 pts)
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- [ ] The program is capable of rendering textured triangles. The texture
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coordinate at the ray/triangle intersection point is correctly
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interpolated from the texture coordinates defined at each of the three
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triangle vertices. The interpolated texture coordinate is used to retrieve
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a correctly corresponding color from the associated texture map, which
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replaces the object’s diffuse color in the Phong illumination model when
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it is evaluated at that point. (25 pts)
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- [ ] Extra credit: The program is capable of reading a normal map from a file
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and correctly using the values in that map to appropriately vary the
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surface normal direction used when calculating the Phone illumination
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equation at each point across the surface. The normal mapping is capable
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of being applied to both triangles and spheres. (7 pts)
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