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CS559 Spring 2004: Project 3

A (Tiny) Amusement Park

Due Date: 5pm Wednesday May 5

Project Source Code

The Basic Task

This project will provide you with experience at modeling objects for computer graphics, and introduce you to many more of the features of OpenGL. The starting point is a small virtual space that consists of a grassy square with a roller-coaster track running around it. A carriage (a box for now) runs around the track. Your task is to model and render the carriages and other objects in the environment.

Like project 1, this project defines a set of sub-goals with points awarded for each goal. Unlike project 1, the goals are far more loosely defined, so there is scope to try interesting things to get all the points available.

The Tasks

Each task requires modeling one or more objects using a specific technique from class. The points available for each technique varies according to the difficulty of the task. In all cases, you get a base number of points for implementing one object with a technique, then an extra 5 points for each additional, but distinct, object with the same technique. You can score points for a maximum of three objects with any one technique. For instance, if you create a texture mapped polygonal ticket booth, and a texture-mapped polygonal roller-coaster carriage, and extrude the roller-coaster tracks, then you get 20 + 5 + 25 = 50 points. If an object involves more than one thing, such as a texture mapped, swept surface, then you can score points for both texture mapping and sweep objects.

The individual tasks, point value, and suggested objects are:
Technique Requirements Points Suggestions
Texture Mapping Add texture mapped polygonal objects to the environment. Each "object" for grading purposes consists of at least 5 polygons all texture mapped. Different objects require different maps. 20 Buildings, walls, roadways
Hierarchical Animated Model Add a hierarchical, animated model. The model must combine multiple components in a transformation hierarchy. Different models need different hierarchies. 25 Ferris Wheel, any number of other fairground rides.
Paramatric Instancing Add an object described by parameters. You must create multiple instances with different parameters, and each class of model counts for separate points, not each instance. 20 Trees (cones on sticks), buildings, even rides
Sweep Objects Add an object created as a sweep, either an extrusion or a surface of revolution. The important thing is that it be created by moving some basic shape along a path. The overall object must use at least three different uses of the swept polygon. In other words, something like a cylinder isn't enough, but something like two cylinders joined to form an elbow is. 25 Rails for the roller-coaster, trash bins, trees
Subdivision An object defined using the modified butterfly scheme or the subdivision rules for Bezier patches. You must include a key press that refines the model, so that we can see the improved quality. This is a special case for extra points. You get 50 for modified butterfly, and another 50 for Bezier. The sphere example from class can help, somewhat, with this. 50 + 50 The roller-coaster car, organic looking roofs, ...
Change the Navigation System The navigation system now is not great. Change it to something better. To get all the points, you must have a mode where the viewer rides the roller-coaster. 20 Ride the roller coaster, hotkeys to jump to spcific views (good for demos), many possibilities.

Multiple objects modeled using the same technique must be significantly different in order to gain the additional points. Objects that differ only by a sequence of transformations are not different, nor are parameterized objects that only differ by the parameter. Hierarchical objects with the same hierarchy and animation are not different.

Make models that truly display the underlying technique. For instance, make subdivision surfaces that really are curvy.

The Program Skeleton

The program skeleton is an extensive piece of software. Here are some notes on its operation:

The Interface

The existing simple interface uses three mouse buttons. Moving the mouse with the left button pushed rotates the world about a fixed point - the look-at point. Moving the mouse up or down with the middle button pushed changes the distance from the viewer to the look-at point. Moving the mouse with the right button pushed translates the world - by moving the look-at point in the ground plane. It's not the best, but it is relatively simple.

Hints and Suggestions


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