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:
-
Back-face culling is turned on, so faces with normals that point away
from the viewer will not be drawn. Polygon vertex order is used to
determine that normal, so you must always order polygon vertices
counter-clockwise about the outward-pointing normal.
-
One light is defined and turned on. It is a directional light source
with no specular component, so do not define specular components for
your models. The light is coming in at an angle, so all the faces of
an upright box have different shades. With lighting turned on, you
must specify normal vectors for all your objects. (Actually, you could
locally turn lighting off, but it would look weird).
-
Texture mapping is used for the ground plane. In particular, it uses
mipmapping and a targa image. You do not have to use either of these
features with your own texture mapping, but for anything other than
the simplest textures, it is probably sensible (and you can copy the
code).
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
-
Have fun and be inventive.
-
A key thing to consider is polygon count. Graphics hardware can
only display so many polygons in a second, and if you try to
display too many the frame rate will collapse. Texture maps also
use memory, so too many textures can even more dramatically affect
performance. To keep polygon counts down, allow larger errors in
curve subdivisions, and avoid lots of complex terrain.
-
The way the train alignment is set up, it is simplest to do just
a single carriage, and a short one at that. Doing lots of cars
makes it harder to keep then on the track, although it is possible.
-
Make use of the OpenGL error checking mechanism. It is described
in the OpenGL Programming Guide.
-
Start simple - just try to get a polygon to appear in the center
of the world.
-
The way the current carriage transformations are set up, the
origin for the train is assumed to be at the bottom (at track
level).
-
It is OK to have multiple modeling techniques in one object. For
instance, you could have a carriage made up of some texture mapped
polygons with some subdivision areas. You get all the points if
you do a sufficient amount of each technique.
-
It is OK to borrow code from other sources - but not other
students. You will probably learn as much trying to figure out
how someone else's code works as you would doing it yourself.
-
Texture images abound on the web, so feel free to use them. Or
you can use a program like Photoshop to create your own. You
might even find a use for the first project.
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