Difference between revisions of "CISC440 S2023 HW4"
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** The 'p' key should toggle pause/play in the animation. In pause mode the camera should not move | ** The 'p' key should toggle pause/play in the animation. In pause mode the camera should not move | ||
− | No particular template code is provided, but you may want to start from [http://www.opengl-tutorial.org/beginners-tutorials/tutorial-7-model-loading/ Tutorial 7: Model Loading]. Submit your C++ code, the textured .obj you created, and a short text description of how you created it. | + | No particular template code is provided, but you may want to start from [http://www.opengl-tutorial.org/beginners-tutorials/tutorial-7-model-loading/ Tutorial 7: Model Loading]. Submit your C++ code, the textured .obj and texture image .bmp or .DDS that you created ('''as well as your Blender .blend file'''), and a short text description of how you created it. |
==Graduate students only== | ==Graduate students only== | ||
Stay tuned... | Stay tuned... |
Revision as of 10:54, 20 April 2023
Due Friday, April 28
Description
In this assignment you will create and texture an object (loosely defined) in Blender, then display it in an OpenGL program which animates camera motion along a Catmull-Rom spline.
Required elements
- In Blender, create and texture an object and export it as an .obj that is loadable by your OpenGL program [6 points]
- The object may not be a default mesh in Blender such as a plane, monkey, cylinder, or sphere. Rather, it should be an edited version such as the apple created in this tutorial or the cube manipulations here
- Apply at least one texture to the object either through wrapping or painting and save the resulting .obj
- In your C++ OpenGL program, load the .obj and animate a camera path that shows it from different angles and distances, calling glm::lookat() to recompute the view matrix at every step [6 points]
- Your camera path should be created from a Catmull-Rom cubic spline. All control points should be chosen by you and hard-coded your program as an array of at least 25 3-D positions.
- The camera path should be displayed initially as a continuous curve (i.e., connected line segments). So it should be computed outside of your animation loop
- The camera position (i.e., the view matrix) should be updated with each pass through the animation loop and the scene redrawn from the new location. Your up vector may remain constant, and your center point (where the camera is looking) may either be fixed to the centroid of the object that you loaded, or it can be updated to "look ahead" of the camera for an architectural walk-through or roller coaster scenario.
- The camera path does not need to be a loop. Regardless, when the last position is reached, the animation should automatically start over at the first position
- The 'p' key should toggle pause/play in the animation. In pause mode the camera should not move
No particular template code is provided, but you may want to start from Tutorial 7: Model Loading. Submit your C++ code, the textured .obj and texture image .bmp or .DDS that you created (as well as your Blender .blend file), and a short text description of how you created it.
Graduate students only
Stay tuned...