CISC440 F2019 HW4

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Revision as of 21:48, 31 October 2019 by Cer (talk | contribs) (Required elements)
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Due Monday, November 11


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
    • 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
    • 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.
    • 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 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.

Submit your C++ code, the .obj you created, and text description of how you created it.

Graduate students only