CIS 736 (Computer Graphics)
Spring, 2000

Homework Assignment 4

Thursday, March 30, 2000
Due: Friday, April 7, 2000 (by 5pm)
 

This machine problem is designed to give you experience in using a commercial renderer to implement object definition, illumination, shading, mapping, and animation using 3D primitives. In this assignment, you will get some introductory practice in using the 3D Studio MAX rendering package and some hands-on experience with lighting and shading models and basic animation.

Refer to the course intro handout for guidelines on working with other students. Remember to submit your solutions in electronic form to cis736ta@ringil.cis.ksu.edu and produce them only from your personal notes (not common scratch work, notes, or sources other than the OpenGL library). If you intend to use other references (e.g., A. Watt’s books or Graphics Gems), get the instructor’s permission, and cite your reference properly.

  1. (40 points) Rendering a simple 3D scene. In this machine problem, you will design and implement a rendered 3D scene using a polygon mesh model. Refer to the Shutterbug example in the Color Plate II section of your textbook (Foley et al) for this entire problem. 3D Studio MAX 2.0 is installed on 1 Windows NT 4.0 machine in the CIS NT lab (Room 126 Nichols Hall) and 1 dual-boot machine in the CIS Linux/Graphics lab (Room 128 Nichols Hall) – see the class announcements.
    1. (5 points) Use 3D Studio Max 2.0 to produce the Shutterbug scene without the camera and apply perspective projection to it. Make sure you actually scale, rotate, and color the objects correctly. Attach a screen shot of the scene (Plate II.23) in Wireframe Mode (with no visible surface determination).
    2. (5 points) Render the scene using Phong’s illumination model (Equation 16.13) and Gouraud shading. Turn shadows off in the renderer. Attach a screen shot of the rendered scene (Plate II.31).
    3. (10 points) Place an omni-directional light source behind the translucent light shade and another directly overhead (outside the scene). Turn shadows off in the renderer. Attach a screen shot of the rendered scene (Plate II.34).
    4. (10 points) Apply texture mapping to the cube (using any bitmaps you wish in place of the Mona Lisas and tiled marble on the top face) and the floor (using any wood bitmap). You may use a blank (matte) mirror surface. Turn shadows off in the renderer. Attach a screen shot of the rendered scene (Plate II.35).
    5. (10 points) Apply reflection mapping to the teapot and the floor. You may omit the displacement mapping. Turn shadows on in the renderer. Attach a screen shot of the rendered scene (similar to Plate II.37).
  1. (20 points) Animating a scene. In this machine problem, you will design and implement some simple animations using objects from the scene you built in Problem 1.
    1. (10 points) Use 3D Studio Max 2.0 to animate the ball in the Shutterbug scene. Look in the Scenes subdirectory of 3DSMAX2 for some examples (e.g., ANIBOUNC, ANIPATH, BALBOUNC, etc.). Attach your .MAX file.
    2. (10 points) Produce an .AVI file of this animation. For your own convenience, you may wish to convert this to QuickTime as well. Attach your .AVI file.

Extra credit

  1. BMRT (up to 15 points). Redo Problem 1(b) using BMRT, the open source version of RenderMan. You may obtain polygon mesh definitions of primitives such as the Utah teapot from the web. Attach a screen shot of the result and your source code.
  2. Lights (up to 10 points). Use a colored, self-illuminated light bulb in Problem 1(c) above. See the online documentation about self-illumination maps.
  3. QuickTime (5 points). Create a QuickTime .MOV file of your animation from Problem 2.