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.
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(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.
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(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).
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(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).
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(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).
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(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).
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(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).
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(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.
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(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.
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(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
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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.
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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.
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QuickTime (5 points). Create a QuickTime .MOV file of your
animation from Problem 2.