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CS405 – 3D Project Part 1 Solved
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Description

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Overview
In this project, you will develop a basic 3D applica9on that will showcase several features of 3D Graphics using OpenGL. You are required to use the accompanied project as the code base for this project. Please do not use any other codebase.
Please watch the 3D Project 1 Demo.mp4 from the shared Google Drive first. You can also try the aAached executable demo in the SuCourse. This is an example of what we are expecGng from you.
Grading
Scenes 1, 2, 3: 15 points each,
Scenes 4, 5: 20 Points each,
Scene 6: 30 Points (with bonus)
What to Submit
You should submit an executable and a report. The report should have a screenshot of each scene followed by an explana9on of how you have achieved it. Note: Change the window 9tle with your name.
Scene System
You will create a program with mul9ple scenes, each rendering something different. These scenes should be shown when the related key is pressed. The keys you will use are Q, W, E, R, T, and Y in order, e.g. when the E key is pressed 3rd scene should be shown.
In each scene (except the 5th and 6th), the same four meshes must be rendered. For the meshes on the upper side, you must render a Sphere on the leX, and a Torus on the right. They must be generated with the func9ons ParameticHalfCircle and ParameticCircle respec9vely, with 16×16 samples. The meshes on the boZom are leX to your imagina9on, they can be any shape, does not have to be the ones on the demo. Also, these meshes must rotate around themselves as in the demo. To be exact, the rota9on axis must be (1, 1, 0), and the rota9on angle must be current_time*10 degrees.
First Scene
Second Scene
You must create a shader that shows the normal vectors as colors.
Third Scene
You must use the Blinn-Phong reflec9on model to shade the meshes. All the meshes must have a gray surface color, (0.5, 0.5, 0.5) with a shininess value of 64. There must be a single direc4onal light as the only light source. Its direc9on should be (-1, -1, 1), from the near leX upper corner to the origin, and its color must be (0.4, 0.4, 0.4). The ambient light is (0.5, 0.5, 0.5).
Fourth Scene
You should again use the Blinn-Phong shading. However, each mesh must have its own surface color: gray (0.5, 0.5, 0.5), red (1, 0, 0), green (0, 1, 0), and blue (0, 0, 1). You must use the shininess values 128 and 32 for the Sphere and Torus respec9vely. The other meshes’ shininess values are up to you. While keeping the previous ambient light and direc4onal light as it is, a mousecontrolled point light must be added. Its color must be (0.5, 0.5, 0.5), and its posi9on must be computed as (mouse_x, mouse_y, -1).
FiIh Scene
You must develop a small game as in the demo. One sphere must be in the posi9on of the mouse, while the other sphere is chasing the first one. To keep things consistent, you must calculate the posi9on of the chasing sphere with the below func9on:
chasing_pos = glm::mix(mouse_pos, chasing_pos, 0.99)
You must use the Blinn-Phong shading, but the light sources are up to you. Both of the spheres should be the Sphere you have generated for the first scene and scaled by 0.3. If the distance between the mouse-controlled sphere and the chasing sphere is larger than 0.3 * 2, the mousecontrolled sphere should be green, otherwise red. (When you catch the sphere it blushes)
Sixth Scene
Do whatever you desire, try to impress yourself, but report it in detail.

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