The University of Melbourne Department of Computer Science and Software Engineering Graphics and computation.

Size: px
Start display at page:

Download "The University of Melbourne Department of Computer Science and Software Engineering Graphics and computation."

Transcription

1 The University of Melbourne Department of Computer Science and Software Engineering Graphics and computation Project 2, 2007 Set: 16th April Demonstration: week commencing 14th May Electronic submission: 10am, 14th May Marks: This Project counts towards 20% of the marks for this subject Participants: This Project can be done either individually or in groups of no more than three people. Assessment: Marking will be the same regardless of the number of participants, for either individual or group submissions. Aim This Project is based on Project 1. The purpose of the Project is to expose you to a variety of graphics and computational techniques. The Project is loosely based on the retro game Scorched Earth. Scorched Earth claims to be the mother of all games although this slogan seems to have been a reference to the Gulf War, and not to the game s actual quality. It has been reviewed as one of the best 2-player games you ll ever play, and a design that truly stands the test of time. For some people, it may be addictive. You have been warned. Scorched Earth is a simple, 2-player tank (or cannon) game. Players take turns to destroy each other using stationary artillery guns. Each turn, you adjust the power and angle of your gun, then launch your projectile. If you hit the other player, you win. If you hit the landscape, you leave a giant crater. Entire mountains can be levelled if you play the game for long enough! A popular variant, which actually predates Scorched Earth, is Gorilla. Two gorillas stand on tall skyscrapers, trying to kill each other with exploding bananas. Again, each player would enter the angle and velocity to throw the banana, and hope for the best. A non-violent interpretation you might choose to adopt for this project would be Valentine, where you launch hearts at your loved one (if you prefer to hug than to kill). Game rules Wikipedia contains an overview of this genre of computer game, which contains links to specific examples throughout the ages. (computer game) 1

2 Your task: Scorched Earth/Gorilla/Valentine 3D Your task in Project 2 is to adapt the traditional, two dimensional Scorched Earth game (or your chosen Valentine, Gorilla or other variant) into a three dimensional form. Regardless of your chosen theme (Gorilla, Valentine, etc), the game will take place on the fractal landscape you have generated in Project 1. In some ways your task will be easy, since you are free to program very simple (retro) shapes to define game entities, such as the tanks, gorilla or prospective valentine. There will, however, be several challenges, including 1. how to create and render objects such as the cannon, bananas or hearts. 2. how to smoothly change perspectives from one player to another. 3. how to implement parabolic motion of the thing you are throwing. 4. how to deform the terrains surface, when things you throw miss their target. You must use splines to create at least some of the game objects - for instance the cannon, the bananas, or the hearts. You must also use splines to generate smooth camera motion. You can use more than two players if you choose and you may optionally choose to randomly position players. Specifications and marking criteria A Project that meets all of below will receive 20 marks. Modelling players and projectiles (that you see during play) [5 marks] For building (at least one) of the objects involved in the game, such as the cannon, banana or heart, you need to utilise splines. This can be done by generating a spline curve in two-dimensions, and quantising it into a discrete number of points. These points would then be rotated an axis, adding vertices at regular intervals, to generate a three dimensional object. This technique is known as lathing. Another way to generate a shape from a spline is to extrude - basically, using a 2D spline as a cookie cutter to make a 3D shape. The Foley textbook has a section on translational sweeps and rotational sweeps (extrusions and lathes) on page 376, Section There s a picture there as well. Two images which demonstrate the spline/lathe process can be seen at NURBS and Bezier Splines.html Take note of step 9, which shows a 2D representation of a spline, and step 10, where the spline is lathed around the vertical axis. Note that you will be required to rotate the projectile launching device to reflect the current firing angle. This may be hard if you attempt to create a complicated player model. A spline based cannon will be easiest, even if it fires love hearts or exploding bananas. Using splines you will be able to create a great variety of cannon shapes. 2

3 Players (tanks/gorillas/valentines/etc) clearly visible and clearly distinguishable (eg, red tank vs. blue tank) [1 mark] Projectiles (cannon balls/bananas/hearts/etc) clearly visible at appropriate stages in the game [1 mark] At least one of the above game items modelled using splines [2 marks] The level of detail of the spline-based object(s) corresponds to the distance of the object(s) from the camera. When the object is viewed from afar it should be rendered with less quantisation of the spline, and thus, less polygons overall. [1 mark] Viewpoint changes via spline trajectory representation (between alternate turns) [6 marks] Each player, when they take their turn, starts with a viewport that allows them to see their own tank, and that faces in the direction of the other player s tank. Players should be able to move the camera so you can get a clear view of what you need to see. When a player s turn ends, the camera must make a smooth transition (using splines) to a similar viewport for the other player. Obviously, it will be possible for your opponent to be hidden behind a mountain. Where the opponent s tank is obscured by the landscape (but only where it is obscured), you will need to draw it using a flat colour (no lighting, texturing, or anything). To accomplish this, you will need to understand how depth testing (or z-buffering) works. At the start of each turn, the camera is appropriately positioned behind the player s tank, facing the opponent s tank [1 mark] The user can move and rotate the viewport and the camera so as to get a better view of the terrain and the enemys tank. This rotation could be accomplished using the mouse. The camera must never pass inside the terrain. [1 mark] When a projectile is launched, the camera targets the projectile instead of the player, so that the user can see where the shot lands. [1 mark] At the end of a player s turn, the camera follows a spline-based path from its current orientation to its new orientation [2 marks] Any part of the opponent s tank that is obscured by the terrain (but only that part) is drawn in flat colour [1 mark] Projectile motion and gameplay [4 marks] The player will use the keyboard (eg, Up, Down) or the mouse to control the elevation (and, optionally, the horizontal rotation) of their projectile dispensing device. The graphical objects on the screen will need to rotate accordingly. The player will then need some way to set the power of their shot (for instance, holding down the space bar until a desired power level is reached). Once in the air, the projectile should be governed by basic parabolic motion. This means that the projectile has a velocity vector, which is added to the projectile s position each frame. The vertical 3

4 component of the velocity vector is decreased over time to represent gravity. include wind in your game, although this is not required.) (You may wish to The following website has a useful java applet for visualising projectile motion. It demonstrates how the angle and release velocity affect the trajectory of a projectile. stuff/applets/projectilemotion/jarapplet.html Using the keyboard or mouse to aim the cannon/the gorilla s arm/cupid s bow and arrow, with correct 3D transformations to represent this graphically. In other words, you need to be able to see where you are aiming. [1 mark] Modelling projectile motion, with correct 3D transformations to graphically represent the flight of the projectile. [1 mark] Players take turns in order, and victory conditions are tested for appropriately [1 mark] Sufficient text or other displays are present to let the user know what is going on (eg, whose turn it is, who has won, which direction wind is blowing, etc) [1 mark] Deforming terrain through projectiles exploding [5 marks] The idea with deforming the terrain is that if projectiles miss their target, a crater will be formed by the cannon ball/banana/heart. Because the geometry will change, you will need to update your vertices, normals, and so on. You will need to think about how to handle numerous projectiles landing in the same place. Is there a limit beyond which you will not allow further deformation (eg, the plane Y = 0, representing sea level)? Or can the user plumb the subterranean depths of your fractal world? The choice is yours! Collision detection between the projectile and the landscape, and between the projectile and the opponent s tank [1 mark] Projectiles that hit the ground must leave a crater. [1 mark] Appropriate recalculation of vertices, normals, and (if relevant) display lists. [1 mark] Crater region is suitably discoloured to suggest warfare/bananas/love/etc [1 mark] The game maintains a reasonable frame refresh rate (sufficient to play the game) [1 mark] Newsgroup consultation You are encouraged to ask questions, answer questions where possible and share examples of pseudocode and/or small examples of code that highlight the correct invocation of OpenGL commands, GLUT commands or algorithmic techniques. You are not allowed to exchange complete methods or classes. Remember that copying code from the Internet or from your colleagues will be considered cheating. Note that via electronic submission, your code will be checked for similarity between submissions and with code available over the Internet. 4

5 Group CVS repository A cvs repository will be made available to enable Project groups at /home/studproj/380/ to share and store code in a central repository during joint development. If you want to utilise this shared space, please contact the Head Tutor, Athol (user name: abirtley) with a list of your groups user names, to add to a 380 group. Please also consult the 380 web site for possible additional information regarding the cvs repository. Assessment Your Projects will be evaluated on the functionality of your demonstration and your electronically submitted source code for a total of 20 marks, according to the marking structure described above. Marking will be the same regardless of the number of participants, for either individual or group submissions. Electronic submission You code must compile and run on the machines in lab 1.08 using Visual Studio installed on them and be implemented in C or optionally C++. Your projects must include a Microsoft Visual Studio or Visual C++ Express project file that can be successfully launched under Windows XP on the machines in the lab. Please check that your code works first in the labs, before submitting. If you have coded under a different development environment, you will probably need to 1. create a new project in Visual Studio 2. add your existing files to this project 3. possibly change include paths (to e.g. glut.h), 4. compile the program by selecting Build Project from menu, and finally 5. make sure the project runs. Either click the green arrow, or navigate to the directory with the executable (e.g. \Debug) and run it to make sure it works. For groups of more than one person, your Project must only be submitted by one member of your group. You must electronically submit all your source code, headers and project file required to run your programs using the submit system by the due date, using the following command submit *.c *.h Scorched.vcproj readme.txt group.txt Note: your project must be named Scorched.vcproj, and building the project must generate an executable file named Scorched.exe in the \Debug directory. 5

6 Note: Please don t submit the same program under multiple login names, we only want to mark it once! Important: if your project contains code from other sources, in particular from other web sites, you have to clearly indicate this in readme.txt. Identify which classes or methods are your own and which are from a different source. Remember that copying code from the Internet or from your colleagues will be considered cheating. We will be checking for similarity between submissions and with code available over the Internet. The group.txt file must (strictly) include a list of lowercase login names, one per line for all people in your Project group (or just one login for individuals). For example, >cat group.txt >login1 >login2 The readme.txt file must (briefly) describe your implementation. One paragraph of text under each of the following headings should be sufficient: (1) How to play the game (especially if you have implemented additional features) (2) How you modelled game objects, (3) How you handled camera motion, (4) How you modelled projectile motion, and (5) How you handled deforming the terrain. Brief descriptions are sufficient and concise descriptions are preferred over long, verbose descriptions. 6

The University of Melbourne Department of Computer Science and Software Engineering Graphics and Computation

The University of Melbourne Department of Computer Science and Software Engineering Graphics and Computation The University of Melbourne Department of Computer Science and Software Engineering 433-380 Graphics and Computation Project 2, 2009 Set: 8 Apr Demonstration: Week commencing 18 May Electronic Submission:

More information

EEN118 LAB FOUR. h = v t ½ g t 2

EEN118 LAB FOUR. h = v t ½ g t 2 EEN118 LAB FOUR In this lab you will be performing a simulation of a physical system, shooting a projectile from a cannon and working out where it will land. Although this is not a very complicated physical

More information

EEN118 LAB FOUR. h = v t ½ g t 2

EEN118 LAB FOUR. h = v t ½ g t 2 EEN118 LAB FOUR In this lab you will be performing a simulation of a physical system, shooting a projectile from a cannon and working out where it will land. Although this is not a very complicated physical

More information

EEN118 LAB FOUR. h = v t ½ g t 2

EEN118 LAB FOUR. h = v t ½ g t 2 EEN118 LAB FOUR In this lab you will be performing a simulation of a physical system, shooting a projectile from a cannon and working out where it will land. Although this is not a very complicated physical

More information

EEN118 LAB FOUR. h = v t - ½ g t 2

EEN118 LAB FOUR. h = v t - ½ g t 2 EEN118 LAB FOUR In this lab you will be performing a simulation of a physical system, shooting a projectile from a cannon and working out where it will land. Although this is not a very complicated physical

More information

03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations

03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations Multimedia Systems 03 Vector Graphics 2D and 3D Graphics, Transformations Imran Ihsan Assistant Professor, Department of Computer Science Air University, Islamabad, Pakistan www.imranihsan.com Lectures

More information

SolidWorks Intro Part 1b

SolidWorks Intro Part 1b SolidWorks Intro Part 1b Dave Touretzky and Susan Finger 1. Create a new part We ll create a CAD model of the 2 ½ D key fob below to make on the laser cutter. Select File New Templates IPSpart If the SolidWorks

More information

SolidWorks 2½D Parts

SolidWorks 2½D Parts SolidWorks 2½D Parts IDeATe Laser Micro Part 1b Dave Touretzky and Susan Finger 1. Create a new part In this lab, you ll create a CAD model of the 2 ½ D key fob below to make on the laser cutter. Select

More information

Sliding and Rotating Objects. Appendix 1: Author s Notes

Sliding and Rotating Objects. Appendix 1: Author s Notes AnimationWorks User Guide AnimationWORKS Introduction Camera Paths Cameras Moving Objects Moving Object Paths Sliding and Rotating Objects Light Objects Class Visibility Objects Transparency Objects Appendix

More information

Extrude & Revolve Maya 2013

Extrude & Revolve Maya 2013 2000-2013 Michael O'Rourke Extrude & Revolve Maya 2013 Concept There are several basic modeling techniques shared by all 3D programs These can be used either to create your final model For example, a vase

More information

Tutorial 2: Particles convected with the flow along a curved pipe.

Tutorial 2: Particles convected with the flow along a curved pipe. Tutorial 2: Particles convected with the flow along a curved pipe. Part 1: Creating an elbow In part 1 of this tutorial, you will create a model of a 90 elbow featuring a long horizontal inlet and a short

More information

AN INTRODUCTION TO SCRATCH (2) PROGRAMMING

AN INTRODUCTION TO SCRATCH (2) PROGRAMMING AN INTRODUCTION TO SCRATCH (2) PROGRAMMING Document Version 2 (04/10/2014) INTRODUCTION SCRATCH is a visual programming environment and language. It was launched by the MIT Media Lab in 2007 in an effort

More information

20/06/ Projectile Motion. 3-7 Projectile Motion. 3-7 Projectile Motion. 3-7 Projectile Motion

20/06/ Projectile Motion. 3-7 Projectile Motion. 3-7 Projectile Motion. 3-7 Projectile Motion 3-7 A projectile is an object moving in two dimensions under the influence of Earth's gravity; its path is a parabola. 3-7 It can be understood by analyzing the horizontal and vertical motions separately.

More information

Pong in Unity a basic Intro

Pong in Unity a basic Intro This tutorial recreates the classic game Pong, for those unfamiliar with the game, shame on you what have you been doing, living under a rock?! Go google it. Go on. For those that now know the game, this

More information

Detailed instructions for video analysis using Logger Pro.

Detailed instructions for video analysis using Logger Pro. Detailed instructions for video analysis using Logger Pro. 1. Begin by locating or creating a video of a projectile (or any moving object). Save it to your computer. Most video file types are accepted,

More information

Vector Decomposition

Vector Decomposition Projectile Motion AP Physics 1 Vector Decomposition 1 Coordinate Systems A coordinate system is an artificially imposed grid that you place on a problem. You are free to choose: Where to place the origin,

More information

LECTURE 4. Announcements

LECTURE 4. Announcements LECTURE 4 Announcements Retries Email your grader email your grader email your grader email your grader email your grader email your grader email your grader email your grader email your grader email your

More information

Sculpting 3D Models. Glossary

Sculpting 3D Models. Glossary A Array An array clones copies of an object in a pattern, such as in rows and columns, or in a circle. Each object in an array can be transformed individually. Array Flyout Array flyout is available in

More information

Minecraft Due: Mar. 1, 2015

Minecraft Due: Mar. 1, 2015 CS1972 Topics in 3D Game Engine Development Barbara Meier Minecraft Due: Mar. 1, 2015 Introduction In this assignment you will build your own version of one of the most popular indie games ever: Minecraft.

More information

Shape modeling Modeling technique Shape representation! 3D Graphics Modeling Techniques

Shape modeling Modeling technique Shape representation! 3D Graphics   Modeling Techniques D Graphics http://chamilo2.grenet.fr/inp/courses/ensimag4mmgd6/ Shape Modeling technique Shape representation! Part : Basic techniques. Projective rendering pipeline 2. Procedural Modeling techniques Shape

More information

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes Blender Notes Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes Introduction Blender is a powerful modeling, animation and rendering

More information

XTviz Perth Demo User Manual. What we do

XTviz Perth Demo User Manual. What we do XTviz Perth Demo User Manual What we do Simmersion Holdings Pty Ltd specialises in creating spatially accurate interactive 3D simulations of real world environments to assist our clients in communicating

More information

Learning Objectives. Math Prerequisites. Technology Prerequisites. Materials. Math Objectives. Technology Objectives

Learning Objectives. Math Prerequisites. Technology Prerequisites. Materials. Math Objectives. Technology Objectives Learning Objectives Parametric Functions Lesson 2: Dude, Where s My Football? Level: Algebra 2 Time required: 60 minutes Many students expect a falling object graph to look just like the path of the falling

More information

Topics and things to know about them:

Topics and things to know about them: Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will

More information

Visual Physics - Introductory Lab Lab 0

Visual Physics - Introductory Lab Lab 0 Your Introductory Lab will guide you through the steps necessary to utilize state-of-the-art technology to acquire and graph data of mechanics experiments. Throughout Visual Physics, you will be using

More information

CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008.

CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008. CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions The Midterm Exam was given in class on Thursday, October 23, 2008. 1. [4 pts] Drawing Where? Your instructor says that objects should always be

More information

Tangents. In this tutorial we are going to take a look at how tangents can affect an animation.

Tangents. In this tutorial we are going to take a look at how tangents can affect an animation. Tangents In this tutorial we are going to take a look at how tangents can affect an animation. One of the 12 Principles of Animation is called Slow In and Slow Out. This refers to the spacing of the in

More information

Curves & Splines. Assignment #3. Overview & Objectives. Due Dates. CPSC 453 Fall 2018 University of Calgary

Curves & Splines. Assignment #3. Overview & Objectives. Due Dates. CPSC 453 Fall 2018 University of Calgary Curves & Splines Assignment #3 CPSC 453 Fall 2018 University of Calgary Overview & Objectives The main objective of this third assignment in CPSC 453 is to learn to work with Bézier curves and splines.

More information

COS 116 The Computational Universe Laboratory 10: Computer Graphics

COS 116 The Computational Universe Laboratory 10: Computer Graphics COS 116 The Computational Universe Laboratory 10: Computer Graphics As mentioned in lecture, computer graphics has four major parts: imaging, rendering, modeling, and animation. In this lab you will learn

More information

Images from 3D Creative Magazine. 3D Modelling Systems

Images from 3D Creative Magazine. 3D Modelling Systems Images from 3D Creative Magazine 3D Modelling Systems Contents Reference & Accuracy 3D Primitives Transforms Move (Translate) Rotate Scale Mirror Align 3D Booleans Deforms Bend Taper Skew Twist Squash

More information

PROJECTILE. 5) Define the terms Velocity as related to projectile motion: 6) Define the terms angle of projection as related to projectile motion:

PROJECTILE. 5) Define the terms Velocity as related to projectile motion: 6) Define the terms angle of projection as related to projectile motion: 1) Define Trajectory a) The path traced by particle in air b) The particle c) Vertical Distance d) Horizontal Distance PROJECTILE 2) Define Projectile a) The path traced by particle in air b) The particle

More information

SPH3U1 Lesson 12 Kinematics

SPH3U1 Lesson 12 Kinematics SPH3U1 Lesson 12 Kinematics PROJECTILE MOTION LEARNING GOALS Students will: Describe the motion of an object thrown at arbitrary angles through the air. Describe the horizontal and vertical motions of

More information

COMPUTER AIDED ARCHITECTURAL GRAPHICS FFD 201/Fall 2013 HAND OUT 1 : INTRODUCTION TO 3D

COMPUTER AIDED ARCHITECTURAL GRAPHICS FFD 201/Fall 2013 HAND OUT 1 : INTRODUCTION TO 3D COMPUTER AIDED ARCHITECTURAL GRAPHICS FFD 201/Fall 2013 INSTRUCTORS E-MAIL ADDRESS OFFICE HOURS Özgür Genca ozgurgenca@gmail.com part time Tuba Doğu tubadogu@gmail.com part time Şebnem Yanç Demirkan sebnem.demirkan@gmail.com

More information

Chapter 10. Creating 3D Objects Delmar, Cengage Learning

Chapter 10. Creating 3D Objects Delmar, Cengage Learning Chapter 10 Creating 3D Objects 2011 Delmar, Cengage Learning Objectives Extrude objects Revolve objects Manipulate surface shading and lighting Map artwork to 3D objects Extrude Objects Extrude & Bevel

More information

Shadows in the graphics pipeline

Shadows in the graphics pipeline Shadows in the graphics pipeline Steve Marschner Cornell University CS 569 Spring 2008, 19 February There are a number of visual cues that help let the viewer know about the 3D relationships between objects

More information

TRINITAS. a Finite Element stand-alone tool for Conceptual design, Optimization and General finite element analysis. Introductional Manual

TRINITAS. a Finite Element stand-alone tool for Conceptual design, Optimization and General finite element analysis. Introductional Manual TRINITAS a Finite Element stand-alone tool for Conceptual design, Optimization and General finite element analysis Introductional Manual Bo Torstenfelt Contents 1 Introduction 1 2 Starting the Program

More information

Reset Cursor Tool Clicking on the Reset Cursor tool will clear all map and tool selections and allow tooltips to be displayed.

Reset Cursor Tool Clicking on the Reset Cursor tool will clear all map and tool selections and allow tooltips to be displayed. SMS Featured Icons: Mapping Toolbar This document includes a brief description of some of the most commonly used tools in the SMS Desktop Software map window toolbar as well as shows you the toolbar shortcuts

More information

CCSI 3161 Project Flight Simulator

CCSI 3161 Project Flight Simulator 1/11 CCSI 3161 Project Flight Simulator Objectives: To develop a significant OpenGL animation application. Due date: Dec 3 rd, Dec 1st, 11:59pm. No late submission will be accepted since the grades need

More information

Chapter 1- The Blender Interface

Chapter 1- The Blender Interface The Blender Screen When I first looked at Blender and read some tutorials I thought that this looked easy and made sense. After taking the program for a test run, I decided to forget about it for a while

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading Runtime VR systems Two major parts: initialisation and update loop. Initialisation

More information

Adding Depth to Games

Adding Depth to Games Game Maker Tutorial Adding Depth to Games Written by Mark Overmars Copyright 2007-2009 YoYo Games Ltd Last changed: December 23, 2009 Uses: Game Maker 8.0, Pro Edition, Advanced Mode Level: Intermediate

More information

MODELING AND HIERARCHY

MODELING AND HIERARCHY MODELING AND HIERARCHY Introduction Models are abstractions of the world both of the real world in which we live and of virtual worlds that we create with computers. We are all familiar with mathematical

More information

Assignment 4: Flight Simulator

Assignment 4: Flight Simulator VR Assignment 4: Flight Simulator Released : Feb 19 Due : March 26th @ 4:00 PM Please start early as this is long assignment with a lot of details. We simply want to make sure that you have started the

More information

TEAM 12: TERMANATOR PROJECT PROPOSAL. TEAM MEMBERS: Donald Eng Rodrigo Ipince Kevin Luu

TEAM 12: TERMANATOR PROJECT PROPOSAL. TEAM MEMBERS: Donald Eng Rodrigo Ipince Kevin Luu TEAM 12: TERMANATOR PROJECT PROPOSAL TEAM MEMBERS: Donald Eng Rodrigo Ipince Kevin Luu 1. INTRODUCTION: This project involves the design and implementation of a unique, first-person shooting game. The

More information

CHETTINAD COLLEGE OF ENGINEERING & TECHNOLOGY CS2401 COMPUTER GRAPHICS QUESTION BANK

CHETTINAD COLLEGE OF ENGINEERING & TECHNOLOGY CS2401 COMPUTER GRAPHICS QUESTION BANK CHETTINAD COLLEGE OF ENGINEERING & TECHNOLOGY DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING CS2401 COMPUTER GRAPHICS QUESTION BANK PART A UNIT I-2D PRIMITIVES 1. Define Computer graphics. 2. Define refresh

More information

Projectile Motion SECTION 3. Two-Dimensional Motion. Objectives. Use of components avoids vector multiplication.

Projectile Motion SECTION 3. Two-Dimensional Motion. Objectives. Use of components avoids vector multiplication. Projectile Motion Key Term projectile motion Two-Dimensional Motion Previously, we showed how quantities such as displacement and velocity were vectors that could be resolved into components. In this section,

More information

Chapter 3: Vectors & 2D Motion. Brent Royuk Phys-111 Concordia University

Chapter 3: Vectors & 2D Motion. Brent Royuk Phys-111 Concordia University Chapter 3: Vectors & 2D Motion Brent Royuk Phys-111 Concordia University Vectors What is a vector? Examples? Notation:! a or! a or a 2 Vector Addition Graphical Methods Triangle, parallelogram, polygon

More information

Projectile Trajectory Scenarios

Projectile Trajectory Scenarios Projectile Trajectory Scenarios Student Worksheet Name Class Note: Sections of this document are numbered to correspond to the pages in the TI-Nspire.tns document ProjectileTrajectory.tns. 1.1 Trajectories

More information

Week 1 The Blender Interface and Basic Shapes

Week 1 The Blender Interface and Basic Shapes Week 1 The Blender Interface and Basic Shapes Blender Blender is an open-source 3d software that we will use for this class to create our 3d game. Blender is as powerful as 3d Studio Max and Maya and has

More information

Visualization Insider A Little Background Information

Visualization Insider A Little Background Information Visualization Insider A Little Background Information Visualization Insider 2 Creating Backgrounds for 3D Scenes Backgrounds are a critical part of just about every type of 3D scene. Although they are

More information

Full Screen Layout. Main Menu Property-specific Options. Object Tools ( t ) Outliner. Object Properties ( n ) Properties Buttons

Full Screen Layout. Main Menu Property-specific Options. Object Tools ( t ) Outliner. Object Properties ( n ) Properties Buttons Object Tools ( t ) Full Screen Layout Main Menu Property-specific Options Object Properties ( n ) Properties Buttons Outliner 1 Animation Controls The Create and Add Menus 2 The Coordinate and Viewing

More information

SPACE - A Manifold Exploration Program

SPACE - A Manifold Exploration Program 1. Overview SPACE - A Manifold Exploration Program 1. Overview This appendix describes the manifold exploration program SPACE that is a companion to this book. Just like the GM program, the SPACE program

More information

Key 3D Modeling Terms Beginners Need To Master

Key 3D Modeling Terms Beginners Need To Master Key 3D Modeling Terms Beginners Need To Master Starting your 3D modeling journey is an exciting and rewarding experience. As you begin to learn and practice, there are essential terms you need to know

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

Minecraft Due: March. 6, 2018

Minecraft Due: March. 6, 2018 CS1950U Topics in 3D Game Engine Development Barbara Meier Minecraft Due: March. 6, 2018 Introduction In this assignment you will build your own version of one of the most popular indie games ever: Minecraft.

More information

2.3 Projectile Motion

2.3 Projectile Motion Figure 1 An Olympic ski jumper uses his own body as a projectile. projectile an object that moves along a two-dimensional curved trajectory in response to gravity projectile motion the motion of a projectile

More information

Chapter 1- The Blender Interface

Chapter 1- The Blender Interface Chapter 1- The Blender Interface The Blender Screen Years ago, when I first looked at Blender and read some tutorials I thought that this looked easy and made sense. After taking the program for a test

More information

SketchUp. SketchUp. Google SketchUp. Using SketchUp. The Tool Set

SketchUp. SketchUp. Google SketchUp. Using SketchUp. The Tool Set Google Google is a 3D Modelling program which specialises in making computer generated representations of real-world objects, especially architectural, mechanical and building components, such as windows,

More information

Setting up A Basic Scene in Unity

Setting up A Basic Scene in Unity Setting up A Basic Scene in Unity So begins the first of this series of tutorials aimed at helping you gain the basic understanding of skills needed in Unity to develop a 3D game. As this is a programming

More information

Physically-Based Laser Simulation

Physically-Based Laser Simulation Physically-Based Laser Simulation Greg Reshko Carnegie Mellon University reshko@cs.cmu.edu Dave Mowatt Carnegie Mellon University dmowatt@andrew.cmu.edu Abstract In this paper, we describe our work on

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading VR software Two main types of software used: off-line authoring or modelling packages

More information

Tutorial 4: Texture Mapping Techniques

Tutorial 4: Texture Mapping Techniques Tutorial 4: Texture Mapping Techniques Completion time 40 minutes In the previous tutorial we learned how to create materials, and how to assign texture maps to those materials. In this tutorial we will

More information

AP Calculus AB Summer Assignment 2018

AP Calculus AB Summer Assignment 2018 AP Calculus AB Summer Assignment 2018 Welcome to AP Calculus. In order to accomplish our goals this year, we will need to begin a little in the summer. Your Algebra skills are important in Calculus. Things

More information

S206E Lecture 3, 5/15/2017, Rhino 2D drawing an overview

S206E Lecture 3, 5/15/2017, Rhino 2D drawing an overview Copyright 2017, Chiu-Shui Chan. All Rights Reserved. S206E057 Spring 2017 Rhino 2D drawing is very much the same as it is developed in AutoCAD. There are a lot of similarities in interface and in executing

More information

Lesson 1: Creating T- Spline Forms. In Samples section of your Data Panel, browse to: Fusion 101 Training > 03 Sculpt > 03_Sculpting_Introduction.

Lesson 1: Creating T- Spline Forms. In Samples section of your Data Panel, browse to: Fusion 101 Training > 03 Sculpt > 03_Sculpting_Introduction. 3.1: Sculpting Sculpting in Fusion 360 allows for the intuitive freeform creation of organic solid bodies and surfaces by leveraging the T- Splines technology. In the Sculpt Workspace, you can rapidly

More information

Projectile Motion. A.1. Finding the flight time from the vertical motion. The five variables for the vertical motion are:

Projectile Motion. A.1. Finding the flight time from the vertical motion. The five variables for the vertical motion are: Projectile Motion A. Finding the muzzle speed v0 The speed of the projectile as it leaves the gun can be found by firing it horizontally from a table, and measuring the horizontal range R0. On the diagram,

More information

Two-Dimensional Projectile Motion

Two-Dimensional Projectile Motion Two-Dimensional Projectile Motion I. Introduction. This experiment involves the study of motion using a CCD video camera in which a sequence of video frames (a movie ) is recorded onto computer disk and

More information

This document summarizes some of what s new that have been deployed with Solid Edge Version ST3. For more information visit the website of Solid DNA

This document summarizes some of what s new that have been deployed with Solid Edge Version ST3. For more information visit the website of Solid DNA What s new Solid Edge ST3 Introduction guide to what s new This document summarizes some of what s new that have been deployed with Solid Edge Version ST3. For more information visit the website of www.soliddna.com

More information

Adaptive Point Cloud Rendering

Adaptive Point Cloud Rendering 1 Adaptive Point Cloud Rendering Project Plan Final Group: May13-11 Christopher Jeffers Eric Jensen Joel Rausch Client: Siemens PLM Software Client Contact: Michael Carter Adviser: Simanta Mitra 4/29/13

More information

Precalculus 2 Section 10.6 Parametric Equations

Precalculus 2 Section 10.6 Parametric Equations Precalculus 2 Section 10.6 Parametric Equations Parametric Equations Write parametric equations. Graph parametric equations. Determine an equivalent rectangular equation for parametric equations. Determine

More information

Editing Polygons. Adding material/volume: Extrude. Learning objectives

Editing Polygons. Adding material/volume: Extrude. Learning objectives Learning objectives Be able to: use the Extrude tool to add volume to a polygon know what edge loops are and how to insert edge loops in a polygon cut edges in a polygon know multiple methods of sewing

More information

Module Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1

Module Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1 UNIVERSITY OF EAST ANGLIA School of Computing Sciences Main Series PG Examination 2013-14 COMPUTER GAMES DEVELOPMENT CMPSME27 Time allowed: 2 hours Answer any THREE questions. (40 marks each) Notes are

More information

Character Modeling COPYRIGHTED MATERIAL

Character Modeling COPYRIGHTED MATERIAL 38 Character Modeling p a r t _ 1 COPYRIGHTED MATERIAL 39 Character Modeling Character Modeling 40 1Subdivision & Polygon Modeling Many of Maya's features have seen great improvements in recent updates

More information

ENED 1090: Engineering Models I Homework Assignment #2 Due: Week of September 16 th at the beginning of your Recitation Section

ENED 1090: Engineering Models I Homework Assignment #2 Due: Week of September 16 th at the beginning of your Recitation Section ENED 1090: Engineering Models I Homework Assignment #2 Due: Week of September 16 th at the beginning of your Recitation Section Instructions: 1. Before you begin editing this document, you must save this

More information

Case Study 1: Piezoelectric Rectangular Plate

Case Study 1: Piezoelectric Rectangular Plate Case Study 1: Piezoelectric Rectangular Plate PROBLEM - 3D Rectangular Plate, k31 Mode, PZT4, 40mm x 6mm x 1mm GOAL Evaluate the operation of a piezoelectric rectangular plate having electrodes in the

More information

Visual Physics Introductory Lab [Lab 0]

Visual Physics Introductory Lab [Lab 0] Your Introductory Lab will guide you through the steps necessary to utilize state-of-the-art technology to acquire and graph data of mechanics experiments. Throughout Visual Physics, you will be using

More information

Volume Shadows Tutorial Nuclear / the Lab

Volume Shadows Tutorial Nuclear / the Lab Volume Shadows Tutorial Nuclear / the Lab Introduction As you probably know the most popular rendering technique, when speed is more important than quality (i.e. realtime rendering), is polygon rasterization.

More information

CS 465 Program 4: Modeller

CS 465 Program 4: Modeller CS 465 Program 4: Modeller out: 30 October 2004 due: 16 November 2004 1 Introduction In this assignment you will work on a simple 3D modelling system that uses simple primitives and curved surfaces organized

More information

SWITCHING FROM SKETCHUP TO VECTORWORKS

SWITCHING FROM SKETCHUP TO VECTORWORKS SWITCHING FROM SKETCHUP TO VECTORWORKS INTRODUCTION There are a lot of 3D modeling software programs to choose from and each has its own strengths and weaknesses. For architects, flexibility and ease of

More information

Graphics and Interaction Rendering pipeline & object modelling

Graphics and Interaction Rendering pipeline & object modelling 433-324 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Lecture outline Introduction to Modelling Polygonal geometry The rendering

More information

AP Physics 1 and 2 Summer Assignment

AP Physics 1 and 2 Summer Assignment AP Physics 1 and 2 Summer Assignment Due: First Day of Class Welcome to AP Physics! You are responsible for the material covered in the first three chapters of your textbook. The questions that follow

More information

Two-Dimensional Motion

Two-Dimensional Motion Two-Dimensional Motion Objects don't always move in a straight line. When an object moves in two dimensions, we must look at vector components. The most common kind of two dimensional motion you will encounter

More information

3D AUTOCAD. The view we ve been working in is a top or plan view. From this view even a 3D drawing will appear 2D.

3D AUTOCAD. The view we ve been working in is a top or plan view. From this view even a 3D drawing will appear 2D. 3D AUTOCAD Thus far, we ve looked at tools and operations in 2D with work completed on only the X- and Y- axes. The axes symbol has been present on our screen but we haven t had much use for it. The view

More information

Textures and UV Mapping in Blender

Textures and UV Mapping in Blender Textures and UV Mapping in Blender Categories : Uncategorised Date : 21st November 2017 1 / 25 (See below for an introduction to UV maps and unwrapping) Jim s Notes regarding Blender objects, the UV Editor

More information

3D Computer Modelling and Animation

3D Computer Modelling and Animation Unit 38: 3D Computer Modelling and Animation Unit code: J/601/6780 QCF Level 5: BTEC Higher National Credit value: 15 Aim This unit aims to develop learners skills and understanding of the principles and

More information

The Chase Problem (Part 1) David C. Arney

The Chase Problem (Part 1) David C. Arney The Chase Problem (Part 1) David C. Arney We build systems like the Wright brothers built airplanes build the whole thing, push it off a cliff, let it crash, and start all over again. --- R. M. Graham

More information

CEng 477 Introduction to Computer Graphics Fall 2007

CEng 477 Introduction to Computer Graphics Fall 2007 Visible Surface Detection CEng 477 Introduction to Computer Graphics Fall 2007 Visible Surface Detection Visible surface detection or hidden surface removal. Realistic scenes: closer objects occludes the

More information

(Refer Slide Time: 00:01:27 min)

(Refer Slide Time: 00:01:27 min) Computer Aided Design Prof. Dr. Anoop Chawla Department of Mechanical engineering Indian Institute of Technology, Delhi Lecture No. # 01 An Introduction to CAD Today we are basically going to introduce

More information

Real-Time Non- Photorealistic Rendering

Real-Time Non- Photorealistic Rendering Real-Time Non- Photorealistic Rendering Presented by: Qing Hu LIAO SOCS, McGill Feb 1, 2005 Index Introduction Motivation Appel s Algorithm Improving Schema Rendering Result Economy of line A great deal

More information

UNIVERSITY OF WASHINGTON BOTHELL PIRATES VS NINJAS CURSE OF THE MOUNTAIN FORTRESS. User Manual and Game Specifications

UNIVERSITY OF WASHINGTON BOTHELL PIRATES VS NINJAS CURSE OF THE MOUNTAIN FORTRESS. User Manual and Game Specifications UNIVERSITY OF WASHINGTON BOTHELL PIRATES VS NINJAS CURSE OF THE MOUNTAIN FORTRESS User Manual and Game Specifications Jashan Dhaliwal Harrison Foro 12/14/2010 TABLE OF CONTENTS User Manual... 2 Objective:

More information

Prezi - online presentation editor

Prezi - online presentation editor Prezi - online presentation editor Prezi is not based, such as e.g. PowerPoint on typical series. Instead, the user fills objects and blocks a large array of content type. This may be an image or a series

More information

End-Term Examination

End-Term Examination Paper Code: MCA-108 Paper ID : 44108 Second Semester [MCA] MAY-JUNE 2006 Q. 1 Describe the following in brief :- (3 x 5 = 15) (a) QUADRATIC SURFACES (b) RGB Color Models. (c) BSP Tree (d) Solid Modeling

More information

An Approach to Content Creation for Trainz

An Approach to Content Creation for Trainz An Approach to Content Creation for Trainz Paul Hobbs Part 6 GMax Basics (Updates and sample files available from http://www.44090digitalmodels.de) Page 1 of 18 Version 3 Index Foreward... 3 The Interface...

More information

Visual Physics Camera Parallax Lab 1

Visual Physics Camera Parallax Lab 1 In this experiment you will be learning how to locate the camera properly in order to identify and minimize the sources of error that are introduced by parallax and perspective. These sources of error

More information

Unit 68: 3D Environments

Unit 68: 3D Environments Unit 68: 3D Environments 1. Various different industries make good use of 3D Environments to create quality and professional products. A prime example of this is the gaming industry, which has been impacted

More information

Computer Graphics Introduction. Taku Komura

Computer Graphics Introduction. Taku Komura Computer Graphics Introduction Taku Komura What s this course all about? We will cover Graphics programming and algorithms Graphics data structures Applied geometry, modeling and rendering Not covering

More information

CGS 3220 Lecture 13 Polygonal Character Modeling

CGS 3220 Lecture 13 Polygonal Character Modeling CGS 3220 Lecture 13 Polygonal Character Modeling Introduction to Computer Aided Modeling Instructor: Brent Rossen Overview Box modeling Polygon proxy Mirroring Polygonal components Topology editing Procedural

More information

Maya 2014 NURBS Modeling Tutorial Airship

Maya 2014 NURBS Modeling Tutorial Airship Maya 2014 NURBS Modeling Tutorial Airship Airships have captured human imagination for centuries and are featured prominently in books, film and video games. As an introduction to modeling with NURBS (non

More information

Contents 10. Graphs of Trigonometric Functions

Contents 10. Graphs of Trigonometric Functions Contents 10. Graphs of Trigonometric Functions 2 10.2 Sine and Cosine Curves: Horizontal and Vertical Displacement...... 2 Example 10.15............................... 2 10.3 Composite Sine and Cosine

More information

Actions and Graphs in Blender - Week 8

Actions and Graphs in Blender - Week 8 Actions and Graphs in Blender - Week 8 Sculpt Tool Sculpting tools in Blender are very easy to use and they will help you create interesting effects and model characters when working with animation and

More information