1. (2) Integrate into your Quiz 1 code texture(s) from your project as well as the textured ground plane. 2. (6) Using Quiz 1 timex approach, model and animate the first 2 characters of your first...

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1. (2) Integrate into your Quiz 1 code texture(s) from your project as well as the textured ground plane. 2. (6) Using Quiz 1 timex approach, model and animate the first 2 characters of your first name and last two digits of your student ID. For instance, David with ID 2623456 should model and animate characters D5A6. The entire model should be centered at x = 0, y = 0, z = 0. The entire model should be on skates which are to be modeled using cubes. Model one pair of skates for the entire model which should help the model move. You are encouraged to use your cube utility functions/methods/classes from your project. Apply a distinct texture to each letter/digit and a metallic texture to the skates. 3. (2) Blow up your axes X, Y , and Z you drew in Quiz 1 0.25 unit in diameter and 3 units in length (e.g., modeled as cylinders or elongated cubes with the cones at their ends. Preserve the colors of Quiz 1. Texture the X axis with the same texture as one of the objects beforehand. 4. (4) Copy the light source (make sure it is a spot light, using the Phong illumination model) from your project and place it 30 units on the opposite side of the model from your letters/digits facing the model. Allow for it to be turned on and off with ‘L’. Ambient light is necessary to be turned on when the main light source at the top is off. 5. (4) Add one camera onto the model’s front; unobscured; disable/enable it using the key ‘M’ (first person view). Add another one at the back (opposite), with they key ‘B’. Now you have three cameras – the default main and the 2 with the model. ‘R’ from the Quiz 1 resets back to the main camera among other things. 6. (6) Get the camera from your project to circle the center point around in the 2D plane with the arrow keys. The circling camera’s Y does not change, and the look-at point (0, 0, 0) does not change, but its up vector, and the right vector do change. Do NOT alter the model! (3) Place another camera slightly in front of the light source, looking into the direction of (0, 0, 0). Allow turning it on and off with the key ‘S’. 7. (3) Make another light spot light source that can travel with the circling camera “looking” at the same direction as the camera and that can be turned on and off. The type of light, material properties, and color is up to you. 8. (6) Render the scene’s letters/digits and the new axes with shadows using two pass shadow algorithm. (Define a key to toggle it on and off). 9. (4) Create a sky-box by encase the scene in a sphere and a box (the shape is selectable by a documented key) centered at the origin, 75 units in radius or side length, and texture it from the inside using a unique non- private picture you’ve taken or made yourself (home, pet, nature, artwork, a screenshot of your past project or PA1 or PA2). 10. (5) (Optional) If you feel like it and have enough time you can add more stuff to it if you want for possible bonus marks (at the discretion of the lab instructor, max 5). 2 1. (1) Set the background color of the world gray. Place a camera looking at the scene as in PA1 together with the grid as in PA1. 2. (3) Draw (X,Y, Z) axes as lines originating at (0, 0, 0) to their positive direction, 3 units in length, X: red, Y : green, Z: yellow. 3. (16) Model the first 6 characters of your last name as letters, centerred at x = 0, y = 0, but at the back of the grid over z from PA1. If your last name does not have 6 letters, borrow from your first name and your ID as necessary: (a) (6) Model them using the old Timex watch display style using parallelepipeds (3D “cubes”, scaled) half- unit tall, 0.25 unit deep, 1 unit wide. You are encouraged to use your cube utility functions/methods/classes from your project. ___ ___ /|___| /|___| |/___/ |/___/ (b) (1) Make each letter of a different color. (c) (6) Make individual letters transformable (rotate, scale, translate) on the grid by selecting it via a key assignment (documented, of your choice). Allow letter selection via keys, e.g., ‘1’, ‘2’, ‘3’, ... and use the same key sequence and transformations as in PA1 for the letter models. (d) (3) Allow camera movement in the world either placed differently in front of each letter using using ASWD or arrow keys (or up to you, document regardless) to move it in the world. 4. (5) (Optional) If you feel like it and have enough time you can add more stuff to it if you want for possible bonus marks (at the discretion of the lab instructor, max 5). • Save the code for the future needs. 2
Aug 04, 2021
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