Like project 1, this project defines a set of sub-goals with points awarded for each goal. Unlike project 1, the goals are far more loosely defined, so there is scope to try interesting things to get all the points available.
Each task requires modeling one or more objects using a specific technique from class. The points available for each technique varies according to the difficulty of the task. In all cases, you get a base number of points for implementing one object with a technique, then an extra 5 points for each additional, but distinct, object with the same technique. You can score points for a maximum of three objects with any one technique. For instance, if you create a texture mapped polygonal ticket booth, and a texture-mapped polygonal roller-coaster carriage, and extrude the roller-coaster tracks, then you get 20 + 5 + 25 = 50 points. If an object involves more than one thing, such as a texture mapped, swept surface, then you can score points for both texture mapping and sweep objects.
The maximum number of points is 100. As with Project 1, you can do as much as you like, and we will truncate to 100 as the final step in computing the grade.
The individual tasks, point value, and example objects are:
Technique | Requirements | Base Points | Suggestions |
Texture Mapping | Add texture mapped polygonal objects to the environment. Each "object" for grading purposes consists of at least 5 polygons all texture mapped. Different objects require different maps. | 20 | Buildings, walls, roadways |
Hierarchical Animated Model | Add a hierarchical, animated model. The model must combine multiple components in a transformation hierarchy. Different models need different hierarchies. | 25 | Ferris Wheel, any number of other fairground rides. |
Paramatric Instancing | Add an object described by parameters. You must create multiple instances with different parameters, and each class of model counts for separate points, not each instance. | 20 | Trees (cones on sticks), buildings, even rides |
Sweep Objects | Add an object created as a sweep, either an extrusion or a surface of revolution. The important thing is that it be created by moving some basic shape along a path. The overall object must use at least three different uses of the swept polygon. In other words, something like a cylinder isn't enough, but something like two cylinders joined to form an elbow is. | 25 | Rails for the roller-coaster, trash bins, trees |
Subdivision | An object defined using subdivision schemes. You must include a key press that refines the model, so that we can see the improved quality. The sphere example from class can help, somewhat, with this. You can either implement the ones we talk about in our class, or any others. Reading: Chapter 4 of SIGGRAPH 2000 Course Notes on Subdivision for Modeling and Animation. PDF | 50 | The roller-coaster car, organic looking roofs, ... |
Change the Navigation System | The navigation system now is not great. Change it to something better. To get all the points, you must have a mode where the viewer rides the roller-coaster. | 20 | Ride the roller coaster, hotkeys to jump to specific views (good for demos), many possibilities. |
Modeling using software | You can use software like Blender or Maya to model complex objects. Based on the complexity and aesthetics of the objects, you can get extra points ranging from 10~20. (Blender is free and Maya is not.) | 10~20 | |
Aesthetics | You can get extra points ranging from 0 to 15 based on the aesthetics of your design. It is subjective; however, we will make grading as fair as possible. | 0 ~ 15 |
Multiple objects modeled using the same technique must be significantly different in order to gain the additional points. Objects that differ only by a sequence of transformations are not different, nor are parameterized objects that only differ by the parameter. Hierarchical objects with the same hierarchy and animation are not different.
Make models that truly display the underlying technique. For instance, make subdivision surfaces that really are curvy.
Grading for this project differs from the other. We will publicize several times in the final week of classes when you can get your project graded. Grading consists of demonstrating your program. You must have your project graded by Friday, December 02 at 5:00 pm. Once your project is graded, you can have a second chance at grading provided it is before the due date. At most two gradings will be allowed for any one person. Once you are graded, the project is finished for you.
Please submit a project report by emailing to lizhan@pdx.edu before you come for grading. In your email, please use the subject "Project 2: Your Name". This report does not need to explain how you implement each algorithm. You only need to explain what you have implemented in order to gain the points, and accompany the description of each scoring item with its representative picture(s) generated by your program. So, this report serves more as a check list for yourself to see the amount of points you score.
There is no late submission. No exception will be made.
*Acknowledgement: This project was designed by Dr. Stephen Chenney for his Computer Graphics course that he taught at UW-Madison.