Precept 9, More on assignment 4
Many things were discussed in this longer than usual precept.
Some extracts:
- my office hours are no more: hardly anyone showed up, so I've
changed it into "send me e-mail to set up a meeting, or ask
a question"
- an addition to the 2nd program: let the
tetrahedron rotate around an axis which is not parallel to
any of the coordinate axes (so x, y and z in your
glRotate
call should be non-zero)
- when the user inputs a mesh, don't bother to check if a new
triangle will intersect existing ones. Extra credit if you
do enforce correct user input
- another input idea: let the user set a number of points, then
triangulate this point set. A triangulation algorithm is
described in Graphics Gems IV, source code is available at the
Princeton Graphics Archive (also extra credit for this one)
- in the 3rd program, the user can select a vertex and adjust its
height. Extra credit if:
- the user can also select a triangle and adjust its height
- the user can select a point/triangle in the 3D view
- there was a lengthy discussion on the requirements for the data
structure, and the problems one encounters when implementing
local higher generations
- don't forget: realistic looking mountains will get you a high
score. So if you have time and ideas, work on that. Some
references (available in the E-quad library and in the Graphics
Lab, do not take out these proceedings except for photo-copying):
- trees: SIGGRAPH 85: p.305, SIGGRAPH 86: p.55, SIGGRAPH 88:
p. 141 and 151, SIGGRAPH 89: p.31
- clouds: SIGGRAPH 85: p. 297
- mountains/terrain: SIGGRAPH 86: p.39, SIGGRAPH 88: p.262,
SIGGRAPH 89, p.41
Patrick Min, CS Department, Princeton University
Last modified: Tue Nov 19 15:55:32 1996