Lectures/Notes
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Update: 12/13/2005 Update: 12/13/2005 // we need to pick a road to start on... Road* startRoad = 0; do { startRoad = theRoads[rand() % theRoads.size()]; } while (startRoad->is_intersection); new RandomDrive(c,startRoad,.2f,rand() % 2); Update: 11/30/2005 glDisable(GL_BLEND); near the end of the Car::drawAfter method (before the two closing braces, after the clearColor command around line 155). The second bug causes the street lights not to draw, and will also preclude any use of drawAfter in a hierarchical model. To fix it, replace the for loop around line 108 of TownViewWidget.cpp with the line: drawAfterObList(theObjects,&drst); You can also remove the declaration of the variable g (since it will no longer be used). "Final" version - while there might be changes, they will be minimal and annoucned. In particular, we may add new suggestions for technical challenges and update the requirements of files to hand in. Because of the latter, we recommend you re-check this page before handing your project in. Project3: Graphics TownProject Due Date: December 13, 2005. Late assignments cannot be accepted after Friday, December 16th at 5pm. Note: for this project you may work together. If you plan to do this, BOTH teammates must send mail to the TA before November 29th. OverviewThe goal of this project is to create a city. But, since you only have a few weeks, it may be more like a town.You will create a program that allows the user to explore the town by flying around in it, or by looking at it from the vantage point of an inhabitant.Your town cannot be a dead place: there must be things moving around in it. What is in your town, as well as what is happening there is up to you. We hope you will be creative. Make houses, trees, stores, cars, roads, helicopters, construction equipment, people, boats, ...What goes on in the town is up to you - make the cars drive around, drawbridges open and close, construction equipment operate, ... We hesitate to tell you what to do, since students in the past have come up with some really creative things - we've seen cities with skyscrapers, space cities with flying saucers, a Harry Potter city with flying broomsticks, ... Some things that students did in 2003 are shown here (but you might want to start with the gallery). If this sounds like its arbitrarily open-ended, you have the right idea. Clearly, you could make this as fancy as you want. Obviously, we will try to set our expectations to be only somewhat unreasonable :-) Our goal is to give you the opportunity to demonstrate your competence at writing 3D graphics programs, as well as an opportunity to experiment with some more advanced topics that you think are interesting. The basic requirements are very simple. You should try to achieve them in a manner that provides flexibility so you can add fancier features as time permits. In terms of which fancier features to implement? You should pick the things that are most interesting to you. We will give you lots of ideas... We will provide you with a framework to build on top of. You may choose not to use it, but you must provide its basic functionality (things like navigation, the ability to jump to interesting places, ...). The sample code is not perfect, but will give you the opportunity to work inside of someone else's system, and to figure out someone else's program. You will be allowed to work in pairs on this assignment, subject to some rules. The Basic RequirementsYour town must have:
There are three aspects of this project, all will be considered in evaluating your project:
This is the order of importance. While having some degree of success in all categories is important, sometimes excellence in one category can outweigh deficiencies in another. Historical NoteGraphics Town has been a popular project for the graphics class for the past several years. Students have enjoyed the chance to be creative, and we (the instructor/TA) like the chance to see lots of cool stuff. The open-ended nature of the project allowed students to spend energy learning / trying out stuff in graphics that they found interesting - including stuff that we don't get to in class. This year, we have revised the project. Our goal is to keep the open-ended "learn what you're interested in and be creative" aspect, while being more specific about what our expectations are and making sure that the people take on enough technical challenges. In previous years, we provided a sample solution for people to start with. It was (purposely) buggy and simple. About half the students chose to use it (vs. writing their own from scratch). This year, we've decided to spruce up the sample solution and encourage people to use it, so you can spend more time adding cool new things, and less time fixing our bugs. ObjectivesThe overall goal of this project is to give you an opportunity to explore topics in interactive graphics: how do you make things that look interesting, and be interactive. While some of this is artistic (you need to pick interesting objects to make and good textures/... to look nice), some of it is technical: you need to pick things that can be implemented efficiently and have interesting behavior. In terms of your grade, effort spent on technical are more valuable. For example, it is better to spend your time making a simple "blocky" car drive around in an interesting way, or to make a simple shaped car out of parametric surfaces, or to light the car in an interesting way, then to carefully model a gorgeous model of a car. (of course, if you want to make model a gorgeous car, implement bezier patches to display its curved body, have it realistically race around a track ... - we won't complain). Some specific things we want you to learn from this assignment (which will explain some of the requirements):
The Sample SolutionWe will provide you with a basic implementation to get started with. The original sample assignment was written very quickly in 2000. It wasn't pretty. But many students used it as the basis of their projects. We have tuned it up a bit - a lot of what was broken (the flying controls, the following camera) has been fixed, and the internals have been cleaned up to be easier to understand. There are some new simple example behaviors, and the complex behavior (the driving model) has been cleaned up to be more understandable (albeit not as cool - but you might consider adding to that). While the code isn't perfect, it is our expectation that it is easier to use it as a starting point than to start from scratch. Yes, you will be spending some time reading and figuring out some not-so-great code (as well as some pretty good code), but this is good practice. There are some features that my code provides that are important for the project. You should make sure that they still work when you're done (and you need to implement them should you decide to start from scratch):
The sample code is discussed on another page. Working TogetherFor this assignment, we allow you to work with a partner. However, there are some rules for doing this:
While the expectations are higher for groups than for individuals, they are not that much higher. What to hand in?As usual, you must hand in everything needed to build and run your program, including all texture files and other resources. If you work with a partner, please put a single file in your handing directory - a README.txt that says where to look. In your readme, please make sure to have the following (you can break it into seperate files if you prefer):
You should make a subdirectory of the project directory called "Gallery." In this directory, please put a few JPG pictures of the best scenes in your town. Please name the pictures login-X.jpg (where X is a number). Put a text file in the directory with captions for the pictures. (note: to make pictures, use the screen print and then use some program to convert them to JPG). GradingUnfortunately, it is very difficult to give a grading procedure ahead of time. Every project is so different. The main thing is we'll look at the demos to see how cool/complex your world is and how well your technical components work.
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