Week 9:  November 3 - November 9

OUTLINE:

Solid Modeling with Polygonal Meshes (Hill, Chapter 6)

  • Normal Vectors - Face vs Vertex
  • Defining the Mesh
    • orientation (outside vs inside)
    • Vertex list
    • Face list
    • Normal list

Returning to the Camera yet again (OpenGL Programming Guide, Chapter 3)

  • flythrough (pilot view)
  • sperical viewing
  • moving the camera intuitively

SHADING (LET THERE BE LIGHT!) (OpenGL Programming Guide, Chapter 5)

  • Light vs Color
  • Lighting Components:
    • ambient
    • diffuse
    • specular
    • global ambient
  • Light Sources
    • positional
      • positional spotlight
    • directional
  • Lighting Model
    • Phong Reflection Model
  • Materials Properties
    • ambient coefficient
    • diffuse coefficient
    • specular coefficient
  • Vectors
    • Normal Vectors
    • Angle of Reflection
    • Half-Angle
  • Polygonal Shading Model
    • Flat
    • Smooth (Gouraud's Version)
    • Smooth (Phong's Version)
  • The Math Behind it All


REFERENCE(S):

Computer Graphics Using OpenGL (Hill):
      Chapter 6,7;

OpenGL Programming Guide - Chapters 3 and 5;

GLUT Programming Interface:

DEMOS and FILES:

/classes/cs3014/files/Viewing/demo1.cpp - demo8.cpp
/classes/cs3014/files/Viewing/spherical.cpp

/classes/cs3014/files/Lighting/ambient_demo.cpp
/classes/cs3014/files/Lighting/diffuse_demo.cpp
/classes/cs3014/files/Lighting/specular_demo.cpp

EXERCISES: CLICK FOR PRINTABLE VERSION OF EXERCISES