99爱在线视频这里只有精品_窝窝午夜看片成人精品_日韩精品久久久毛片一区二区_亚洲一区二区久久

合肥生活安徽新聞合肥交通合肥房產生活服務合肥教育合肥招聘合肥旅游文化藝術合肥美食合肥地圖合肥社保合肥醫院企業服務合肥法律

代做 COM6503、代寫 Python/java 程序
代做 COM6503、代寫 Python/java 程序

時間:2024-12-29  來源:合肥網hfw.cc  作者:hfw.cc 我要糾錯



1. Introduction
COM6503: 3D Computer Graphics: Assignment 1 (40%)
Dr Steve Maddock
Deadline: 3pm, Wednesday 11 December
The assignment will involve using modern OpenGL to render a scene. Scene graphs are required in the modelling process and animation controls are required for hierarchical models.
2. Learningoutcomes
After completing this assignment, you will be able to:
• Use data structures and mathematics in representing and manipulating 3D objects
• Produce interactive software that makes use of a graphics API
                      Figure 1. The scene – a room on a spaceship with a view of space out of the window. The dashed blue arrows show the rotation of the spotlight on top of the small robot (robot 2) and the rotation of the globe.
1
Name

3. Requirements
Figure 1 shows a scene set in a room on a spaceship. The whole scene should be modelled using transformed flat planes, cubes and spheres. The view through the window is space (i.e. stars, etc).
You must satisfy all the following requirements.
3.1 The room
• In Figure 1, the room is made of three walls and a floor. The wall nearest to the viewer is not modelled. The room size is your choice.
• The left wall has a window in it.
• The back wall has a texture added to it. This
texture includes a large shiny text message of a name. You should use part of your name for this, e.g. for me, I would choose ‘Steve’. A diffuse and a specular map will be required. The specular map will make the name part appear shiny in contrast to the rest of the wall. You must create the diffuse and specular maps. These textures should be stored in files called diffuse_name.jpg and specular_name.jpg in the assets/textures folder, where your chosen name part is used in the filename so they are easy to find and check, e.g. diffuse_steve.jpg and specular_steve.jpg.
• Therightwallhasarepeatingtextureaddedtoit. Here, a picture of a bug is used (as illustrated in Figure 2, which repeats four times in one direction and three times in the other). You should make your own choice of texture. It must repeat over the wall, i.e. the wall is not a single texture image containing multiple pictures.
• The floor should be textured. You choose a texture. However, it should also feature a series of thick lines in any colour you choose. This sequence of lines is the path a robot needs to follow.
• A ceiling is not shown but should be added to make the scene look better. This should be textured too. You choose the texture.
3.2 The window and the view
• The left wall in the room is a large window.
• An outside scene of space (i.e. stars, etc) can be seen through the window. Consider how you might do this: Should the scene be a texture map pasted onto the wall to look like a fake window and a scene? Or should there be a hole in the wall for the window and a texture map is pasted onto a plane that is a certain distance outside the window (as illustrated in Figure 1)? Should the window have a frame? Or should the window be the size of the whole wall with a simple small frame around the edges? Should a box of textures be added outside the window so a texture can be seen at all angles when looking out of the window? Or should a skybox be used that is outside the whole room rather than a
separate plane with a texture map on it?
• Depending on the approach you choose, how does it look when the camera moves position in the room when looking out of the window? (Is it possible to stand in the room and always see a
view of space outside through the window?)
• The scene outside the window should change over time whilst the program is running, e.g. the
stars and planets move.
• The quality of what you produce for this part of
the scene will be part of the marking. Some alternatives indicated above are more advanced than others. You must choose what to try.
3.3 The robots
• There are two robots, both modelled as scene graph hierarchies. Both are made up of transformed spheres and/or cubes.
• Robot 1, the dancing robot, is at the back left of the room in Figure 1.
• Robot 2, the small robot, is on the track on the floor at the right side of the room in Figure 1.
• Robot 1 should feature a base, three parts that form the leg and body, two arms and a head, as illustrated in Figure 1. Each of the parts can
Figure 3. Some poses of robot 1, the dancing robot. 2
  Figure 2. A bug texture in a repeating pattern.
       
articulate to make the robot dance, as illustrated
in Figure 3, which shows three poses.
• The head of robot 1 should be your own design. It must have a minimum of 4 pieces. Figure 4 gives a few possible designs. Again, this is a
chance to show some creativity.
Figure 4. Some possible head designs for robot 1.
• Robot 2, the small robot, has a body, two eyes and an antenna. The antenna has a spotlight attached to it which is made of two transformed spheres, one for a small bulb and one for its casing (alternatively called its holder) – these are shaded as white and grey, respectively, in Figure 1. You can choose to vary the look of the spotlight, but it must feature a bulb and a casing for the bulb. The two together indicate which direction the spotlight is pointing in and thus where the pool of light from the spotlight should appear in the scene.
• Robot 2, the small robot, continually follows the path of grey lines on the floor, with its two eyes showing the forward direction.
• When robot 2 reaches a corner in the path, it changes direction to follow the new line.
• The hierarchy and associated transformations are more important than the quality of the individual pieces in each of the robot hierarchies. Transformed spheres and cubes must be used. I want you to demonstrate that you understand transformations and a scene graph hierarchy.
• You must texture-map both robots. You must decide on which textures to use. You cannot use the same texture(s) on each robot.
• I’ll be looking for a little creativity in the animation for each robot. For example, how should robot 1 perform its dance? How should its parts move with respect to each other? Perhaps some cartoon effects could be used, e.g. head parts appearing to enlarge or move position for parts of the dance? For robot 2, when it reaches a corner, how should it turn? Should it lean a little to one side? Or spin in some way?
3.4 Spotlight
• Robot 2 has a bright white spotlight attached to the top of its antenna. The dashed lines in Figure 1 are to illustrate where this spotlight is. These dashed lines would not be seen in the real effect!!
• The spotlight continuously rotates around the top of the antenna whilst robot 2 moves. Thus, different parts of the scene will be illuminated by the spotlight as robot 2 moves. (The spotlight stops rotating when robot 2 stops moving.)
• This is an advanced requirement as you are responsible for working out how to implement a spotlight effect.
3.5 The globe
• This is made of transformed spheres (one for the globe and one for the central axis) and a transformed cube (for the pedestal).
• The globe continually rotates about the central axis.
• The texture map for the globe must look like planet Earth or a cartoon version of it. You will need to find a texture to show this or draw a cartoon version of it yourself.
• The stand for the globe also needs to be texture mapped. Try to be creative with this.
3.6 General illumination
• The scene should be illuminated with a general world light which can be positioned anywhere in the scene.
• This general world light will illuminate all parts of the scene.
• When you switch off the general light (using an interface option – see the next section), the effects of the spotlight will be much clearer.
• (You can include more than one general light if you wish.)
• You do NOT have to do shadows. Do not worry about shadow effects. (The general world light will illuminate all polygons with a normal pointing towards it and the spotlight will illuminate all objects in the direction it is pointing in which are inside its spotlight area as there are no shadow effects to show light not reaching particular points.)
3.7 User interface
• Auser-controlledcamerashouldbepositionedin the scene. Use the camera that was given in the
   3

tutorial material – the mouse can be used to change the direction the camera is pointing in, and the keys can be used to move about. Do not change the key mappings from the ones in the tutorial. If you change the key mappings, it will make it difficult to mark. It doesn’t matter that the camera can move and see outside the room.
• It should be possible to turn the general light on and off (or, more creatively, dim it, i.e. reduce the intensity) from the interface.
• It should be possible to turn the spotlight (lamp bulb) on and off (or, more creatively, dim it, i.e. reduce the intensity) from the interface.
• Robot 1’s dancing animation should start when robot 2 is ‘near’ to it and stop when robot 2 is not ‘near’ to it. You decide how near it needs to be. You will need to implement a proximity test (based on distance) to do this.
• You should also add buttons on the interface, so you can start and stop robot 1’s dancing animation whenever you want to, irrespective of the proximity test. This will be useful for testing purposes rather than waiting for robot 2 to traverse all the way round the room!!
• It should be possible to stop and start robot 2’s movement - the spotlight stops rotating when robot 2 stops moving. You need to implement interface controls to do this.
• There is no need to stop and start the globe rotation. This just continually rotates.
3.8 Animation
• Some of the animations are not straightforward and you may decide not to do them, although that would affect your marks for animation.
• Use Euler angles for the animation. Do not consider using quaternions, as this is beyond the requirements for this assignment.
4. Deliverables
• You should submit a zip file containing a copy of your program code (and any other necessary resources, e.g. image files for the textures and a readme.txt file that describes everything) via Blackboard – this can be done via the link to the assignment handout.
• You should submit whatever you have done, even if you have not completed all the requirements – for example, you might have produced a model of the scene but not done the
animation. If you submit nothing, you cannot
receive any marks.
• The program MUST compile and run from the command window on a Windows PC or the terminal window on a Mac. You should assume that the jogl environment (and paths) has already been set up (on my machine), so you do not have to include this as part of what you hand in. I won’t install ‘YetAnotherIDE’ to make your program work; I want to compile and run the program from a command (or terminal) window using the standard javac and java commands.
• You must include appropriate comments to identify parts of the code that you wrote, e.g. /* I declare that this code is my own work */ /* Author <insert your name here> <insert your email address here> */. This could be done around major chunks of code and/or at the start of a class to identify the main changes you made.
• YoucanmakeuseofallthecodethatIhavegiven you in the tutorial material. However, use your comments to state which bits/chunks/files are new.
• The body of the Blackboard submission message should state that the work you have handed in is your own in addition to the code that was supplied in the tutorial material.
• The name of the main class in your program should be Spacecraft. That way it is easy for me to compile and run the program. (In previous years, where this has been ignored, I have wasted time for some handins trying to work out which was the main class to use.)
• Optional: You might like to make a short video of your animation. If you do so, DO NOT include this in the handin as it will be too big for Blackboard to handle – we tried using Blackboard for this in the past and it crashed the system!! Instead, put the animation on YouTube or your personal website and give the URL of the animation in a readme.txt file. Indeed, if you are thinking of a career in the graphics/games industry, then you should be adding such animation pieces to your personal website (your digital portfolio) to show off what you are capable of.
5. Marking
I will check that the program meets the requirements listed above. The program must compile and do some part of the work requested
4

even if it is not complete. Your program will be run and exercised thoroughly.
In considering the requirements, four aspects will be considered (including the quality of the work for each aspect):
• (29marks)Modellingthescene:Eachrobotmust be a hierarchical model. Is there a spotlight model attached to robot 2’s antenna? Is there a globe? How is the room modelled? (Consider drawing scene graphs for the scene before starting to program.)
• (28 marks) Texturing: Use of texture mapping in the scene, e.g. basic texture mapping, use of diffuse and specular textures, extra texturing effects, e.g. the changing view through the window.
• (15 marks) Lighting and interface controls: all lights should behave correctly such that their effect is seen on the scene. All necessary interface controls, as described in the above specification, should be included.
• (28 marks) Robot 1 and 2 animations. Spotlight animation. Animation for the globe. Is all the animation smooth rather than jerky?
6. Unfairmeans
• The School’s student handbooks (UG and PGT) give detailed information on the topic of unfair means and what happens if unfair means is used.
• Some students in previous years have placed solutions of their assignments on their personal world-readable websites/GitHub – where possible, they have been asked to take these down. Be careful you are not attracted to these, as using any of their code would be regarded as use of unfair means – this has happened in previous years and students have failed the module because of doing this.
7. Latesubmission
• Standard School rules will be applied if the work is handed in late – see UG and PGT handbooks.
Links to handbooks


請加QQ:99515681  郵箱:99515681@qq.com   WX:codinghelp




 

掃一掃在手機打開當前頁
  • 上一篇:樂享分期全國客服電話在線解決客戶強制下款暴力催收問題!
  • 下一篇:米來花全國客服電話在線解決客戶強制下款暴力催收問題!
  • 無相關信息
    合肥生活資訊

    合肥圖文信息
    2025年10月份更新拼多多改銷助手小象助手多多出評軟件
    2025年10月份更新拼多多改銷助手小象助手多
    有限元分析 CAE仿真分析服務-企業/產品研發/客戶要求/設計優化
    有限元分析 CAE仿真分析服務-企業/產品研發
    急尋熱仿真分析?代做熱仿真服務+熱設計優化
    急尋熱仿真分析?代做熱仿真服務+熱設計優化
    出評 開團工具
    出評 開團工具
    挖掘機濾芯提升發動機性能
    挖掘機濾芯提升發動機性能
    海信羅馬假日洗衣機亮相AWE  復古美學與現代科技完美結合
    海信羅馬假日洗衣機亮相AWE 復古美學與現代
    合肥機場巴士4號線
    合肥機場巴士4號線
    合肥機場巴士3號線
    合肥機場巴士3號線
  • 短信驗證碼 trae 豆包網頁版入口 目錄網 排行網

    關于我們 | 打賞支持 | 廣告服務 | 聯系我們 | 網站地圖 | 免責聲明 | 幫助中心 | 友情鏈接 |

    Copyright © 2025 hfw.cc Inc. All Rights Reserved. 合肥網 版權所有
    ICP備06013414號-3 公安備 42010502001045

    99爱在线视频这里只有精品_窝窝午夜看片成人精品_日韩精品久久久毛片一区二区_亚洲一区二区久久

          9000px;">

                成人在线视频一区| 中文字幕精品一区二区三区精品| 一区二区三区不卡视频在线观看| 亚洲国产精品黑人久久久| 欧美激情一区二区三区蜜桃视频| 欧美mv日韩mv亚洲| 欧美激情在线免费观看| 国产清纯白嫩初高生在线观看91| 国产精品不卡一区| 蜜臀91精品一区二区三区| 国产精品一级黄| 色婷婷亚洲综合| 日韩一级免费一区| 国产精品美女一区二区| 蜜臀av一区二区在线免费观看| 国产精品自拍三区| 欧美日韩中文另类| 国产精品五月天| 偷拍一区二区三区四区| 粉嫩13p一区二区三区| 欧美午夜理伦三级在线观看| 久久久久久久久久久久久女国产乱| 亚洲日韩欧美一区二区在线| 日产国产欧美视频一区精品| 在线观看一区日韩| 国产精品乱码妇女bbbb| 精品一区中文字幕| 宅男在线国产精品| 亚洲成人www| 欧美日韩中字一区| 日韩精品欧美成人高清一区二区| 色8久久精品久久久久久蜜| 国产精品福利在线播放| aaa国产一区| 日本一区二区免费在线观看视频 | 一区二区三区免费观看| 成人动漫中文字幕| 亚洲三级在线免费观看| 91美女蜜桃在线| 亚洲成人动漫av| 日韩一卡二卡三卡四卡| 国产激情一区二区三区桃花岛亚洲| 日韩免费一区二区| 国产99一区视频免费| 日韩欧美精品三级| 免费观看91视频大全| 26uuu国产在线精品一区二区| 国产成人丝袜美腿| 一级特黄大欧美久久久| 精品久久久久香蕉网| 国产sm精品调教视频网站| 一区二区三区四区国产精品| 欧美群妇大交群中文字幕| 蜜桃精品在线观看| 亚洲视频一区二区在线| 精品国产一区二区三区久久久蜜月 | 欧美va天堂va视频va在线| 高清国产一区二区三区| 亚洲一区二区不卡免费| 欧美日产国产精品| 国产一区二区在线观看视频| 国产精品三级久久久久三级| 91成人国产精品| 久久99精品国产.久久久久久| 亚洲人妖av一区二区| 久久久99久久| 日本高清不卡视频| 国产高清久久久| 亚洲第一在线综合网站| 亚洲激情av在线| 国产精品麻豆久久久| 欧美精品日韩一区| 欧美日韩国产综合久久| 色婷婷久久久亚洲一区二区三区 | 91精品福利在线一区二区三区 | 欧美日韩国产片| 欧洲一区二区三区免费视频| 成人爱爱电影网址| 色婷婷久久99综合精品jk白丝| 99久久99久久综合| 国产.欧美.日韩| av在线播放不卡| 成人小视频在线| 色综合天天综合在线视频| 岛国一区二区三区| 成人免费观看男女羞羞视频| 国产在线国偷精品免费看| 韩国三级在线一区| 韩日精品视频一区| 成人毛片老司机大片| 欧美老女人在线| 国产精品色眯眯| 欧美日韩一区高清| 精品国产乱子伦一区| 久久精品免费在线观看| 亚洲丝袜自拍清纯另类| 日本特黄久久久高潮| 99re这里只有精品视频首页| 日韩精品一区在线| 一二三四区精品视频| 国产精品1024| 91精品国产91久久综合桃花 | 日韩欧美亚洲国产另类| 欧美人妇做爰xxxⅹ性高电影 | 国产日产亚洲精品系列| 亚洲一区二区视频在线| 国产精品99久久久久久似苏梦涵| 欧美久久婷婷综合色| 1024精品合集| 国产精品88888| 欧美精品 日韩| 亚洲欧洲日韩在线| 成人晚上爱看视频| 国产精品久久久久久久久久免费看 | 91久久精品日日躁夜夜躁欧美| 日韩精品中文字幕一区二区三区 | 91久久奴性调教| 亚洲综合男人的天堂| 色综合欧美在线视频区| 亚洲欧美综合网| 9色porny自拍视频一区二区| 日本一区二区三区久久久久久久久不 | 97精品久久久久中文字幕| 久久久久久久久久久久电影 | 一本色道综合亚洲| 亚洲亚洲人成综合网络| 91精品国产入口在线| 免费观看日韩电影| 国产日韩av一区二区| 99re66热这里只有精品3直播| 亚洲欧美另类在线| 欧美一区二区三区四区视频| 老司机精品视频在线| 亚洲欧美影音先锋| 欧美一区二区三区在线电影 | www.日韩大片| 亚洲电影视频在线| 国产欧美日韩中文久久| 欧美男生操女生| 白白色 亚洲乱淫| 欧美a级理论片| 亚洲另类春色校园小说| 一区二区视频在线看| 国产午夜精品久久久久久久| 欧美日韩亚洲综合| 色综合久久久久| 91尤物视频在线观看| 成人中文字幕合集| 大桥未久av一区二区三区中文| 捆绑调教美女网站视频一区| 亚洲观看高清完整版在线观看| 国产精品电影院| 久久久噜噜噜久久中文字幕色伊伊 | 国产精品三级久久久久三级| 欧美一级日韩不卡播放免费| 日韩一级免费一区| 26uuu另类欧美| 国产日本亚洲高清| 国产精品理论片| 一区二区三区免费观看| 亚洲在线免费播放| 青青草原综合久久大伊人精品 | 热久久一区二区| 婷婷国产在线综合| 蜜桃av一区二区| 国产91精品一区二区麻豆亚洲| 久久成人羞羞网站| 国产成人免费视频网站| 一本到高清视频免费精品| 91啪亚洲精品| 日韩一区二区三区精品视频| www日韩大片| 亚洲最新视频在线观看| 黄色精品一二区| 91蝌蚪porny成人天涯| 日韩欧美一区在线| 一区二区日韩电影| 99精品久久免费看蜜臀剧情介绍| 精品视频资源站| 国产精品久久久久婷婷二区次| 亚洲成a人v欧美综合天堂| 国产成人在线电影| 日韩欧美色电影| 亚洲一区二区三区在线看| 国产成人精品三级麻豆| 欧美tickling网站挠脚心| 亚洲自拍偷拍av| 欧美在线免费观看视频| 中文在线免费一区三区高中清不卡| 亚洲丰满少妇videoshd| caoporn国产精品| 国产精品污网站| 在线免费观看成人短视频| 国产成人精品亚洲午夜麻豆| 成人午夜电影久久影院| 久久久91精品国产一区二区三区| 91丨九色丨黑人外教| 精品一区二区影视| 亚洲久草在线视频| 久久免费的精品国产v∧|