Homework 10, due Wednesday, Nov 13.
This is a continuation of the previous week's assignment.
Since I woefully underestimated how long the previous
assignment would take,
I'm giving people more time to finish up
integrating the z-buffer algorithm with
phong shading, meshes and the kinematic machine.
If you had already done the z-buffer assignment,
look at this as an opportunity to do interesting
things with it for extra credit.
Some ideas:
-
Make new content (interesting shapes or animation,
shapes that change with the animation, etc.),
-
fix whatever lingering bugs
you had,
-
add simple transparency (first zbuffer all
the opaque objects, then all the transparent
objects),
-
try to do the z-buffering in 1/z
(and show that this produces more correct results
when large objects are near each other),
From time to time over the next few days
I'm going to add notes as I get requests
from people to explain sub-topics in
more detail, so make sure to keep checking
back to this page.