Notes for Monday Nov 23 and Wednesday Nov 25 classes -- Animation sequences and some texture mapping

Monday class

On Monday we showed how to create animation sequences.

We did this by implementing two functions:

   // DEFINE A NEW SEQUENCE AND RETURN ITS INDEX ID.
   // ALL ARGS ARE OPTIONAL EXCEPT THE FIRST ONE.

   seqIndex = addToA(startTime, endTime, startTransitionTime, endTransitionTime)

   // EVALUATE A SEQUENCE AT THE CURRENT TIME.

   evalA(seqIndex)
The code to support this is included in this week's homework.

 

Wednesday class

On Wednesday we started to talk about texture mapping. We covered:

  • how to assign a (u,v) attribute to each vertex;
  • that texture images can be used to vary either color and surface normal;
  • using (u,v) to create a procedural checkerboard texture;
  • how to use MIP Mapping to reduce undersampling artifacts;
  • because of MIP Mapping, texture image sizes should be powers of 2.

 

Homework

Due next Wednesday before the start of class

Start with the included code in hw12.zip. Create your own scene in a way that makes use of animation sequences.

This is your opportunity to tell a visual story (first this happened, then that happened, ...).

The general idea is that objects are moved/rotated/scaled into place (or perhaps change color) over time under the control of sequence variables that you define using addToA().

Your story can be an interactive story if you'd like. In that case it might respond in some way to the user's mouse movements.