CPSC 4050 / 6050

Spring 2014

Mighty Fine Tea

Homework Assignment 6

Due: Tuesday, April 22, 2014

Problem Description:

For this assignment, you are encouraged to form teams of up to three people. The project will be to build a program that allows you to use OpenGL to interactively position a camera in a scene containing a teapot, a groundplane, and a background plane, and then to be able to render the scene using raytracing. In order to make the scene interesting you should provide texture maps for the ground plane, the background plane, and for the teapot. Here are links to .obj files for the teapot, and a light version of the teapot with reduced polygons. The light teapot will be useful for debugging as it contains only 112 quads and 16 triangles. The full teapot contains 3120 quads and 80 triangles.

To get you started on this assignment, I provide an interactive program that demonstrates the use of OpenGL to do interactive viewing, shading, and texture mapping. You already have my obj reader code, which will load an obj file, and associated mtl file, along with any texture images. And, I here is my implementation of the BIH Tree, along with associated objects. Note, in this code I have slightly modified how I represent a Face in a PolySurf.

Basic Requirements:

The minimal requirements for the assignement are to:
  1. Update the .obj files for the teapot, to include the ground and background planes, as well as materials and texture maps.
  2. Be able to read the .obj and .mtl files, and build a complete data structure representing the teapot and the planes.
  3. Display the resulting polygonal model in wireframe, using either orthographic or perspective viewing.
  4. Allow the user to adjust the viewing window to set the image size and proportions.
  5. Display the model as a solid, properly lit and shaded and texture mapped, using the material properties from the .mtl file.
  6. If surface normals are provided for the vertices of a model, display the model using smooth shading.
  7. After adjusting the camera interactively, the user should be able to press the 'r' key to cause a raytraced image to be produced and displayed in a view window.
  8. After the raytraced image is created, the user should be able to press the 'w' key to cause the raytraced image to be saved to an image file.

Advanced Extensions:

  1. Compute the ambient occlusion for each ray, by shooting a set of randomly directed rays from each surface hit-point and counting how many rays reach a hemisphere placed over the surface hit point.

Contest:

There will be a contest for the team with the best image. In order to be competitive, you should experiment with some of the lighting and shading techniques discussed in class. You can use a number of lights, including spotlights, to enhance the lighting effect. You can use procedural shading to produce interesting surface patterns, and surface normals. You can use normal maps, along with texture maps to enhance the look of a surface. You can approximate one of the effects of global illumination by shooting randomly directed rays from each hit-point, giving you color bleeding from other surfaces in the scene.

General:

Please write the program in C++ , using OpenGL and GLUT graphics routines for the display. Make sure to put a header in each file of your code that gives a description of the program or object, your name, the date, and instructions on how it is used. Please turn in at least two different images you have made with your renderer.