Assignment 04 - Shading to Match the Real.

Here is example code to use that includes two (image) texture maps. You may study the main.cpp file and also the fs.glsl file to see how the texture mapping from images works, but you will only need the texture coordinates (bundled as a VBO in the VAO in main.cpp and passed as an input vec2 to the fragment shader) to complete the main assignment. Do not use image maps, as the goal is to write a completely procedural shader to best match your reference material that you choose. You may choose on of the pieces of labradorite in the videos linked below, or visit Clemson University’s Bob Campbell Geology Museum located near the Clemson Botanical Gardens to choose an interesting specimen other than labradorite (or perhaps visit a Charleston museum if located there). If you choose a piece from the museum, do your best to take several reference photos to match. (You should still produce a turntable real-time render even if you do not have video).

Details of Assignment 04:

Optional Extensions for Extra Credit

Videos are below.

Do your best to match your reference material. This is often one of the most important things that may be used to judge your portfolio material.

Regarding the turntable, I did not have time to make these ‘loopable,’ but you may find it worthwhile to edit your particular mov file with Quicktime or other utility to start and stop on similar frames so that you could loop your video to continue seamlessly. This would be helpful in critiquing your rendered loop as you try to match the reference. I did not check the timing, but you could adjust the timing that I added to the dpa8090assg01 main.cpp file to match the speed of the video turntable, if desired. (And build in the purple wall, too, of course).

Experiment, have fun, and see what you can create.

Labradorite Videos