COS426 Assignment 2Modeling — Writeup
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- (0.0) Translation
- (1.0) Rotation
- (0.5) Scale
- (1.5) Traversal
- (0.5) Face Area
- (0.5) Per-vertex Normals
- (0.5) Average Edge Lengths
- (0.5) Twist
- (1.0) Inflate
- (1.0) Wacky
- (1.0) Noise
- (1.0) Uniform Laplacian Smoothing
- (0.5) Uniform Sharpening
- (1.0) Curvature-flow Laplacian Smoothing
- (1.0) Scale-Dependent Smoothing
- (3.0) Implicit Smoothing
- (2.0) Curvature
- (0.5) Triangulate
- (2.0) Truncate
- (2.0) Extrude
- (1.0) Split Long Edges
- (1.0) Triangle Topology
- (1.0) Loop Subdivision
- (1.0) Quad Topology
- (1.0) Catmull-Clark Subdivision
- (1.0) Art Contest
Translation
This feature was implemented by the course staff. I used it as an example of how to loop over the vertices of a mesh.
Here is an example output where the mesh is translated
by 3 along the x axis
:
I did not encounter any particular challenges in implementing this.
You can include as many results as you want, but please at least include the following results:
Rotation
(Your description of your implementation of Rotation goes here...)
You can include as many results as you want, but please at least include the following results:
Scale
(Your description of your implementation of Scale goes here...)
You can include as many results as you want, but please at least include the following results:
Base_Mesh=cube.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Scale=0.5
Base_Mesh=cube.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Scale=2
Twist
(Your description of your implementation of Twist goes here...)
You can include as many results as you want, but please at least include the following results:
Base_Mesh=large-cube.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Twist=4
Inflate
(Your description of your implementation of Inflate goes here...)
You can include as many results as you want, but please at least include the following results:
Base_Mesh=teapot.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Inflate=1
Base_Mesh=teapot.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Inflate=-1
Wacky
(Your description of your implementation of Wacky goes here...)
You can include as many results as you want, but please at least include at least two.
Noise
(Your description of your implementation of Noise goes here...)
You can include as many results as you want, but please at least include the following results:
Base_Mesh=hand.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Noise=0.25
Base_Mesh=hand.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Noise=1
Uniform Laplacian Smoothing
(Your description of your implementation of Uniform Laplacian Smoothing goes here...)
You can include as many results as you want, but please at least include the following results:
Uniform Sharpening
(Your description of your implementation of Uniform Sharpening goes here...)
You can include as many results as you want, but please at least include the following results:
Curvature-flow Laplacian Smoothing
(Your description of your implementation of Curvature-flow Laplacian Smoothing goes here...)
You can include as many results as you want, but please at least include the following results:
Scale-Dependent Smoothing
(Your description of your implementation of Scale-Dependent Smoothing goes here...)
You can include as many results as you want, but please at least include the following results:
Implicit Smoothing
(Your description of your implementation of Implicit Smoothing goes here...)
You can include as many results as you want, but please at least include the following results:
Truncate
(Your description of your implementation of Truncate goes here...)
You can include as many results as you want, but please at least include the following results:>
Extrude
(Your description of your implementation of Extrude goes here...)
You can include as many results as you want, but please at least include the following results:
Split Long Edges
(Your description of your implementation of Split Long Edges goes here...)
You can include as many results as you want, but please at least include the following results:
Triangle Topology
(Your description of your implementation of Triangle Topology goes here...)
You can include as many results as you want, but please at least include the following results:
Base_Mesh=cube.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Tri_Topology=1
Base_Mesh=cube.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Tri_Topology=3
Loop Subdivision
(Your description of your implementation of Loop Subdivision goes here...)
You can include as many results as you want, but please at least include the following results:
Quad Topology
(Your description of your implementation of Quad Topology goes here...)
You can include as many results as you want, but please at least include the following results: