COS426 Assignment 4 — Rasterizer
Switch to: Interactive Renderer
that all images in this writeup were generated directly by my solution code or provided by the course staff (exception: art contest submissions may pass through intermediary software like GIMP)
that no other student has viewed my writeup explanations or my writeup images
that my solution code is my own work; particularly that my solution was not copied from any other student's solution code, and that no other student copied their solution directly code from me
that I did not discuss assignment specifics or view the solution code of any other student besides that of my (optional) partner
that I have followed all other course collaboration and course plagiarism policies as written on the course website.
YOUR NAME HERE (your-netid-here)
Collaborated with: PARTNER NAME HERE (partner-netid-here)
Features Implemented:
- (2.0) Perspective Projection
- (1.0) Phong Reflection Model
- (1.0) Bounding Box
- (1.0) Barycentric Coordinates
- (2.0) Flat Shader
- (2.0) Gouraud Shader
- (2.0) Phong Shader
- (2.0) Diffuse and Specular Mapping
- (2.0) XYZ Normal Mapping
- (0.5) Optimization Contest
Perspective Projection
(Your description of your implementation of Perspective Projection goes here...)
Camera=[2.8646,2.2455,1.5975];[0.47999,-0.82485,0.29873];[0,0,0]&Mesh=cube.obj;false&Resolution=320x240&Shading_Model=Wire&Ambient=[0,0,0]&Diffuse=[255,255,255]&Specular=[255,255,255]&Shininess=5
Phong Reflection Model
(Your description of your implementation of Phong Reflection Model goes here...)
Bounding Box
(Your description of your implementation of Bounding Box goes here...)
Barycentric Coordinates
(Your description of your implementation of Barycentric Coordinates goes here...)
Flat Shader
(Your description of your implementation of Flat Shader goes here...)
Camera=[-3.7257,4.6729,1.6024];[-0.62123,-0.64694,0.4422];[0,0,0]&Mesh=cow.obj;false&Resolution=640x480&Shading_Model=Flat&Ambient=#483c14&Diffuse=#2d87ac&Specular=#a2c9d2&Shininess=5
Gouraud Shader
(Your description of your implementation of Gouraud Shader goes here...)
Camera=[-3.7257,4.6729,1.6024];[-0.62123,-0.64694,0.4422];[0,0,0]&Mesh=cow.obj;false&Resolution=640x480&Shading_Model=Gouraud&Ambient=#483c14&Diffuse=#2d87ac&Specular=#a2c9d2&Shininess=5
Phong Shader
(Your description of your implementation of Phong Shader goes here...)
Camera=[-3.7257,4.6729,1.6024];[-0.62123,-0.64694,0.4422];[0,0,0]&Mesh=cow.obj;false&Resolution=640x480&Shading_Model=Phong&Ambient=#483c14&Diffuse=#2d87ac&Specular=#a2c9d2&Shininess=5
Diffuse and Specular Mapping
(Your description of your implementation of Diffuse and Specular Mapping goes here...)
Camera=[-1.1618,1.5919,2.0102];[-0.35231,-0.82205,0.44734];[0,0,0]&Mesh=boggiebody.obj;true&Mesh=boggieeyes.obj;true&Mesh=boggiehead.obj;true&Resolution=640x480&Shading_Model=Phong&Ambient=#483c14&Diffuse=#2d87ac&Specular=#a2c9d2&Shininess=5
XYZ Normal Mapping
(Your description of your implementation of XYZ Normal Mapping goes here...)
Camera=[0.24217,-1.1267,1.6445];[0.10907,-0.81248,-0.5727];[0,0,0]&Mesh=afrhead.obj;true&Mesh=afreye.obj;true&Resolution=800x600&Shading_Model=Phong&Ambient=[0,0,0]&Diffuse=[255,255,255]&Specular=[255,255,255]&Shininess=5
Optimization Contest
(Your description of your implementation of Optimization Contest goes here...)