COS426 Assignment 2
Modeling — Writeup

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Collaboration Statement:

Under penalty of academic dishonesty (as outlined in RRR) my digital signature below verifies that the following is true:

    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)



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:

Base_Mesh=teapot.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Rotation=1;0;0

Base_Mesh=teapot.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Rotation=0;0.75;0

Base_Mesh=teapot.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Rotation=0;0;1.5


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


Traversal


(Your description of your implementation of Traversal goes here...)


Face Area


(Your description of your implementation of Face Area goes here...)


Per-vertex Normals


(Your description of your implementation of Per-vertex Normals goes here...)


Average Edge Lengths


(Your description of your implementation of Average Edge Lengths goes here...)


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=0.5

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:

Base_Mesh=hand-simple.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Smooth=15;0.05;false;false;false

Base_Mesh=sphere-2res.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Smooth=100;0.05;false;false;false


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:

Base_Mesh=cow.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Sharpen=100;0.001

Base_Mesh=octopus.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Sharpen=100;0.001


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:

Base_Mesh=hand-simple.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Smooth=15;0.05;true;false;false

Base_Mesh=sphere-2res.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Smooth=100;0.05;true;false;false


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:

Base_Mesh=hand-simple.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Smooth=15;0.05;false;true;false

Base_Mesh=sphere-2res.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Smooth=100;0.05;true;true;false


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:

Base_Mesh=hand-simple.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Smooth=1;15;true;false;true

Base_Mesh=sphere-2res.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Smooth=1;30;true;false;true


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:>

Base_Mesh=dodecahedron.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Truncate=0.448

Base_Mesh=cube.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Selection=;1&Truncate=0.25


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:

Base_Mesh=tetrahedron.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Extrude=0.5

Base_Mesh=tetrahedron.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Selection=;2&Extrude=1


Bevel


(Your description of your implementation of Bevel goes here...)

You can include as many results as you want, but please at least include the following results:


Base_Mesh=tetrahedron.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Selection=;2&Extrude=1


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:

Base_Mesh=tetrahedron.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Selection=;1&Split_Long_Edges=0.1

Base_Mesh=tetrahedron.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Selection=;1&Split_Long_Edges=1


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

Base_Mesh=cube.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Selection=;1&Tri_Topology=1


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:

Base_Mesh=cube.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Loop_Subdivision=3

Base_Mesh=dodecahedron.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Selection=;5&Loop_Subdivision=1

Base_Mesh=teapot.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Loop_Subdivision=3


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:

Base_Mesh=dodecahedron.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Quad_Topology=1

Base_Mesh=tetrahedron.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Quad_Topology=3

Base_Mesh=dodecahedron.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Selection=;4&Quad_Topology=2


Catmull-Clark Subdivision


(Your description of your implementation of Catmull-Clark Subdivision goes here...)

You can include as many results as you want, but please at least include the following results:

Base_Mesh=tetrahedron.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Catmull-Clark=2

Base_Mesh=cube.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Catmull-Clark=4

Base_Mesh=cube.obj&Display_Settings=false;true;flat;false;false;true;false;true;false&Selection=;1,2&Catmull-Clark=3

Base_Mesh=hand-simple.obj&Display_Settings=false;false;flat;false;false;true;false;true;false&Selection=;5,34,66,78,97,109,129,135,167,168,170,171,179,180,181,184,75&Catmull-Clark=3


Art Contest


(Your description of your Art Contest submission goes here...)

You can include as many submissions as you want, but please submit at least one.

Please your name file(s) so that it starts with the string "art-netid", where netid is your netid (e.g. "art-rbova-whackyBug.gif" and "art-rbova-coolColors.jpg"). This labeling will allow us to easily pull these images for art contests :)