COMP4610/8610-无代写
时间:2024-03-20
COMP4610/8610 Computer Grahpics
Tutorial 3
HW2 Rasterization and Shading
Jinguang Tong
jinguang.tong@anu.edu.au
14/Mar/2024
Agenda
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01 Overview
02 Task1
03 Task2
04 Task3
05 Q & A
01 Overview
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Overview
• Topic: Rasterization and Shading.
• Totally 3 tasks.
• Extend working time to 4 weeks, 2 CLabs.
• Take 12% of the final mark.
• No more report template and marking criteria.
• Declaration of Originality as the first page of report.
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02 Task1 Rasterization
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Task1 Rasterization
• Implement the rasterization function
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Task1 Rasterization
• Implement supersampling anti-aliasing (SSAA)
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Task1 Rasterization
• Implement back-face culling
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Task1 Rasterization
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In your report:
• Put a screenshot of the rasterize_triangle(const Triangle &, bool) function
with anti-aliasing and a screenshot of the code snippet used for back-face
culling.
• Briefly explain how you implement back-face culling algorithm.
• Rotate the house around y-axis by 140 degree and render. Put two results
(w/ and w/o anti-aliasing) in the report.
03 Task2 Shading and Texture Mapping
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Task2 Shading and Texture Mapping
• Implement four shaders: normal, blinn-phong, texture and bump mapping.
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Task2 Bump mapping
• Perturb surface normal per pixel (for shading
computations only)
• “Height shift” per texel defined by a texture
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Tangent space
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Task2 Shading and Texture Mapping
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A texture map (left). The corresponding normal map in tangent space (center). The normal
map applied to a sphere in object space (right).
LearnOpenGL - Normal Mapping
Task2 Shading and Texture Mapping
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Different shading methods: Flat, Gouraud and Phong Shading
04 Task3 Modelling-Viewing-Projection
and Rendering
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Task3 MVP and Rendering
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Task3 MVP and Rendering
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• Model the scene in blender.
• Export the scene to an obj file with a texture map.
• Load the model and texture map.
• Setup the scene (model, camera, light).
• Rasterize the scene with shadow effect.
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05 Q&A
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THANK YOU
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