Where: Room 1.05 in CSSE
and online (active in consultation hour)
News:
[28 Feb'22] Welcome to CITS3003
Project submission due on Tuesday 18.05.2021 (1700 hrs)
The project will be marked out of 100 but is worth 40% of the total unit marks.
Groups: Project needs to be done in
groups of two. However, you can also choose to do it individually. There is no extra credit for an individual submission though. You are free to choose your project partner. One member of each team needs to inform us about the project partners by Friday 07.05.21, 1700 hrs (end of week 10).
You need to provide this information by emailing to [email protected], as follows:
Subject of email: Project team CITS3003
Email content:
Group member 1 student ID and full name, group member 2 student ID and full name.
Answer to 'Does your group want an online (i.e. Zoom) demo, or an in-person demo in the lab?'
If no email is received by Friday 07.05.21, 1700 hrs as your name/ID in any group, we will assume that you are doing the project individually. You will be expected to demonstrate your project in-person individually in that case.
The above instructions apply to both online and face-to-face students, where online students 'must' demonstrate online.
Submission: You will submit your files through LMS. The submission link will appear in time.
You must submit all your files including header files and base code (do not submit the models-textures, we already have those.).
To ensure that your program works when we test it,
you should submit a zip file that retains the directory structure of the program.Note: Please provide a ReadMe file with your submission that clearly states the OS used for the project. You can also specify any other requriements or procedure to run your project.
For the report mentioned below,
it should be in PDF format. Please mention your full names and
student numbers on the first page of the report.
Please name your report file as report_student1ID_student2ID.pdf.
Each group will finally have to demonstrate the project. You can either demonstrate on your machine or any lab machine. You must have submitted your project before the demonstration.
The demo is the chance for you to show what works in your project. Expect cross-questioning during demonstrations. Your marks for each part will also depend on your answers to the questions.
Originality: You may discuss with other
students the general principles required to understand this project, but the
work you submit by a group must be the sole effort of the group members. You are allowed to base parts of your code on the lab
sample solutions, as well as the examples from lectures and the recommended
text. If you base your code on code from any other source you must clearly
reference the origin in a comment. Your comment should also mention exactly which parts of your
code are based on the code from that origin. It will be considered academic
dishonesty if you omit any such references.
Detailed specification for the project are given below.
Project
The main project task
You are required to complete an implementation of a simple scene editor that
allows a collection of objects to be arranged in a scene and various
properties of them to be changed, such as colour, shininess and texture. The
specific items you have to implement are below, including sample videos.
Files provided
Starting point - download the
project-2020.zip
file. Inspect the skeleton file
scene-start.cpp in the project subdirectory. Depending on
whether you use Mac or Linux, choose either the MAC_VERSIONS
or the LINUX_VERSIONS subdirectory to develop your code. Study the README
file given in those subdirectories. The project requires you to use the mouse
to move objects and light sources around.
Click here if you need help
to set up a 3 button mouse on the Mac.
You will also have a zip file that contains many texture map files.
This file can be
downloaded here.
Note that, the provided files are for educational purpose only and cannot be publicly distributed.
The zip file contains a subdirectory named models-textures
which should be placed in the same directory as scene-start.cpp.
You can use the pre-compiled assimp library
files provided to you. You should see the shared library
libassimp.so.3.1.1 in the LINUX_VERSIONS subdirectory
and the dynamic
library libassimp.3.1.1.dylib in the MAC_VERSIONS
subdirectory. Compiling the assimp library from source may
not be easy for some of you. We can only provide the following support for that:
You can download the assimp source file from the web or from
here. From the web, the version may be different, which should be ok as we did not find issues up until version 4.1.
Follow the procedure described in the
README file (based on version 3.1.1)
With your source code, each group must submit a project report that describes:
For which parts of the project your solution works fine? Also mention the part(s) that you were unable to do.
The steps you followed in building your program, focusing on the problems that you needed to solve in this process. This description can be brief.
For those who went beyond what is asked for in the project, you can use this document to also report the additional functionalitise.
There is no specific format of the report, and there are no explicit marks for this document. However, it has a very specific purpose. At your demo, you should expect your marker to have seen your report beforehand.
Your report should be able to clearly show what worked in your solution (which you can later demonstrate). In your report, you can also take help from figures (e.g. screen shots) if you like. Mention separately, what tasks you are unable to do.
Do not use the report to give OS specific details. Use a ReadMe file for that prupose, which can be as detailed as you like.
Note that, the report is a necessary document for project submission. You may get heavily penalized for not submitting it, because your marker may not be able to assess your project accurately during a few minuts demo. Use this document wisely to secure the best grades and make your demo smooth.
Only one report and one submission is required from each group.
Assessment Details
Your project has 100 marks and it will be assessed based on correctness of the functionalities and coding (structure, clarity and appropriate use of
OpenGL), and your understanding reflected during the demonstration. Each task carries 10 marks. Partial marks are possible with partially correct solutions.
Specific tasks that your scene editor should implement
Your scene editor needs to implement all the functionalities described in the
items A to J below.
Don't panic if the videos provided alongside the
items seem beyond what you have done in the labs. The project tasks
have been chosen to cover all the relevant concepts without requiring you
to implement too much extra. Thus, much of the functionalities are already
implemented in the skeleton code, and some of the tasks require similar
code to what is in the skeleton code.
Also, you are allowed to improve upon the specification and
implement some items differently, but you should explain in your report
why it is an improvement.
Although the videos provided below don't have any audio, all the mouse actions were captured
in the videos. We suggest that you view each video in full screen mode
carefully. Please pay attention to the mouse icon shown inside the window.
When the circle next to the mouse icon turns into red, it indicates
that the left mouse button is held down.
When the circle becomes green, it indicates that the middle mouse button
is held down. When the wheel of the middle mouse button is rolled, you should
see an arrow and its direction.
The right mouse button is reserved for bringing up the menu.
For your convenience, you can download the
Zip file [87MB] of all the videos below.
The skeleton code draws the ground, an initial mesh object and a sphere
showing the position of a single point light source; however, it has the
camera always facing the same way. You can move it forwards and backwards
using the scroll wheel, via the
viewDist variable, but there's no way to move it otherwise. You
should fix this problem in the code.
The variables camRotUpAndOverDeg and
camRotSidewaysDeg
are already set appropriately when moving the mouse with the
left button down, or the middle button down (or shift + left
button). Modify the display function so that the camera rotates
around the centre point according to these variables, in the
same way as the sample solution shown in the video below.
Your scene editor should do the following:
When the left mouse button is held down and dragged horizontally
across the window, it should rotate the scene about the axis that is
vertical to the ground plane.
When the left mouse button is held down and dragged vertically up
(or down) in the window, it should zoom into (or out of) the
scene.
Dragging the middle mouse button horizontally is the same as
dragging the left button horizontally.
Dragging the middle mouse button vertically up (or down) across
the window should change the elevation angle of the camera looking at
the ground plane. Correspondingly, this tilts the entire scene up (or
down).
See also the link
here for some additional explanation.
Similarly, changing the location and scale of objects is already implemented,
via the loc and scale members of
the SceneObject structure, which is stored in the
variable sceneObjs for each object in the scene. However, the
angles array in this structure doesn't affect what's drawn, even
though it is appropriately set to contain the rotations around the X, Y and Z
axes, in degrees. Modify the drawMesh function so that it
appropriately rotates the object when drawing it in the same way as the sample
solution.
Note: The skeleton code also moves objects in different directions compared to
the sample solution -- you should also fix this (Hint: there is more
than one way to do this).
As shown in the video, your scene editor should do
the following:
Dragging the left mouse button vertically across the window should
rotate the current object about the x-axis (parallel to the ground
plane and pointing to the right).
Dragging the middle mouse button horizontally across the window
should rotate the current object about the z-axis (parallel to the
ground plane and pointing out of the screen).
Dragging the left mouse button horizontally across the window
should rotate the current object about the y-axis (vertical to the
ground plane).
Dragging the middle mouse button vertically across the window
should change the texture scale on the object.
Sometimes two of the rotations go the same way, as in the video below.
Implement a menu item for adjusting the amounts of ambient, diffuse and
specular light, as well as the amount of shine. Recall that the shine value
needs to be able to increase to about 100 or so. Modify
the materialMenu and makeMenuM functions so that
they change the appropriate members of the SceneObject
structure. The code to use these to affect the shading via the calculation for
the light is already implemented in the skeleton code provided.
Follow the corresponding implementations of other similar menu items. Use
the setToolCallbacks function which has four arguments which are
pointers to four float's that should be modified when moving the mouse in the
x and y directions while pressing the left button or the middle button (or
shift + left button). After each callback function
accepting a pair of (x,y) relative movements is a 2×2 matrix which can
be used to scale and rotate the effect of the mouse movement vector. See the
calls to setToolCallbacks in scene-start.cpp for
example. The setToolCallbacks function is defined
in gnatidread.h.
The sample video shows that
the ambient or diffuse light of the object can be interactively changed
by dragging the left mouse button horizontally or vertically;
the specular light and amount of shine can be interactively adjusted by
dragging the middle mouse button horizontally or vertically.
the position of the light source can be modified by dragging the mouse
button. For this functionality, you are suggested to use
the left mouse button for changing the x- and z-coordinates
the middle mouse button for changing the y-coordinates
of the light source's position
In the skeleton code, triangles are "clipped" (not displayed) if they are even
slightly close to the camera. Fix the reshape callback function so that the
camera can give more "close up" views of objects.
Also modify the reshape function, so that it behaves differently when the
width is less than the height: basically whatever is visible when the window
is square should continue to be visible as the width is decreased, similar to
what happens if the window height is decreased starting with a square.
Modify the vertex shader so that the light reduces with distance - exactly how
it reduces is up to you, but you should aim for the reduction to be noticeable
without quickly becoming very dark, similar to the sample
solution. This should apply to the first light,
but the video shows a slightly different implementation so the second
light was chosen from the menu to demonstrate the concept.
Comment out the lighting calculations in the vertex shader and perform the lighting calculations
in the fragment shader, so that the
directions are calculated for individual fragments rather than for the
vertices. This should have a very noticeable effect on the way the light
interacts with the ground (especially when the ground has a plain texture
map), since the ground only has vertices at the corners of a coarse grid.
Generally specular highlights tend towards white rather than the colour of the
object. Modify the shader code so that the specular component always shines
towards white, regardless of the texture and the colour assigned to the
object.
Add a second light to both the C++ code and the shaders. The second light
should be directional, i.e., the direction that the light hits each
surface is constant and independent of the position of the surface. In
particular, use the direction from the second light's location to the origin
as the direction of the light. For example, moving the light source upward
should increase the y-component of the direction of the light source, making
the light source behave like the mid-day sun. Like the first light source,
use sceneObj[2] to store the coordinates and colours of the
second light, and make it similar to the first light, including placing a
sphere at the coordinates of the light.
In your editor, allow (a) objects in the scene to be
deleted, and (b) duplicated. (c) Add a spot light to the scene and allow its
illumination direction to be changed interactively.