|
Due Date |
HW to
HAND IN |
Comments |
Points |
|
11-27 T |
Matrix
Transform Math Web Reading |
Go to the
"First Steps To Animation"
web site by Wolfgang Engel and read the tutorial. Ignore the DirectX
programming language (it looks like:
ConfirmDevice()
OneTimeSceneInit() InitDeviceObjects()
). Focus on finding these answers:
1) Identify these graphics
terms:
vertex, standard transformations, clipping, vertex blending,
morphing, animation, skinning, elevation fog, mesh warping,
procedural texture coordinate generation such as reflection maps and
lighting.
2) Briefly explain these concepts:
modelspace,
worldspace
3) What is the function of a transform matrix in manipulating
3-D digital images? Give one example of this concept at work.
|
10 pts |
|
11-28 W |
“DIGITAL
HUMANS WAIT IN THE WINGS” |
Email your answers to these questions.
|
10 pts |
|
11-29 H |
Tour the
Computer Animation Web sites |
Email the answers to these questions:
1) What process always occurs in the beginning stages of creating CG
movies like Toy Story, Final Fantasy, or the Matrix?
2) How does human motion get "captured" for CG characters?
3) What sort of VAB blocks would you need to accomplish the task in
#2 with a CCD camera? Please give a block diagram outline of what
such a VAB motion capture worksheet might entail.
4) Identify one unique feature from Final Fantasy's:
a) Polygon models
b) Lighting models
c) Hair models |
10 pts |
|
11-30 F |
Read "How 3-D
graphics Work" Handout and answer questions at right |
Email the answers to these questions:
1) Mathematically how is a vertex of a polygon described?
2) Describe in a 4x4 matrix the coordinates of any triangle object
with one vertex centered on the origin of the 3-D worldspace.
3) What is clipping? Why is it useful?
4) What is the job of a rendering engine? How does this involve
matrix transformations?
5) What is z-buffering?
6) How are texture maps used? Why are MIPs maps useful?
7) Why is alpha channel blending useful? |
10 pts |
12-3 M
[Top] |
Chapter 5 Review Questions |
1) You want to be able
to pick out a specific face in a crowd. Assuming that the face must
have a minimum of 500 x 500 pixels across it, and the face’s field
of view would be 50 x 50 cm.
a) what size CCD would you need (in total pixels) if the image
was to be taken from the Goodyear Blimp at a height of 500 meters?
b) If this is a 24 bit color image (8 bits or 1 byte per color
channel, 3 color channels), what would be the number of bytes of
memory for 1 snapshot above?
c) If the current state-of-the-art is an 8 Megapixel CCD, and
the number of pixels is doubling every 24 months, how long would you
have to wait in order to accomplish your desired goal as stated
above?
2) Make a 6 x 6 matrix
that represents an image of a 2-D black square of 2 pixel x 2
pixels, centered in the matrix. What matrix would you multiply this
image matrix by in order to translate this square 1 pixel to the
right? |
10 pts |
|
12-5 W |
Read |
Read Mojoworld Transporter Manual |
R |
|
12-6 H |
Read |
Finish Exploring Mojoworld Manual |
R |
|
12-7 F |
Surf |
Web research on embedding 3-D objects in .mjw files & QVR app's |
R |
|
12-10 M |
Mojoworld
Details & fractal Brownian Motion |
Read through your copy of the Mojoworld Theory or visit the
fBM website and walk through the tutorial on
fractal Brownian Motion. This is how fire
and many atmospheric effects are created. You can ignore all the
blue coding (wood_loop)
examples and focus on the process descriptions. |
R |
|
12-11 T |
Study for test |
none |
R |
|
12-12 W |
none |
Test over Ch. 4 , 18, and up to 5.3 |
100 pts |
12-14 F
[Top] |
Part I: Outline of
the basic concepts presented in the Mojoworld Theory handout Part
I. Spend 40 minutes please. |
Outline in Word the handout on the basic concepts that the
Parametric Hyperspace rendering engine of Mojoworld is based upon.
Your outline should include:
> What is a fractal? What makes it particularly good at creating
natural-looking planetscapes in real-time?
> Explain the 4 basic components of random fractals
> What is an octave in fractals? How does changing the number of
octaves change the planetscape?
> Domain and range of sinusoid functions in 1, 2, and 3-D worlds
> What really is "Parametric Hyperspace"?
> Perlin & Voronoi basis functions
> What is a convolution? Do you think it might be related to a
concantenation matrix?
> Distinguish between sine, linear, step, and checkerboard convolves
> What is spatial resolution?
How does changing this change a planet?
> What is spatial frequency? What is the Nyquist Limit?
> What is a functional fractal? What is an "alias" effect that can
come from rendering these fractal algorithms?
> How are fractals randomized? Give two examples of this process. |
see below |
| 12-17 M |
Part II: Outline
the remainder of the Mojoworld Theory
handout. |
Finish outlining the
entire Mojoworld theory chapter. After visting the
fBM website from 12-10 HW,
then add these items to your outline:
> How does a procedural texture differ from a texture map?
> Why is fBM considered a monofractal?
> Identify 5 uses for fBM in CG
> What does turbulence have to do with making sophisticated textural
renderings?
> What is z-buffering? Hint: see your
"How 3-D Graphics Work" handout
for help.
> How many Pentium II CPU clock cycles are required to render
procedural textures for the marble surface, wood surface, and simple
grass texture based on one octave of noise?
Email the finished outline as an attachment to Mr. Rummel
It will count as a lab grade. |
40 pts |
| 12-18 T |
Ken Perlin's "Noise"
lecture
slides |
Walk through Ken
Perlin's lecture
slides (MIT) below:
http://www.noisemachine.com/talk1/
Be prepared to discuss the major concepts (not the deep math) on
Tuesday!
Watch for
> pseudo-randomness
> hypertexture
> What drove him to develop these methods? |
R |
| 12-19 W |
no HW |
|
|
| 12-20 H |
no HW |
No Class! |
|
[Top]
Christmas Break runs up till
Monday, 1-7-02
|
1-7-02 M
|
none |
Mojoworld
work |
R |
|
1-8 T |
none |
Mojoworld
work |
R |
|
1-9 W |
none |
Mojoworld
work |
R |
|
1-10 H |
none |
Mojoworld
work |
R |
|
1-11 F |
none |
Mojoworld
work |
R |
| 1-14 M |
|
MIDMARK
FOR WINTER TRIMESTER |
|
|
1-22 T |
Ch. 6 |
Ch.
6, Exercises 6.2 |
R
|
|
1-28 M |
Ch. 6 |
Exercises 6.8 #10, 6.9 #1, 6.10 #1 |
R
|
2-4 M
[Top] |
Ch.
6 |
Exercises 6.14 |
R
|
|
2-5 T |
Read Ch. 7.1 & 7.2.1 |
None to hand in |
X |
|
2-6 W |
Read through Ch. 7.2.3 |
Diagram on paper the basic parts
of the communication system between two people known as speech.
|
R
|
|
2-7 H |
Nothing to hand in yet |
Work on Optical Tracker Formal
lab report.
See
guidelines. due 2-11-02. |
X |
|
2-8-02 F |
"Fractal Landscapes" handout
read. |
Be able to identify
how Mojoworld implements the
features discussed in the Fractal Landscapes handout. |
X |
|
2-11 M |
Optical Tracker Project Report |
Formal lab report on Optical
tracker project due.
See guidelines.
EMail Word doc + .lst
as attachments |
100 pts |
|
2-12 T |
Review
|
Review Chapter 6 and the
Fractal Landscape handout from "The Islands of Truth"
Email Audio descriptions from Ch. 6 |
X |
|
2-13 W |
CH. 6 & Fractal Landscape Review
Questions |
Answer
the Chapter 6 and Fractal Landscape review questions that were
emailed to you. |
20 pts |
|
2-14 H |
None |
Enjoy Winter Break! |
X |
2-19 T
[Top] |
None |
Study for test- see
Ch. 6 outline |
X |
|
2-20 W |
None |
Study for test- see
Ch. 6 outline |
X |
|
2-21 H |
None |
Mojoworld
+ Chapter 6 Test |
100 pts |
|
2-22 F |
None |
Field
Trip to SMU- no class |
X |
|
2-25 M |
Telecom-
munications Outline |
Ch. 7 Exercise 7.1.1.
Gilbert & Tobin's Telecommunications Systems - An Introductory Guide
needs to be printed out and brought to class in a folder.
> Find major topics and subtopics and create a skeleton outline of
the article in Word. Create 5 questions (use a red font color for
these) that you need to have answered about these topics and place
them below that topic in the outline. |
20
pts |
|
2-26 T |
Telecom-
munications Outline |
Fractal
VAB Bonus Design & Build due
Finish reading Chapter
7 by Friday, 3-1-02 |
10
pts
Ex Credit |
|
2-27 W |
Telecom-
munications Outline |
No
Class- 8th campout
> Work on adding details to the
Telecommunications Primer Outline. Under each topic, find
information from Chapter 7 and the primer itself to expand the
concepts. List any questions you'd like clarified under each topic. |
X |
|
2-28 H |
Telecom-
munications Outline |
No
Class- 8th campout
> Work on adding details to the
Telecommunications Primer Outline. Under each topic, find
information from Chapter 7 and the primer itself to expand the
concepts.
List any questions you'd like clarified under each topic. |
X |
|
3-1-02 F |
Telecom-
munications Outline |
No
Class- 8th campout
>
Full Outline of
Telecommunications Primer is hopefully DONE. You should have at
least 10 questions you'd like answered about these topics.
No HW for Monday!! |
80 pts |