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HW to
HAND IN
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Comments
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| 11-27-01 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 |
|
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| 12-20-01 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 |
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| 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 |