Final Project
1) Forest Walk
  • Based on this and this programs implement walkthrough the forest
  • Requirements
    • Minimum 10 different trees
    • Each instanced 2x
    • All trees textured transparent leaves - use GL_ALPHA_TEST, do not use blending
    • Bark is the correct material
    • Ground is textured lightmap
    • There will be randomly flying objects, light sources represented as geometry
    • Camera will have assigned a point light source rotating and moving with it
    • The sky will be an imposter
  • Checkpoints
    1. Trees with leaves
    2. Materials and lighting
    3. Textured leaves and alpha test.
2) Fractal terrain
  • Based on this and this programs implement walkthrough the fractal terrain
  • Requirements
    • Torroidal topology (walking in one direction will bring you to the same position)
    • Sky as an imposter
    • Some simple textured objects (house, billboard trees) at least ten.
    • Ground textured per area - different parts will be done from different materials such as snow, mud, sand, etc.
    • There will be a level of water and some lakes.
    • There will be randomly flying objects, light sources represented as geometry
    • Camera will have assigned a point light source rotating and moving with it
    • The walk will be correctly done by linear interpolation between the vertices and the camera will turn accordingly.
  • Checkpoints
    1. Walkthrough done correctly
    2. Materials and lighting.
    3. Textures.
3) City walk
  • Based on this program implement walkthrough the city
  • Requirements
    Prepare simple 2.5D geometry with houses, streets, and plazas.
    • Could be modeled in MAYA or by hand
    • Use instancing.
    • Texture the objects corerctly by applying existing textures (McDonalds, etc.)
    • Calculate correct responses to collisions (do not simply stop).
    • Use lighting and materials.
    • Implement three different modes - sunshite (directional light), fog (use extension, not the simple GL_FOG!) and night.
  • Checkpoints
    1. Model of the city and objects
    2. Illuminated scene with composition
    3. Textures and collision detection
Common requirements
  • Source code MUST be separated into various files
  • Use correctly *.h and *.c resp. *.cpp extensions
  • Use display lists effectivelly
  • Use texture binding effectivelly
  • Use the CPU effectivelly. The application should not consume 100% of CPU when idle.
Submission

Submitt the source and the file project code to the G drive.
Do not submitt the executable. Please erase the Debug and the Release directories.
Do not zip the code.

Dates
Checkpoints:
1) Mar 29th 2006
2) Apr 12th 2006
3) Apr 19th 2006

Deadline:
April 26th 2006


Conventions:

  • The submissions will have the following folder name: FINAL_lastname_initials
  • Do not forget to put all textures and all project files for VC++ .net 2003