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交互式程序代写 Project代写 course代写 report代写

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交互式程序代写

CSE 287

交互式程序代写 Your project must be an interactive program that responds to the keystrokes, as outlined in the keystroke document.

Project – Raytracing 交互式程序代写

Instructions:

  • Yourproject must be an interactive program that responds to the keystrokes, as outlined in the keystroke 
  • Videos illustrate the behavior of theproject:
    • VideoA
      • 0:00 Introduction 0:30Lights

1:57 Shadows

2:15 Spotlight

3:25 Tie light to camera/world 5:05 Transparency交互式程序代写

5:45 Shapes and textures

  • VideoB
    • 0:00  Resizing 0:30 Reflections 1:28Anti-aliasing
  • VideoC
  • 0:00 Twoviewports
  • Youmay not talk with students from who have taken this course in previous semesters; you are expected to complete this project on your own. It is also worth noting that there are subtle differences between this semester’s code base and previous semesters. In addition, we may run scripts to detect unnatural similarities between all student
  • You may not use glViewport or any other gl or glu We never talked about these and you should not be using them. Of course, you may use glmfunctions.交互式程序代写
交互式程序代写
交互式程序代写

(70) REQUIRED FEATURES

  1. (38) Lighting, shading, and shadows. The lighting/shading of your scene mustinclude:

a.(15)One positional light and the correct implementation of the equations to render the objects with a realistic appearance. Backfaces must be  交互式程序代写

b.(2) Attenuation that can be turned on/off via

c.(6) The spotlight will not illuminate any intersection points that fall outside the light’s cone. If outside the cone, the light considers the intersection point as black; otherwise, the intersection point is rendered like a regular positional light. (Note: spotlights often have a different approach for rendering the interior of the cone. Our class will simply render the interior of the cone in the normal fashion.)交互式程序代写

d.(15) Implement shadows by checking shadow feelers for each surface intersection.If the shadow feeling intersects with another surface before the shadow feeler reaches the light source, that particular light should provide only ambient contribution.

2.(8) Your scene must include, at a minimum, the following objects, each with their own material common properties (e.g., gold):

a.Cylinder with closed ends and aligned with Y

b.Cylinder with open ends and aligned with X

c.Cone 交互式程序代写

d.Sphere

e.Plane

  1. (8) Textures. The Y-oriented cylinder must have its sides (the top and bottom must be solid but can appear as any material) textured with the any recognizable PPM file that you choose. Do this bymerging the texel value and lighted value (using the underlying, lighted, material property) at a 50-50 交互式程序代写
  2. (8) Transparency. At least one object in your scene should be transparent. The position of the transparent object must be placed on a timer to illustrate that the display is correct, given its relativeposition to opaque  That is, the transparent object must move in front of and then behind opaque objects.
  3. (8) Resizing. The display must not display skewed images when the window is

(30) CHOOSE ANY TWO ADDITIONAL FEATURES – 15 EACH 交互式程序代写

  1. Lighttied to world or camera. When the light’s position is (10, 10, 10), it is typically thought of as being at (10, 10, 10) in the global world coordinate system. However, it is sometimes useful to have the light’s position relative to the camera’s frame. Keystrokes should allow the user to switch between these two modes. Further, the keystrokes that alter the spotlight’s position and direction should respond
  2. Reflections. Add inter-object reflections by tracing a reflection ray to the closest surface intersection for each view ray. Once generated, the reflection ray can be traced in exactly the same way as the viewing rays. The best way to accomplish this is by calling the traceIndividualRay method recursively and adding what it returns to the total color for the pixel. To do this, it is necessary to keep the recursion from being infinite. This can be accomplished by adding an additional parameter — depth — to the traceIndividualRay This parameter can be decremented prior to each recursive call. The recursion would stop when the value is less than or equal tozero.

3.Viewports. 交互式程序代写

The scene will be rendered from two different vantage points. The two images will occupy the left and right halves of the screen respectively. The two camera positions must be chosenin a way to allow the user to obviously see that the two images come from the same scene, yet different enough to allow the user to discern that the images come from two different vantage points.交互式程序代写

4.Anti-aliasing. Because of the discrete nature of raster image representation, rendered images will include aliasing artifacts. These artifacts create a jagged or stair stepped in objects that should appear smooth. In ray tracing applications, anti-aliasing can be performed by tracing multiple rays per pixel. Your approach should subdivide each pixel into the, say, 3×3 grid, castingone ray per  The resulting color should then be the average color of the 9 rays (for a 3×3). A 3×3 will provide a more refined image than a 2×2 or 1×1 grids.

You must provide a report (PDF file) that contains:

  • An itemized list of the functionalities that work and those that do 交互式程序代写
  • Screenshots of your program’s display should be inserted into your report. The image should annotatedto highlight the functionalities that were  This might include, for example, images of the scene with and without antialiasing.
  • Ifyou do not provide a report, missing items, or is inaccurate, 15 points will be automatically deducted from your overall score. Your report should not be misleading ordeceitful.

CSE 287
项目-光线追踪

●您的项目必须是一个交互式程序,可以响应击键,如击键文档中所述。
●视频说明了该项目的行为:
○影片A
○0:00简介0:30灯光
1:57阴影
2:15聚光灯
3:25将光连接到相机/世界5:05透明度
5:45形状和纹理
○影片B
○0:00调整大小0:30反射1:28抗锯齿 交互式程序代写
○影片C
■0:00两个视口
●您不得与上学期参加过本课程的学生交谈。您应该自己完成此项目。还应注意的是,本学期的代码库与以前的学期之间存在细微的差异。此外,我们可能会运行脚本来检测所有学生提交的内容之间的不自然相似之处。
●您不得使用glViewport或任何其他gl或glu功能。我们从未谈论过这些,您不应该使用它们。当然,您可以使用glm函数。

(70)必需的功能 交互式程序代写

1.(38)照明,阴影和阴影。场景的照明/阴影必须包括:
a。(15)一种位置光和方程的正确实现,以使对象具有逼真的外观。背面必须渲染。
b。(2)可以通过击键打开/关闭的衰减。
c。(6)聚光灯。聚光灯不会照亮落在灯锥之外的任何交点。如果在圆锥体外部,则灯光将相交点视为黑色;否则,该相交点将变为黑色。否则,相交点将呈现为常规位置光。 (注意:聚光灯通常使用不同的方法渲染圆锥体的内部。我们的课程将简单地以正常方式渲染圆锥体的内部。)
d。(15)阴影。通过检查每个表面相交处的阴影触角来实现阴影。如果在阴影传感器到达光源之前阴影感觉与另一个表面相交,则该特定光应仅提供环境贡献。
2.(8)对象您的场景必须至少包括以下对象,每个对象都具有自己的材料共同属性(例如,黄金):
带有封闭端并与Y轴对齐的圆柱体。交互式程序代写

b。圆柱体的开口端与X轴对齐。

球体
飞机
3.(8)纹理。面向Y的圆柱体的侧面(顶部和底部必须是实心的,但可以显示为任何材料)具有选择的任何可识别的PPM文件。通过以50-50的比例合并texel值和照亮值(使用基础的,照亮的材质属性)来执行此操作。
4.(8)透明度。场景中至少一个对象应该是透明的。给定透明对象的相对位置,必须将透明对象的位置放在计时器上以说明显示正确。也就是说,透明对象必须在不透明对象的前面和后面移动。
5.(8)调整大小。调整窗口大小时,显示器不得显示歪斜的图像。交互式程序代写

(30)选择两个附加功能-每个15个

1.把光绑在世界或相机上。当灯光的位置为(10,10,10)时,通常将其视为在全球世界坐标系中的(10,10,10)。但是,有时使光源相对于相机框架的位置很有用。按键应该允许用户在这两种模式之间切换。此外,更改聚光灯位置和方向的击键应准确响应。
2.思考。通过将反射射线追踪到每个视图射线的最接近的曲面相交处来添加对象间反射。一旦产生,反射射线就可以以与观察射线完全相同的方式追踪。最好的方法是通过递归调用traceIndividualRay方法,并将其返回的值添加到像素的总颜色中。为此,有必要防止递归是无限的。这可以通过在traceIndividualRay方法中添加一个额外的参数depth来完成。可以在每次递归调用之前减小此参数。当值小于或等于零时,递归将停止。
3.视口场景将从两个不同的有利位置进行渲染。这两个图像将分别占据屏幕的左半部分和右半部分。必须以一种方式选择两个摄像头位置,以允许用户明显看到两个图像来自同一场景,但又足够不同以允许用户辨别图像来自两个不同的有利位置。
4.抗锯齿。由于栅格图像表示的离散性,渲染的图像将包含锯齿失真。这些伪影会产生锯齿状或阶梯状的台阶,使它们看上去应该光滑。在光线跟踪应用中,可以通过每个像素跟踪多条光线来执行抗锯齿。您的方法应将每个像素细分为3×3的网格,每个子像素投射一条光线。所得的颜色应为9射线的平均颜色。

(对于3×3)。 3×3将提供比2×2或1×1网格更精细的图像。交互式程序代写

您必须提供包含以下内容的报告(PDF文件):
●逐项列出有效的功能和无效的功能。
●程序显示的屏幕截图应插入到报告中。 该图像应带有注释,以突出显示已完成的功能。 例如,这可能包括具有抗锯齿和不具有抗锯齿的场景图像。
●如果您没有提供报告,缺少项目或不正确,将从您的总成绩中自动扣除15分。 您的报告不应具有误导性或欺骗性。

交互式程序代写
交互式程序代写

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