PA 4 Relief Map
- PA4 Relief Map is due on Oct 21, 2014, 11:59pm
- This assignment will help you deepen the understanding of the following topics
- OpenGL pipeline
- OpenGL shading language
- Basic Lighting (Diffusion, Specular, Ambient, directional light, point light, spot light, etc)
- Texture mapping
- Normal mapping (tangent-space coordinate, paralax mapping, relief mapping)
- Code: cs451-PA4.7z
- What to submit
- Your code (with everything)
- All images that you created (see details below)
- Texture color map
- Normal map
- Displacement map (height field)
- Image rendered with color map
- Image rendered with normal map + color map
- Image rendered with relief map + normal map + color map
- README.txt file in cs451-PA4 folder with the following information
- The OS and compiler that you compile your code
- How to build your program
- Tasks that you completed
- Tasks that you started but did not complete
- Tasks that you did not start
- What are the known bugs in your code?
- How to submit
- email me (jmlien@cs.gmu.edu) and your TA (ple13@masonlive.gmu.edu) a link to all source code and README.txt in a file named cs451_pa4_[your last name].zip
- Please do not send us the file directly
Tasks
- Task 1 (8%): Create a normal map
- Use your camera to take a picture of a surface that has large geometric variance. This picture is called Color map.
- Use http://www.crazybump.com/ to create
- Normal map
- Displace map
- Crazybump only works on Windows and Mac. If you work on Linux and have no access to either Windows or Mac, please let me or your TA know.
- Task 2 (15%): Implement GLSL code that renders a given shape using per-pixel spot light shading
- Task 3 (15%): Implement GLSL code that textures a given shape using the Color map
- Task 4 (30%): Implement GLSL code that creates bump mapping on a given shape using the Normal map
- Task 5 (30%): Implement GLSL code that creates relief mapping on a given shape using both the Normal map and the Displace map
- Task 6 (2%): Provide a README.txt described above