CMSC 635: Advanced Computer Graphics
Lab 3: Procedural Texturing
Due May 7, 1999.
Computer Science and Electrical Engineering Department
University of Maryland, Baltimore County
Spring 1999
CMSC 635 Spring 1998 Lab 3
Purpose:
To gain experience in designing procedural textures and implementing
basic procedural synthesis routines.
Assignment
You need to modify your renderer to implement procedural texturing of
color, transparency, and normals.
The following input command changes are needed:
-
color_type: 16 procedure_name
-
-
normal_type: 16 procedure_name
-
- transparency_type: 16 procedure_name
frame_num: frame
Credit
- 15% for implementing value-based noise and turbulence or 20% for
implementing gradient-based noise and turbulence. (REQUIRED)
Note: You may choose to use code available on the web, but you must
document where the code came from; otherwise, you will get a 0 for the lab.
Additionally, choose any of the following to add up to 100% or more.
- 10% for creating an object carved from granite.
- 25% for creating a transparency texture-based animation of a steam
- 25% for creating an object carved from iron wood, showing
varying ring thicknesses and realistic grain patterns.
- 30% for creating an animation of water waves with superposition
of waves of varying wavelength.
- 30% for simulation of hair or fur on an object
- 30% for simulation of cellular patterns such as skin, leather,
etc.
- 30% for implementing reaction-diffusion texturing for simulating
zebra stripes or giraffe skin, or some other effect that you comfirm
with the instructor.
- 35% for implementing procedural geometry (hypertexture, volume
density functions) for a realistic simulation (clouds, gas,
architecture, accurate semi-transparent stone material).
Note: Credit will be based on how good of a job you do for each task
(does this look real?)
David S. Ebert
Last modified: Wed May 5 14:32:45 EDT 1999