Computer Science Homework Help

Computer Science Homework Help. openGL help and C++

PART ONE

  • Create a complex 3D object using at least two primitive shapes. The object you create should be reflective of one object from your 2D scene. At this stage of your object’s creation, you should add different colors to each vertex of the object. This will help you better visualize the variance between the different parts of the shapes you are creating. Note that the code you already have uses rainbow colors on the shapes that are provided; if you use this code you may keep that rainbow format. Remember, the shapes you may wish to use are as follows:
    • Cube
    • Cylinder
    • Plane
    • Pyramid
    • Sphere
    • Torus

PART TWO

  • Apply horizontal, vertical, and depth camera navigation around a 3D scene. It is recommended that you use the following keyboard controls to manipulate the basic camera movement:
    • WASD keys: These keys should be used to control the forward, backward, left, and right motion.
    • QE keys: These keys should be used to control the upward and downward movement.
  • Apply nuanced camera controls to a 3D scene. It is recommended that you use the following mouse controls to allow a user more specific input options for how they view the 3D scene:
    • Mouse cursor: This should be used to change the orientation of the camera so it can look up and down or right and left.
    • Mouse scroll: This should be used to adjust the speed of the movement, or the speed the camera travels around the scene.
  • Create perspective and orthographic displays of a 3D scene. Use the tap of a keyboard key to allow a user to change the view of the scene between orthographic (2D) and perspective (3D) views at will. (Hint: check the glViewport and the glOrtho functions.) For consistency, please use the letter “P” keyboard key. To accomplish this work, you will be switching the function call to retrieve either the perspective or orthographic projection matrix. Note that you will be keeping the camera in the same orientation that you already developed.

PART THREE

  • Apply a complex texturing technique to a 3D shape. Depending on what makes the most sense for your scene, either tile a texture or overlap two images on top of one another for one of the shapes in your complex object. The selected technique should be used to add detail to your scene in a particularly unique or interesting way.
  • Create a cohesive object using different textures on individual 3D shapes. Because your 3D object is made of two or more 3D shapes arranged in relation to one another, you will need to orient the textures in relation to one another. Think about what different image files you may want to use in order to emphasize the different components of the object overall.

PART FOUR

  • Apply light to a 3D scene. Add a light source of any type and color of your choosing, being sure to select options that make sense with the world you are creating. Your objects need to be made clearly visible by how the light source is positioned in the scene. Incorporate a secondary light source if it is necessary to fully display the scene; nothing should be in complete shadow. Keep the Phong lighting model in mind as you work. It will also be useful to think about directional lights, point lights, and spotlights to determine what would be an appropriate inclusion for your scene. (Hint: Review the Light Casters section of this week’s reading for additional support).
  • Apply shaders that reflect light off a plane. Adding shaders to the texture on the plane in your scene will enable you to reflect light off its surface. Note that it will be important to add texture to this object, if you have not done so already, so you can complete the lighting process.
  • Apply shaders that display the texture of a complex object. Working with the object you created from two or more 3D shapes, apply the appropriate shader to each shape that comprises the object overall. It is not expected that you will be able to reflect light from these shapes, owing both to their complexity and the shaders we are working with. However, the overall display should still be aesthetically pleasing, even if it is not completely true to life in its accuracy of appearance.

I have the entire table and objects made in program, however its too large to upload. I am sending the .ccp file in a word document. and I hope it helps. if unable to get it to work, i request the picture be made based off of the render and reference.

Computer Science Homework Help

 
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