Assignment presentation
- Prepare a 2 min video presenting your software;
 - Make one screenshot that shows off;
 - Share the link to your GIThub repo through this form;
 - The practical assignment has to reside in a branch named PA3.
 
Requirements
    Use sources from PA#2 adding a new functionality as follows:
- Render the surface with three textures applied: diffuse texture that modulates diffuse lighting component, specular texture that modulates specular lighting component and normal texture that contains per pixel normal data;
 - during Gram-Schmidt orthogonalization give priority either to normal or tangent as per variant.
 
Resources
    The project we started to code at the lecture is here WebGL (branch ControlTask)
Hint
- Install MSVS Code Live server extension to serve project files;
 - Use GIMP normal map plugin to create normals texture if you use Linux;
 - Use PS FIlter->3D->Generate normal map to create normals texture if you use Windows.
 
Variants
| Variant* | Prioritize normal  | 
    Prioritize tangent  | 
    ||
|---|---|---|---|---|
| 1 | V | |||
| 2 | V | |||
| 3 | V | |||
| 4 | V | |||
| 5 | V | |||
| 6 | V | |||
| 7 | V | |||
| 8 | V | |||
| 9 | V | |||
| 10 | V | |||
| 11 | V | |||
| 12 | V | |||
| 13 | V | |||
| 14 | V | |||
| 15 | V | |||
| 16 | V | |||
| 17 | V | |||
| 18 | V | |||
| 19 | V | |||
| 20 | V | |||
| 21 | V | |||
| 22 | V | |||
| 23 | V | |||
| 24 | V | |||
| 25 | V | |||
| 26 | V | |||
| 27 | V | |||
| 28 | V | |||
| 29 | V | |||
| 30 | V | 

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