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Control task (Texturing)




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 PA3

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

*Variants higher than 30 start counting from 1

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