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 |
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