- Posted by Dan Hood on December 4th, 2007 at 9:05am
Download: 2 slides per page (PDF),
6 slides per page (PDF)
Speaker: Paul Oliver of Legendary Studios
Reading: N/A
Contents: why gaming, expense, game development, opportunities in game development, XNA game studio express,
what is needed, XNA resources
Code: sample-xna-game-2.zip
- Posted by Dan Hood on November 29th, 2007 at 4:43pm
Download: 2 slides per page (PDF),
6 slides per page (PDF)
Reading: Chapter 26
Contents: what is visualization, why visualization, visualization tasks, visual vocabulary,
visualization process, categories of visualization, application areas,
volumetric data, volume ray casting, volume rendering pipeline, volume rendering algorithm,
issues in volume rendering, NPR volume rendering, issues with visualization, sampling,
shading and illumination, perception, interactive vs. non-interactive
- Posted by Dan Hood on November 29th, 2007 at 4:13pm
As promised, the source code (including C source, example
shader sources, as well as working makefiles) for the shaders shown in the shading lecture
are now available.
- Posted by Dan Hood on November 28th, 2007 at 8:39pm
The Game Developer's Club will be giving a crash course modeling
tutorial which will touch upon several stages of modeling and even UV
mapping this Friday at 1:00pm in ITE 227.
Topics covered include: basics of 3d modeling, Importance of form, edge
loops, and basic unwrapping
techniques. This is intended for anyone who is interested in computer
graphics and is interested in trying to learn how to get going with
making basic 3D content.
- Posted by Dan Hood on November 27th, 2007 at 6:35pm
Due Date
Tuesday, December 11th 2007 — 11:59pm
Task
For this assignment, you will use Pixie to render an image using a repeating tile surface shader.
Each tile in your shader should match as closely as you can to a physical tile you must find and
submit for approval by December 4th. Possibilities include floor tiles, bathroom tiles, ceiling
tiles, etc. You can either submit in one or more digital photos of your tile to your submission
directory by December 4th or bring the tile with you to my office hours on December 4th where I
can take a picture of your tile for you. While the final assignment can be turned in up to a week
late using your free late, or for the usual 20% penalty, the tile photos must be submitted by the
December 4th and are not eligible for late submission.
Please submit your photo(s) of a reasonable size (say <1MB) to the proj6-tile
project...
linux1[1]% submit cs435 proj6-tile my-tile.jpg
The scene and shaders must be your own creation. You can use the scene from assignment 1, or a
new scene you create for this assignment. In either case, the your shader must appear on a flat
surface in the scene (table top, wall, floor, ceiling, ...), must be lit, and should show several
repeating similar tiles. You should exhibit the following shading features:
- Use of
mod to make a repeating pattern.
- Use of
noise for some aspect of the tile appearance and tile-to-tile variation.
- Appropriate diffuse, specular or other lighting terms. You may use the built-in diffuse and
specular functions.
- Differing material properties for the tile and inter-tile space (mortar, ceiling support
strips, etc.)
A portion of the grade will be awarded for creativity, originality and effort.
Extra Credit
Add one or more additional shaders for other objects in your scene. Shaders should be creative,
significant, unique, and your own work. A minor variation of one of the classic shaders will not
count for extra credit. The best source of inspiration for shaders that meet the extra credit
requirements is to start from other physical objects.
Using Pixie
Just a reminder that Pixie for Linux is currently installed on linux.gl.umbc.edu, rooted at
/afs/umbc.edu/users/d/h/dhood2/pub/cs435/pixie/.
To setup Pixie for use, csh or tcsh users should...
source /afs/umbc.edu/users/d/h/dhood2/pub/cs435/pixie-csh
Bash users would use...
source /afs/umbc.edu/users/d/h/dhood2/pub/cs435/pixie-bash
Your development cycle will go something like this:

Note that you need not recompile your C/C++ source if you make a change to the shader (*.sl). You
simply need to recompile the shader and re-render the RIB.
Helpful Information
The following resources may be of use for this assignment...
Other People's Code
Same rules as previous assignments - YOU MAY NOT USE ANY OUTSIDE CODE. All
code that you use must be your own.
Evidence of cheating will be dealt with accordingly. Please do not put yourself, your peers, or your
instructor in the position to have to deal with cheating.
Submission
It is required that your program compile and execute, on linux.gl.umbc.edu.
Electronic submission of the project is required. You will submit your files for this assignment under
"proj6" as follows...
linux1[1]% submit cs435 proj6 <files>
Submit a README.TXT file telling me about your assignment. What
help, if any, did you receive from books, any provided code, or people other than the instructor and TA?
What are your items supposed to be? What did you do to make it look more realistic?
If you did any of the extra credit, be sure to specify what additional features you implemented.
Lastly, submit all source files needed to build and run your submission. I should
be able to run make in your submission directory on the linux.gl.umbc.edu systems to produce
your
executable.
Submit your modified Makefile, shaders (*.sl), any C/C++ files, and any other auxiliary files we might
need, but not the object (.o) files or executable.
Be sure to comment your code! You will not
be graded on the presence or quality of your comments, but we will look at your code.
Anything that helps understand what you did (or were trying to do) can only help. In any case, your
programs are expected to be robust and easy to understand.