Homework 4

DUE: Thursday, 15 October, in class

Make an algorithmic or interactive animation mixing many layers of photographic images and pure geometry.

The program should use at least two distinct images for texture maps.

It should use blending to combine the elements. (Not all of them have to be transparent.)

Aim to create something that you could not do with just a key-frame animation package - it should be something that you feel requires coding.






Depth



     





Depth Cues

"Hints" that suggest three-dimensionality - shape or distance

Based on physics, and workings of human vision






Summary






Occlusion / Interposition


Limbourg. Tres Riches Heures: January. 1412-16





Occlusion / Interposition


Hiroshige. Plum Estate, Kameido. 1857





Occlusion / Interposition


Diablo





Perspective






Linear Perspective


Jack Delano. Chicago Galewood yard. 1944





Linear Perspective


van Gogh. Corridor in the Asylum. 1889





Linear Perspective


Dali. The First Days of Spring 1932





Linear Perspective


Tempest





Relative Size


Durer. The Adoration of the Magi. 1504





Relative Size


Monet. Wheatstacks (End of Summer), 1890-91





Relative Size


Wolfenstein 3D





Relative Height


Limbourg. Tres Riches Heures: February. 1412-16





Relative Height


Constable. Chain Pier, Brighton. 1827





Relative Height


Marble Madness





Texture Gradient


Botticelli. The Birth of Venus. c. 1485-86





Texture Gradient


Hockney. A Lawn Being Sprinkled. 1967





Texture Gradient


Hockney. A Lawn Being Sprinkled (detail)





Texture Gradient






Lighting & Shadows


Michelangelo. David. 1504





Lighting & Shadows


Michelangelo. The Holy Family with the infant St. John the Baptist (the Doni Tondo). c. 1503-05





Lighting & Shadows


Monet. Rouen Cathedral, the West Portal and Saint-Romain Tower, Full Sunlight, Harmony in Blue and Gold) / Rouen Cathedral: Full Sunlight. 1894





Lighting & Shadows

    
Mario 64 (Nintendo)      /      Assassin's Creed (Ubisoft)





Lighting & Shadows

Cel Shading

XIII (Ubisoft)





Aerial Perspective


Gregg M. Erickson. Mount Ellinor. CC-BY





Aerial Perspective


Friedrich. Riesengebirge. 1835





Aerial Perspective


Monet. The Thames at Westminster (Westminster Bridge). 1871





Aerial Perspective


Myst V (Ubisoft)





Accomodation (Focus)






Accomodation (Focus)


Vermeer. The Lacemaker. 1669-70





Accomodation (Focus)






Motion Parallax


Disner. The Old Mill. 1937





Motion Parallax


Shadow of the Beast





Stereo Parallax






Stereo Parallax






Stereo Parallax


Virtual Boy - Mario's Tennis





OpenGL

occlusion
depth-buffering (glEnable(GL_DEPTH_TEST))

linear perspective
relative size
relative height
perspective projection (gluPerspective)

texture gradient
perspective, texture mapping (glTexImage2D, etc)

shading, shadows
lighting (glLight, glMaterial, glNormal)

aerial perspective
fog (glFog)

accomodation
accumulation buffer (glAccum)

stereo parallax
quad-buffering, color-masking

motion parallax
transformations


Creative Commons License
This document is by Dave Pape, and is released under a Creative Commons License.