CS 184 - Computer Graphics

We did out project on SLIDE. It is a nachos like project which is divided by ten different phases. It is pretty organized. The only complaint I have is that the provided code is not well commented.

Notes
Lecture
Cheat Sheet

Here are Some Pictures

Author:
Terence Tong cs184-gt
Amy Mok cs184-ew

TO READER We figure that it will make it better for you if we write a html file. however, if you prefer text file, it is not hard to read this as a text file either. Here is a hard copy. If you want a online copy go to www-inst.eecs.berkeley.edu/~cs184-gt/report/ANSWERS.shtml Thanks
Question 1 A description including source code of your procedural model. You might want to include a diagram (diagram.jpg) if this makes things easier to explain/understand. Note that this desciption will almost certainly affect your grade. It is in your best interest to invest more than a couple minutes making it clear and concise. We want to make a sea shell like whirl. we test out our thought with the following matlab code rate = 0.05; numPoints = 50; theta = 0:0.05:numPoints * 0.05; a = [0.4 0.5 0.625 0.75 0.875 1]; color = ['y', 'm', 'c', 'r', 'g', 'b', 'k']; for i = 1:length(a) x = a(i) * exp(theta) .* cos(5 * theta); y = a(i) * exp(theta) .* sin(5 * theta); plot(x, y, color(mod(i, length(color)))); hold on end The following show the plot in matlab you can see we have a different line with a different a. In 3d, we have different z with a different a. We did our test code in matlab, but we did teh modeling in TCL. We called out object "Da Sheeit", because we were really frustrated with tcl (as we learn it) The one on the left is the front side of "da shit In the middle is the back side. On the right is the our "shit" with "shit" texture.

Rendering 1 An image called rendering1.jpg in jpeg format of your procedural model displayed in SLIDE. On Windows NT "control"+"Print Scrn" copies the active window to the clipboard. You can then open Microsoft Imagining editor and select new image from selection to make an image file with your window. Save this as a .jpg with less than 10% compression (quality factor 90% or greater), as this will make the image reproduction accurate enough to see clearly. This image should have all the same light sources that your other rendering has (except the area light source).
Rendering2 A rendering of your scene by BMRT or Pixie. This should have the same light sources as the above image, and should be from a similar (if not exactly the same) viewpoint. Try to arrange it so that you can see as many differences as possible between the two images above (but keep them the same size in pixels, which should happen by default). This will help with the next part of the assignment. You will need to convert the output of bmrt (.tif) to a jpeg file, call it rendering2.jpg (Microsoft Imaging editor will do this, again 10% or less compression)
Question 2 List at least 4 differences between the two renderings of your scene described above. These differences should be due to rendering with BMRT vs. SLIDE. For each difference, point out where in the image the difference is shown and briefly what the difference is as well as what caused it. One example might be something to do with antialiasing. If you play with the -samples option described above you should be able to produce nice antialiasing in your output. Again you will be receiving credit for your answers, so it is worth sitting down for more than a few minutes to write carefully. 1) In the slide output, you can see more 'texture-er' whereas in bmrt it is a lot smoother 2) The shading in bmrt is a lot smoother and sharper where as in slide it seems that the shade is everywhere 3) You can see the edge of the image in slide is 'jagged'. bmrt do a better job in antialiasing than slide 4) There is more the specular reflection in bmrt. in the middle of the image, you can see a clear highlight
Rendering 3 Make a single rendering of your object showing shadows from all of the following directional, spot, and area light sources at once. You should be able to distinguish each type of light (you might try some tricks with this such as adding some extra geometry to your scene or using slightly different colored lights). Again, convert your .tif file to a jpeg named rendering3.jpg, using less than 10% compression. The files are whirl_arealight2.slf and whirl_arealight2.rib
Question 3 Explain how the number of samples affects renderings with an area light source. Describe what happens when the number of samples is too small, and why. You should try to be concise and concentrate on the best answer. You should definitely consult any references you can find, including each other! There are actually not much difference unless you look at it pixel by pixel. you can see teh shading part is different. the one in with less sampling points, you can see there are more noise in the region and the one lwith more sampling points, you can see it is smoother. here are some bitmaps. Jpeg is too low quality to show the differences rendering3lessPoints.bmp is one that render our object with 1 sampling point rendering3morePoints.bmp is one that render our object with 10000 sampling point. if you pay very very care attention, you can see there is slight difference in on the shaded edge of our object. It is more 'pixelly' in the case of one with less points It is not that obvious on our object, take a look at torus_sampling.bmp. There are slighly more different than our object
Renderings 4 and 5 For the last renderings place your procedural model (or models) inside a room (you might think of it as an inside out box) with light grey walls and a texture mapped wood floor (DO NOT use the wood texture from our example, find your own!). The objective is to make something like a scene in a museum. One idea I thought would be cool is instead of having the area light sources on the ceiling as in my example, recess them up some as if they were skylights. There are lots of other interesting things you could do... Texture map the walls, make texture mapped scenes out windows. Place area light sources on the walls and/or ceiling to illuminate the scene. Then render without radiosity and with radiosity. Your rendering should display color bleeding, and other radiosity effects (you can read about these in your textbook). Again, convert both output files to .jpg format. Name the one without radiosity rendering4.jpg and the one with radiosity rendering5.jpg The one in the left in rendered with bmrt without radiosity The one in the right in rendered with bmrt with radiosity The files are whirl_room.slf and whirl_room.rib
Question 4 Write a short description of the radiosity effects, how are they different from just using area light sources in the same scene. Make sure at least one renderable .rib file of your procedural model (pick one without radiosity) is in the directory. Also, include at least one .slf file. Pick appropriate file names. There are BIG difference between the two. One main difference is the brighness. notice the ceiling, the wall around the arealight. it is light up! More 'boucing around' light are considered. It also take a lot longer too!!!

Written by Terence Tong
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