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Project #4 Cube Mapping Reflective and Refractive Bump-mapped Surfaces Solution

Requirements:




The goal of this project is to use cube-mapping to create a reflective and refractive display of a bump-mapped math function.




Use the same math function you used in Project #3. You can either use the default surface equation or the Extra Credit equation.




You need to put the parameters for the math function you use (A, B,, C, D, and E) on sliders.




Use a Mix slider variable to blend the reflective and refractive versions of the scene as we did with the cube-mapping example in class.




Also put the index of refraction, Eta, on a slider.




Don't do any lighting. Just use the output from the cube map.




You can use the NVIDIA cube map, the Kelley cube map, or any other cube maps you find.




You can have as many other < uniform variables as you wish.




A Sample Glib File




##OpenGL GLIB




Perspective 70

LookAt 0 0 3 0 0 0 0 1 0




Vertex texture.vert

Fragment texture.frag

Program Texture TexUnit 6




Texture2D 6 nvposx.bmp

QuadYZ 5. 5. 10 10




Texture2D 6 nvnegx.bmp

QuadYZ -5. 5. 10 10







Texture2D 6 nvposy.bmp

QuadXZ 5. 5. 10 10




Texture2D 6 nvnegy.bmp

QuadXZ -5. 5. 10 10







Texture2D 6 nvposz.bmp

QuadXY 5. 5. 10 10




Texture2D 6 nvnegz.bmp

QuadXY -5. 5. 10 10







CubeMap 6 nvposx.bmp nvnegx.bmp nvposy.bmp nvnegy.bmp nvposz.bmp nvnegz.bmp




CubeMap 7 nvposx.bmp nvnegx.bmp nvposy.bmp nvnegy.bmp nvposz.bmp nvnegz.bmp




Vertex xdecaying.vert

Fragment xdecaying.frag

Program XDecaying \

uReflectUnit 6 \

uRefractUnit 7 \

uA <-1.0 0.00 1.0 \

uB <0.0 2.0 5.0 \

uC <0.0 0.0 12.56 \

uD <0. 0. 5. \

uE <0. 0. 5. \

uEta <0. 1.4 4.0 \

uNoiseAmp <0. 0. 5. \

uNoiseFreq <0.1 1. 5. \

uMix <0. 0. 1.







QuadXY -0.2 1. 200 200




The Turn-In Process:




The turnin for this project will be all of the source files and a PDF report containing:




What you did and explaining why it worked this way

Side-by-side images showing different values for the input parameters

Image(s) showing that your normal computation is correct.

Image(s) showing that your bump-mapping is correct.

An image showing that you can mix the reflective and refractive outputs.

A link to your video




This needs to be a PDF file turned into Teach with your other files. Be sure to keep your PDF outside your .zip file so I can gather up all the PDF files at once with a script.




Grading:




Feature Points

Reflects correctly 30

Refracts correctly 30

Bump-maps correctly 30

Mixes the reflective and refractive correctly 10

Potential Total 100




Requirements:




The goal of this project is to use cube-mapping to create a reflective and refractive display of a bump-mapped math function.




Use the same math function you used in Project #3. You can either use the default surface equation or the Extra Credit equation.




You need to put the parameters for the math function you use (A, B,, C, D, and E) on sliders.




Use a Mix slider variable to blend the reflective and refractive versions of the scene as we did with the cube-mapping example in class.




Also put the index of refraction, Eta, on a slider.




Don't do any lighting. Just use the output from the cube map.




You can use the NVIDIA cube map, the Kelley cube map, or any other cube maps you find.




You can have as many other < uniform variables as you wish.




A Sample Glib File




##OpenGL GLIB




Perspective 70

LookAt 0 0 3 0 0 0 0 1 0




Vertex texture.vert

Fragment texture.frag

Program Texture TexUnit 6




Texture2D 6 nvposx.bmp

QuadYZ 5. 5. 10 10




Texture2D 6 nvnegx.bmp

QuadYZ -5. 5. 10 10







Texture2D 6 nvposy.bmp

QuadXZ 5. 5. 10 10




Texture2D 6 nvnegy.bmp

QuadXZ -5. 5. 10 10







Texture2D 6 nvposz.bmp

QuadXY 5. 5. 10 10




Texture2D 6 nvnegz.bmp

QuadXY -5. 5. 10 10







CubeMap 6 nvposx.bmp nvnegx.bmp nvposy.bmp nvnegy.bmp nvposz.bmp nvnegz.bmp




CubeMap 7 nvposx.bmp nvnegx.bmp nvposy.bmp nvnegy.bmp nvposz.bmp nvnegz.bmp




Vertex xdecaying.vert

Fragment xdecaying.frag

Program XDecaying \

uReflectUnit 6 \

uRefractUnit 7 \

uA <-1.0 0.00 1.0 \

uB <0.0 2.0 5.0 \

uC <0.0 0.0 12.56 \

uD <0. 0. 5. \

uE <0. 0. 5. \

uEta <0. 1.4 4.0 \

uNoiseAmp <0. 0. 5. \

uNoiseFreq <0.1 1. 5. \

uMix <0. 0. 1.







QuadXY -0.2 1. 200 200




The Turn-In Process:




The turnin for this project will be all of the source files and a PDF report containing:




What you did and explaining why it worked this way

Side-by-side images showing different values for the input parameters

Image(s) showing that your normal computation is correct.

Image(s) showing that your bump-mapping is correct.

An image showing that you can mix the reflective and refractive outputs.

A link to your video




This needs to be a PDF file turned into Teach with your other files. Be sure to keep your PDF outside your .zip file so I can gather up all the PDF files at once with a script.




Grading:




Feature Points

Reflects correctly 30

Refracts correctly 30

Bump-maps correctly 30

Mixes the reflective and refractive correctly 10

Potential Total 100

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