Diffuse reflection with directional light source LightedCube code from the Matsuda-Lea book.
Specular lighting example. Note that we use the same weights for diffuse and specular lighting. Also this example uses a point light source while we use a directional light source. Look at this example again for Lab3 to see how to handle point light sources. Don't get hooked up on the details -- understand concepts and translate to Matsuda-Lea convention.
Phong smooth shading. Note that they refer to this as per-fragment lighting where the lighting calculation is carried out for each pixel. In this assignment, we want per-vertex lighting or Gouraud shading where the lighting calculation is carried out for each vertex. The following link shows the difference between the two. Don't get hooked up on the details -- understand concepts and translate to Matsuda-Lea convention.
Input types handled by HTML5. Try out the button and range input types for use with your toggles and sliders.
Rubric:
You start off with 100 points. You earn additional credit by turning in your assignment early and/or implement additional features. You lose credit for missing functionality, incorrect results, poorly documented or formatted code, or not following instructions. Below is a partial list: up to 10 points off for poor features.html file up to 10 points off for inadequate comments or hard-to-read code up to 10 points off for not following instructions up to 10 points off for special handling functionality points depending on importance Make sure you: a. submit the right files you want us to grade, b. have tested your code on the browsers in the lab. c. follow the general instructions described in overview.html
andy: aagrawa6 - aashwin: drooney - victor: mespirit -
Put materials in a folder named prog2 and zip it up. Submission must be done using the "submit" command from unix.ic.ucsc.edu
Last modified Tuesday, 22-Jan-2019 09:42:16 PST.