15-462 Computer Graphics I
Assignment 1 - Height Fields
100 points
Overview
Height fields are commonplace in computer graphics, from scientific
visualization to terrain in video games. In this assignment, you will
implement a program that loads in heightfield data from an image
supplied on the command line and allows the user to view it interactively
by rotating/translating/scaling it.
Background
A height field is a function that takes as input a two dimensional
point and returns a value representing the orthagonal distance to a
surface.
z = f(x,y)
In the general case, this is a rather tricky rendering problem. We will
simplify the problem by defining the function in a piece-wise linear
fashion. With one dimension as input, this would be akin to "connecting
the dots" while moving along an axis:
Piecewise linear approximation of a sine wave
With two dimensions as input, we approximate our surface with triangles
in 3D space. See the following examples for some source images and
rendering results.
The image data loaded from the JPEG will have three intensity values
for each pixel, representing red, green and blue, respectively. You may
convert from color to height in any manner that you like, but be sure
that all grey values (all three components have the same value) convert
monotonically. The easiest way to do this is to simply pick one channel
and scale it linearly, ignoring the other two.
Logistics
The goal of this assignment is to get you comfortable with working in
GL, as well as get you familiar with some basic 3D programming. Our
starter code is exceedingly bare, and only provides you with the basic
functionality to load a JPEG image and a rudimentary implementation of
the mouse control we would like you to have. You must write the code to
open up a window and begin rendering, as well as setup the proper camera
transformations. We recommend that you do so through GLUT, and in
particular by following the information provided in your copy of
OpenGL: A Primer. You are free to use any other library you
choose in lieu of GLUT (fltk,gtk,etc etc), but we will likely be unable
to provide any support.
Our starter code for C is available at
/afs/cs.cmu.edu/academic/class/15462/src/heightfield/. If you
prefer to use C++, you can find starter code at
/afs/cs.cmu.edu/academic/class/15462/src/heightfield-cc/. You
should make sure you can log in to the graphics cluster and
compile the starter code sometime soon.
You are also free to use any language you like, but we will only
actively support C and C++, and we will require that your code compile
and run in the graphics cluster.
Tips
- You should become familiar with GL's viewing transformations
before you attempt to solve the rendering problem. Try with a cube or
some other simple object first.
- Don't try to do this at the last minute. This assignment is
supposed to be fun and relatively easy, but time pressure has a way of
ruining that notion.
- Make sure you can log in.
Grading
Functionality Requirements:
- Handle at least a 256x256 image for your height field at
interactive frame rates (>15fps with a window size of at least 640x480).
- Ability to render as points, lines, or filled triangles.
- Your code must render as a perspective view, and it must utilize
GL's depth buffer for hidden surface removal.
- Use input from the mouse to spin the heightfield around using
glRotate.
- Use input from the mouse to move the heightfield around using
glTranslate.
- Use input from the mouse to change the dimensions of the heightfield
using glScale.
- Color the vertices using some smooth gradient.
Extras:
- Experiment with material and lighting properties.
- Allow the user to interactively deform the landscape.
- Color the vertices based on color values taken from another image
of equal size.
- Texturemap the surface with an arbitrary image.
For the very brave:
- Level of detail (mip mapping/trilinear) to allow heightfields of
significantly higher resolution.
- Non-rectilinear geometry (not just by wiggling the points side to
side).
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Frank Pfenning
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