# 程序代写代做代考 2005 Fall CS 351 Grading Sheet:

2005 Fall CS 351 Grading Sheet:

(netID == 3 letters, 3 digits: e.g. JET861 Please write clearly; make it easy to read)

EECS 351-1 Grading Sheet: Project B Win 2017
J. Tumblin 1/11/2017

_________10% All file-naming correct + clear illustrated PDF report with name, netID, title, goals, how

to get help, user-guide, 4 results pictures, and sketch of your program’s scene-graph (transform tree)

_________ 5% User instructions: on-screen, or shown when users press ‘help’ key of some kind?
These instructions alone should enable any user to demonstrate all program features.

_________10% Ground-Plane Grid: Project shows horizontal ‘floor’ of repeated shapes or lines that extend nearly
endlessly to all distant horizons, and thus let us easily assess changes to camera position and aiming direction. In the

world coordinate system where +z is ‘up’, the ground plane at z=0 spans x,y coords that appear horizontal on-screen.

_________10% Animated, adjustable 3-Jointed, 4-Segment Shape: draws at least one shape of at least 4 parts

connected by 3 or more sequential joints that move smoothly.

(Joint adjustments MUST NOT CHANGE any cameras or any views!)

_________10% 4 or more Additional Multi-color 3D Shapes placed on ground plane. Each with at least 3

different vertex colors specified, these items create an interesting ‘world’ to explore (fixed, non-jointed objects OK…)

_________ 5% Draw 3D Axes (r,g,b == x,y,z): Draws 3D world-space coord. axes on-screen, and at least one more

set of 3D axes to depict the coordinate system used for a rotatable joint or movable part in the jointed object.

_________15% Simple Diffuse Overhead Shading. At least one moving 3D shape shows orientation-dependent on-

screen vertex colors, smoothly interpolated between vertices. Compute each vertex color from the dot-product of

surface normal and the world-space +z vector in your Vertex Shader program: see Assignment Sheet.

_________10% 2 Side-by-Side Viewports Divides entire browser window evenly into two (2) viewports that always

fill entire window width and at least ¾ of the window height, yet never distort (squash/stretch) the images when users

re-size window for taller or wider images of any size.

_________10% Perspective Camera with 40-degree vertical field-of-view (top-to-bottom) in left viewport, AND

Orthographic Camera view in right viewport. Both cameras share the same eye-point and ‘look-at’ point; choose

your view volume for the orthographic camera to match the perspective camera for objects at distance (far-near)/3.

_________15% Smoothly adjustable 3D View Control: User interaction provides smoothly adjustable, unrestricted

viewpoint control: be able to aim camera in any direction without changing position: be able to move
forward/backward in the direction of gaze, and slide sideways left/right from any 3D position; (HINT: ‘glass

cylinder’ method).

===========================================================================
_________3% extra credit: user adjustable asymmetric camera; make all 6 frustum parameters individually user-

_________3% extra credit: User can switch Perspective camera to show view from the end segment of the animated
4-segment shape. For a robot arm, attach the camera to the robot’s finger, aimed where the finger points as it moves.

_________3% extra credit: ‘flying-airplane’ navigation controls: forward velocity; aiming by roll, pitch, yaw…

_________3% extra credit: quanternion-based ‘trackball’ control of orientation for at least one on-screen object.

Mouse dragging must change the on-screen orientation of the object as if it were enclosed in an invisible sphere that
we rotate by ‘dragging’ its surface with the mouse.

=====================TOTAL POINTS/100 (24% of final grade)

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