国产人妻人伦精品_欧美一区二区三区图_亚洲欧洲久久_日韩美女av在线免费观看

合肥生活安徽新聞合肥交通合肥房產(chǎn)生活服務(wù)合肥教育合肥招聘合肥旅游文化藝術(shù)合肥美食合肥地圖合肥社保合肥醫(yī)院企業(yè)服務(wù)合肥法律

 代寫COMP612、代做C++程序設(shè)計
 代寫COMP612、代做C++程序設(shè)計

時間:2024-10-10  來源:合肥網(wǎng)hfw.cc  作者:hfw.cc 我要糾錯



From the Office of Jacqueline Whalley, Professor 
COMP612 Computer Graphics Programming 
Semester 2, 2024 
Project: Helicopter Scene 
 
This is an individual assignment. All work you submit must be entirely your own. The assignment is 
worth 70% and will be marked out of 100. 
• You must work from the provided animationcontroller-lights.c template. 
• You must complete the assignment in procedural C and freeGLUT (NOT C++). 
• You must not use any external libraries other than freeGLUT. 
• You must use Visual Studio 2022 and build/release an x86 (Win**) project. 
• Your final submitted code must compile, have graphical output, and run. 
• All the above criteria must be met for the assignment to be graded. 
It is expected that you will work consistently on this assignment, from hand out to due date. Time 
will be allocated in class each week for you to ask questions, get help, and work on your assignment. 
Please be aware that this is not an assignment that can be completed at the last minute. Each class 
you will be exposed to new concepts, and as we work through these concepts you will be able to 
progress your assignment. 
Assignment Due Date: Friday 25 October, 10:00am (Week 13) 
Submission: 
You must submit your final project via the link provided on Canvas. Your submission must be a ZIP 
file containing the following: 
• Your Visual Studio 2022 solution, including all files necessary to build and run the animation 
and a working release executable. 
• Your logbook entries, either as 
o Scanned pages (as a single PDF file) from your handwritten logbook, or 
o Your digital logbook saved as a PDF file. 
Generative AI Policy: 
You must not use generative AI (e.g. ChatGPT) for any part of this assignment. This includes 
research, code, ideas, text, design notes and creative assets such as images and icons. 
Where your implementation idea or inspiration has been taken or adapted from other published 
sources (e.g. a tutorial on drawing teardrops) those sources must be acknowledged appropriately in 
the C file header comments and detailed fully in your developer’s logbook. 
Late Policy: 
Late assignments, without an approved extension, will be subject to a deduction of 5% (one grade e.g. 
from C+ to C) of the total mark available for each 24-hour period, or part thereof, up to a maximum 
of five calendar days. Assignments over five days late will not normally be accepted or marked and 
students will receive a DNC (Did Not Complete) for that assessment.  
From the Office of Jacqueline Whalley, Professor 
<jwhalley@aut.ac.nz> | <+64 9 9219999 ext. 5203> Page 2 of 7 
Unauthorised Collaboration: 
Unauthorised collaboration means joint effort between students or students and others, in 
preparing material submitted for assessment, except where this has been pre-approved by the 
paper programme. Students are encouraged to discuss matters covered in classes, but the 
expression of ideas and arguments must be the student’s own work. 
Plagiarism: 
Please be aware that any piece of your assessment may be tested with plagiarism 
prevention software. 
Marking: 
You can find the marking rubric for this assignment on Canvas. Marking not only considers this 
assignment specification, but also: 
• the quality of the design of your code 
• creativity, difficulty, and quality of your additional scene objects 
• the quality of the animation and user control of the helicopter 
• appropriate use of the template with code placed in the correct sections and functions as 
documented in the template code and described in Modules 5 and 14. 
Assignment Objectives: 
Conceptualise, specify, and develop a significant OpenGL interactive animation in 3D, and: 
 Appropriately scale an environment. 
 Create a track-and-follow camera. 
 Create and animate a hierarchical model. 
 Effectively use lighting, materials, texturing, display lists, and fog. 
 Implement smooth user interaction using keyboard controls. 
  
From the Office of Jacqueline Whalley, Professor 
<jwhalley@aut.ac.nz> | <+64 9 9219999 ext. 5203> Page 3 of 7 
Project Requirements 
1. Getting Started 
Download the animation template from Canvas (animationcontroller-lights.c). This 
provides the lighting needed for 3D rendering and the FPS timing and key handling that is needed: 
• for smooth animation 
• to avoid overworking your CPUs and GPUs (this is especially important if your machine is a 
gaming laptop – without it you will use one full core of the CPU and ~**%+ of your GPU). 
You must work from this template and add your code in the appropriate sections as per the 
template comments. Submissions not in the template will receive a D grade (see grading rubric). 
The template contains a function that sets-up basic OpenGL lighting for you. This is supplied because 
when you start your project, we will not have covered lighting yet and lighting makes everything 
look nice in 3D. Because we have lighting, we must use the GL_COLOR_MATERIAL mode for the 
objects to be rendered using our usual RGB(A) colours. By default, GL_COLOR_MATERIAL is disabled. 
You must in your final submission have changed the default lighting setup to your own as specified 
in this document in Point 5. 
On Canvas there is an executable file of my basic helicopter that you can download and run to see 
how your animation should behave. You may wish to extend and improve on this. 
2. Basic Scene Settings 
You should ensure that: 
 you are using depth buffering and double buffering for your project. 
 you are using a perspective projection and handling window reshape properly. 
You must identify the scale of your objects and environment and mapping of real-world units to 
OpenGL units. e.g.: if moving 1.0 units in the application what does this map to in the “real” world? 1 
metre, 1 cm? Thinking about this now will make the positioning and animation of your objects 
(including the camera) in the environment, and the projection parameters, easier to implement. This 
scale must be detailed and rationalised at the start of your logbook (e.g. “1.0 GL units = 1 metre”) 
based on your chosen scene. 
3. Basic Ground/Terrain 
Construct a function that creates a grid of squares on the X-Z plane centred at the origin. The size of 
the grid and the squares that make up the grid should be easy to change. The template includes a 
key handler that toggles global variable renderFillEnabled whenever the ‘l’ key is pressed, to 
allow the user to toggle between the scene been drawn wire-framed or filled. To make this work, 
you must draw your scene wire-framed when renderFillEnabled is 0 and filled when 
renderFillEnabled is 1.  
From the Office of Jacqueline Whalley, Professor 
<jwhalley@aut.ac.nz> | <+64 9 9219999 ext. 5203> Page 4 of 7 
 
Set the clear colour to be a suitable colour for your sky. 
4. Basic Helicopter – a Hierarchical Model 
Use the built-in GLUT and GLU geometric shapes, and shapes specified by a vertex array, as well as 
hierarchical modelling techniques to build a helicopter. That is, instead of just using an absolute 
transformation from the world origin for each individual part, you should use a relative 
transformation between an object and its parent in the hierarchy. For example, the tail should be 
placed relative to the helicopter body coordinate system and the tail rotor should be placed relative 
to the tail as should the sphere which caps the tail. 
This hierarchical structure is critical in the long run for both modelling and animation, even if it might 
seem like extra work at first! If you plan this carefully before you start coding you should have no 
trouble. 
 
Only use the OpenGL matrix transformations. Do not try to manipulate the model-view matrix 
yourself. In the past students who have ignored this recommendation have not been able to 
correctly view their model. 
You do not have to make your helicopter look exactly like mine – just make sure you have at least 
two rotors. You might want to look at various helicopter designs and choose one (e.g.: The SA330 
Puma or an AutoGyro MT-03). 
 
Ground (Grid on XZ plane) 
Hint: If you are using a perspective projection and have trouble positioning the parts of 
your helicopter switch to an orthographic camera and implement key handlers that 
allow you to view your chopper from all 6 sides by rotating using glRotated. 
 
Hint: Draw your helicopter facing up the Z axis (i.e. so in the default orthographic 
projection, the cockpit faces out of the screen toward you). This will make it much 
simpler to use the keyboard controls built into the template.  
From the Office of Jacqueline Whalley, Professor 
5. Animating Your Helicopter Rotors 
Now get your two rotors rotating at a reasonable RPM. Note the details of improved rotors in 6 
below. 
 
6. Helicopter Control & Tracking Camera 
Make your helicopter fly: 
• Surge  move forwards and backwards 
• Sway  move from side to side (left and right—in game terms, “strafe”) 
• Heave  move directly up and down 
• Yaw  adjust its heading (turn left and right) 
Whenever your helicopter moves your camera should move too (relative to the helicopter) so that 
the camera is following the helicopter. Your Helicopter functions should be set up so that it can 
easily be translated (moved) by using its variables (speed, heading, location etc.) and GL matrix 
transforms. Unlike my demo, your helicopter should: 
• not be able to move down below the ground. 
• not leave the ground until the rotors are turning fast enough. 
• slow the rotors on landing until they stop, or the user opts to take off again. 
• start in the first instance with its rotors switched off. 
Your control system must use the keys already defined in the template: 
Key mapping: 
-------------------------------------------- 
UP/DOWN ARROWS: Increase (move up) or decrease (move down) altitude (heave). 
LEFT/RIGHT ARROWS: Turn left/right (yaw). 
w/s: Move forward/backward (surge). 
a/d: Strafe left/right (sway). 
 
All of the movement controls must work simultaneously (e.g. if you hold down UP, W, and A, then 
your helicopter must simultaneously move up, forward, and left). The template provides all of the 
keyboard handling code required to do this, but you must work out how to move your helicopter in 
the think() function. 
 
Hint: Don’t forget to translate your rotor to the origin, then rotate, then translate back 
(if necessary) or draw your rotor at the origin to rotate about a fixed (pivot) point and 
then translate. If your rotors wobble when rotating, then they are not at the origin. 
Hint: Use gluLookAt to focus on the helicopter and set the camera’s eye position relative 
to the helicopter’s current location. For the camera to track the helicopter you need to 
manage two things: the camera eye position must follow the helicopter in space, and 
the camera must face toward the helicopter. As your helicopter rotates, the camera 
should rotate with it – so if your camera looks along the tail toward the front, it should 
stay looking along the tail as your helicopter turns left or right. 
  
From the Office of Jacqueline Whalley, Professor 
<jwhalley@aut.ac.nz> | <+64 9 9219999 ext. 5203> Page 6 of 7 
7. Lighting 
Now it’s time to replace the simple lighting setup provided in the template with one that is 
appropriate for your scene. You must make full use of the OpenGL fixed pipeline lighting functions 
and include at least two different lights including: 
 An animated spotlight (e.g., this could be attached to your helicopter or a lighthouse’s 
rotating light) 
 One directional light source with appropriate position, ambient, specular, and diffuse levels 
All the objects in your scene, including your ground, must be affected by lighting. 
 
8. Texture Mapping 
You must use texture mapping to texture map at least two objects (one could be your floor/terrain). 
For example, you might texture map: your sky, a hedge, a mat/rug, or a pond. 
 You must use at least two different textures in your project. 
 You can use any image textures you like (subject to copyright). 
 You may not use an additional library to load the textures. You should use texture maps in 
Portable Pixelmap (PPM) format. Textures in other formats can be converted to PPM using 
IrfanView (a free image tool available at https://www.irfanview.com/ ). 
 Turn texture mapping on only for texture mapped objects. If the objects are not texture 
mapped, they should be drawn as shaded objects (using Materials as per point 9). 
 Use texture mipmapping. 
9. Materials 
Where you are not employing texture mapping you should use Materials (not glColor). Set the 
appropriate shininess, ambient, specular, and diffuse material properties for each object. 
 
Hint: Ensure that you have normal vectors set by-vertex for all your objects. And for 
your ground each vertex should have a normal attribute set so that lighting works. This 
is easy if your ground is flat as the normal vector to the ground plane in the XZ plane is 
simply (0,1,0) assuming that your camera has been set up correctly so that Y is up. 
 
Hint: For materials to work don’t forget to disable GL_COLOR_MATERIAL by removing 
the call to enable it in the template code. Remember with GL_COLOR_MATERIAL 
enabled a call to glColor3f (1.0f, 0.0f, 0.0f); is the same as the following code 
with GL_COLOR_MATERIAL disabled: 
GLfloat red [3] = {1.0f, 0.0f, 0.0f}; 
//change ambient and diffuse components to red 
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); 
  
From the Office of Jacqueline Whalley, Professor 
<jwhalley@aut.ac.nz> | <+64 9 9219999 ext. 5203> Page 7 of 7 
10. Fog 
Use fog in some effective way within your environment. Think carefully about your fog colour. Fog is 
typically used to do fading out/blend the scene into the distance and to hide edges. You might want 
to alter fog colour and density based on the camera position to get the best effect for your scene. 
11. A Complete Scene 
Complete your environment by adding appropriate objects to the scene. For example: a forest, 
buildings, lakes, etc. The objects you add will be dependent on your choice of scene and should be 
consistent with the aesthetic of your scene. Enough objects and different types of objects should be 
added to make the exploration of your environment interesting. At least one animated object (e.g. a 
rotating windmill) or effect (e.g. a particle system for snow or rain) should be included. If you are 
unsure please discuss with the course instructors in class before proceeding. 
 
You may wish to use low polygon OBJ mesh-models for some objects in your scene. This will not be 
covered in the course and is not required, but a self-directed learning module on the OBJ file format 
and reading in simple OBJ files is available on Canvas. Note: you don’t have to use an OBJ model. You 
can use the built-in 3D shapes and hierarchical modelling to build objects for your scene. 
12. Logbook 
You must hand in your logbook as it forms part of your proof of authorship. Remember, the onus is 
on you to prove you are the creator of your project; thorough record keeping is essential to this 
process. Your logbook should record dates, time spent, a record of bugs and fixes, and design details. 
Design ideation should be clearly documented with illustrations and notes. One recommended 
industry-based approach is to use story boarding as a means of planning and documenting your 
scene and animation ideas. These can be hand illustrated – note your drawing ability is not being 
assessed so focus on sketches that clearly convey the animation and idea rather than producing a 
work of art. 
You must provide a short statement in the last log entry that critically evaluates what you did well, 
what you found most challenging, what you might do differently next time and identifies the 
shortcomings of your application. 
Hint: If your animation is slow you should consider: 
Are you using multiple instances of the same object, like a tree? If yes, then you should 
consider placing the object into a pre-compiled display list to optimise your animation. 
Are you loading the same texture, or other assets, each render loop? Textures should only be 
loaded once at the start of your animation in the init() callback function. 
Are your texture files too big and slowing down the project loading time? If yes, consider 
selecting or creating a smaller texture that is faster to load. 
 
請加QQ:99515681  郵箱:99515681@qq.com   WX:codinghelp





 

掃一掃在手機打開當前頁
  • 上一篇:代做CITS2002、C/C++語言程序代寫
  • 下一篇:ELX304編程代寫、代做Python/Java程序語言
  • 無相關(guān)信息
    合肥生活資訊

    合肥圖文信息
    流體仿真外包多少錢_專業(yè)CFD分析代做_友商科技CAE仿真
    流體仿真外包多少錢_專業(yè)CFD分析代做_友商科
    CAE仿真分析代做公司 CFD流體仿真服務(wù) 管路流場仿真外包
    CAE仿真分析代做公司 CFD流體仿真服務(wù) 管路
    流體CFD仿真分析_代做咨詢服務(wù)_Fluent 仿真技術(shù)服務(wù)
    流體CFD仿真分析_代做咨詢服務(wù)_Fluent 仿真
    結(jié)構(gòu)仿真分析服務(wù)_CAE代做咨詢外包_剛強度疲勞振動
    結(jié)構(gòu)仿真分析服務(wù)_CAE代做咨詢外包_剛強度疲
    流體cfd仿真分析服務(wù) 7類仿真分析代做服務(wù)40個行業(yè)
    流體cfd仿真分析服務(wù) 7類仿真分析代做服務(wù)4
    超全面的拼多多電商運營技巧,多多開團助手,多多出評軟件徽y1698861
    超全面的拼多多電商運營技巧,多多開團助手
    CAE有限元仿真分析團隊,2026仿真代做咨詢服務(wù)平臺
    CAE有限元仿真分析團隊,2026仿真代做咨詢服
    釘釘簽到打卡位置修改神器,2026怎么修改定位在范圍內(nèi)
    釘釘簽到打卡位置修改神器,2026怎么修改定
  • 短信驗證碼 豆包網(wǎng)頁版入口 破天一劍 目錄網(wǎng) 排行網(wǎng)

    關(guān)于我們 | 打賞支持 | 廣告服務(wù) | 聯(lián)系我們 | 網(wǎng)站地圖 | 免責聲明 | 幫助中心 | 友情鏈接 |

    Copyright © 2025 hfw.cc Inc. All Rights Reserved. 合肥網(wǎng) 版權(quán)所有
    ICP備06013414號-3 公安備 42010502001045

    国产人妻人伦精品_欧美一区二区三区图_亚洲欧洲久久_日韩美女av在线免费观看
    欧美性资源免费| 欧美丰满熟妇xxxxx| 日韩精品一区二区三区丰满| 成人3d动漫一区二区三区| 国产精品久久久久久久久免费 | 国产淫片av片久久久久久| 久久av秘一区二区三区| 欧美一级日本a级v片| 91久久精品一区| 中文字幕一区二区三区在线乱码 | 久久精品人人做人人爽| 日本精品视频网站| 国产成人av影视| 天天操天天干天天玩| 国产精品99久久久久久久久| 亚洲精品国产精品国自产| 国产日本欧美视频| 美女福利视频一区| 成人综合视频在线| 欧美激情综合色| 国产日韩在线一区| 国产99久久精品一区二区| 国产日韩欧美精品在线观看| 不卡av电影在线观看| 国产日本欧美一区二区三区 | 黄色动漫网站入口| 久久综合免费视频| 国产免费人做人爱午夜视频| 久久69精品久久久久久久电影好| 国产日韩欧美日韩| 中文字幕一区综合| 久久久午夜视频| 日韩欧美不卡在线| 国产成人欧美在线观看| 黄色国产一级视频| 欧美精品久久久久a| 91国产视频在线播放| 日韩国产高清一区| 国产精品区一区二区三含羞草| 国内自拍中文字幕| 色综合色综合网色综合| 91精品久久久久| 日本一区二区三区视频在线播放| 日韩中文字幕在线| 国产在线观看91精品一区| 亚洲最大av网| 久久精品美女| 免费高清一区二区三区| 在线亚洲美日韩| 久久免费一区| 精品欧美日韩在线| 在线观看国产一区| 国产成人一区二区三区电影| 黄色一级大片在线观看| 国产二区视频在线| 狠狠色综合一区二区| 色综合久久88色综合天天看泰| 91免费国产视频| 欧美日韩免费精品| 亚洲熟妇无码一区二区三区导航| 久久成人免费观看| 国产日本欧美一区二区三区在线| 亚洲a∨一区二区三区| 久久久久久久9| 国产欧美日韩精品丝袜高跟鞋 | 国产精品日韩欧美综合| 不卡视频一区| 青青在线视频免费| 一区国产精品| 国产成人精品视频免费看| 成人久久一区二区| 欧美精品亚洲| 亚洲a级在线播放观看| 国产精品手机视频| 国产精品1区2区在线观看| 狠狠色伊人亚洲综合网站色| 亚洲精品电影在线一区| 国产精品久久久久免费| 久久精品国产第一区二区三区最新章节 | 蜜桃视频成人在线观看| 岛国视频一区| 国产99在线免费| 久久精品亚洲热| 国产成人精品久久久| 国产伦精品一区二区三区照片| 日韩小视频在线播放| 亚洲欧洲国产日韩精品| 国产精品第100页| 国产不卡精品视男人的天堂| 国产伦精品一区二区三区照片| 欧美一二三视频| 日日碰狠狠躁久久躁婷婷| 最新欧美日韩亚洲| 国产精品日韩在线播放| 国产不卡精品视男人的天堂| 成人福利网站在线观看11| 免费av一区二区三区| 欧美在线观看视频| 肉大捧一出免费观看网站在线播放 | 99视频在线免费观看| 国产一区二区精品在线| 欧美精品123| 日韩免费高清在线| 天堂av一区二区| 91精品国产99久久久久久红楼| 国产亚洲精品自在久久| 青青青在线视频播放| 日韩av不卡在线| 性色av一区二区咪爱| 一区不卡字幕| 尤物一区二区三区| 久操成人在线视频| 国产精品久久亚洲7777| 精品国产美女在线| 久久久久久久久电影| 久久精品国产精品亚洲色婷婷| 久久久精品动漫| 国产高清精品软男同| 国产国语刺激对白av不卡| 91精品视频专区| 国产精品av免费在线观看| 777精品视频| 久久久人成影片一区二区三区| 91国产中文字幕| 国产高清不卡av| 色777狠狠综合秋免鲁丝| 日韩亚洲精品电影| 日韩中文字幕精品| 国产精品视频二| 国产精品久久久久久久电影 | 国产精品久久久久久久av电影| 国产精品视频在线播放| 国产精品视频二| 精品免费日产一区一区三区免费| 蜜臀久久99精品久久久无需会员| 美日韩精品免费观看视频| 在线视频91| 日韩一区二区三区资源 | www.欧美黄色| 97久久精品视频| 久久婷婷人人澡人人喊人人爽| 国产成人亚洲精品| 国产成人精品视频在线| 欧美精品午夜视频| 一区二区冒白浆视频| 污视频在线免费观看一区二区三区| 日本人妻伦在线中文字幕| 欧美视频第三页| 国产一区二区三区色淫影院 | 深夜成人在线观看| 国产精品麻豆免费版| 欧美日韩福利在线观看| 午夜精品一区二区在线观看的| 日韩手机在线观看视频| 精品一区二区三区无码视频| 成人毛片100部免费看| 国产成人艳妇aa视频在线| 久久综合伊人77777蜜臀| 久久夜色精品国产亚洲aⅴ| 在线视频欧美一区| 日韩精品久久久| 国产日韩在线精品av| 久久久之久亚州精品露出| 国产精品视频久| 亚洲在线视频福利| 日韩美女在线观看一区| 国产在线精品一区二区三区| 99久久国产免费免费| 久久久久久久久久久久久国产| 国产精品爽黄69| 亚洲人久久久| 欧美日韩激情四射| av在线不卡一区| 久久精品亚洲94久久精品| 亚洲最大av网| 欧美精品免费观看二区| 91久久久久久久久久| 久久精品中文字幕| 午夜精品亚洲一区二区三区嫩草| 欧美在线视频二区| av动漫在线观看| 国产精品推荐精品| 欧美一区二区三区四区夜夜大片| 精品一区二区视频| 久久久久久久久久网| 亚洲一区不卡在线| 韩国三级日本三级少妇99| 国产精品18久久久久久首页狼| 国产精品夫妻激情| 日韩欧美亚洲日产国| 古典武侠综合av第一页| 久久精品国产久精国产一老狼| 亚洲一区二区不卡视频| 免费观看美女裸体网站| 久久久久99精品成人片| 中文字幕99| 免费亚洲一区二区| 久久久久久午夜| 午夜探花在线观看| 国产欧美一区二区三区久久|