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1. Introduction
The assignment will involve using modern OpenGL to render a scene. Scene graphs are required in the modelling
process and animation controls are required for hierarchical models.
2. The task
Figure 1 shows a room scene containing a table and a window looking out onto a view. There is a noticeboard on one
wall. On the table is an unusual angle-poise lamp, a mini helicopter-like object, a piece of paper and a drawing pen.
The whole scene can be modelled using planes, cubes and spheres.
3. Requirements
You must satisfy all the following requirements:
• Only two walls and a floor for the room should be
modelled. The walls and floor should be texture
mapped to look like a room in a house. For example,
the floor could be made of wood. The walls may have
wallpaper on them or a paint pattern.
• The table can be modelled as one scaled flat cube on
top of four legs made out of cubes. The table should be
texture-mapped, for example, to look like wood or
some other material.
• The hierarchical model of the basic angle-poise lamp
(see Figure 2) should be made up of five parts: a base,
a lower arm, an upper arm, and a head, which contains
a protruding lightbulb (a nose) in the shape of a cube
(the details of the lighting technology used are not
important). There are also some additional pieces.
o The base is fixed at one position on the table.
Three other parts can articulate as illustrated in
Figures 1 and 2. The lower arm can rotate about
the connection point with the base in two
directions (around the vertical y axis and around
the x axis), the upper arm can rotate about the
lower arm (like an elbow joint, the x axis) and the
head can rotate about the upper arm (in one axis,
the x axis). (The x axis could be substituted by the
z axis if you prefer.) The lightbulb shines in the
same direction that the head is pointing in, as
indicated by the dotted lines in Figures 1 and 2.
o A company is using this lamp in an advertising
campaign in which they hope to sell more
interesting angle-poise lamps. Thus, you need to
add some decorative pieces that make the lamp
look unusual or like an animal (see Figure 2). Do
not just copy the decorative pieces used in Figure
2; invent your own pieces. For example, you might
add a hat or make the ears more interesting, or
add some hair, or horns, or a larger nose, or a
different tail or a different base.
o Use simple objects for the individual parts, i.e.
scaled spheres or cubes. For example, in Figure 2,
the head is made from a combination of a cube for
the lamp head and a cube for the bulb, with some
other cubes and spheres for the decorations.
Cubes and spheres are the only pieces needed to
model the lamp. The hierarchy and associated
transformations are more important than the
quality of the pieces in the hierarchy. I want you to
demonstrate that you understand transformations
and a scene graph hierarchy.
o The pieces of the lamp must be texture-mapped.
For example, you might decide to make the pieces
spotty to look like a particular animal.