Topics:
Extend your HW5 web page.
Add a menu that allows the user to choose one of three different geometric models to view.
Average the normals for each face to create a unique normal for each vertex.
Implement the Phong shading model.
Illuminate your geometric model with at least two point lights.
Implement both Gouraud and Phong shading algorithms in your shader programs.
Allow the user to interactively select either Gouraud and Phong shading.
Allow the user to choose the material properties
of your model from a pre-defined list of at least three materials.
The three materials should be significantly different, i.e. don't
just change the color. You should also change the shading properties.
One of your materials should produce a bright white specular
highlight similar to the example below.
(Gouraud shading on the left and Phong shading on the right).
One of your materials should have the following properties:
When I choose bound-lo-sphere.smf I should see an output similar
to the one above. (One sphere of course.)
When I switch between Gouraud and Phong shading, the output
should switch between the two above spheres.
Similar to your camera, place one of your lights on a
cylinder around the object and allow the user to change the
light location by modifying the angle, radius and
height of the light's location.
The light should only move when the user
changes its location. This light should be defined in the coordinate
system of the object.
The other light should be defined in the camera
coordinate system, i.e. it moves with the camera, and it should
be located near the eye point.
This light should have the following properties:
Print out instructions on your page that describe how to use your interface.
Your program should look something like this video.
Last modified March 23, 2023.