HW5 (due by 11/25)
lab11-GeometryPositionNormalPerVertexLighting과 lab11-GeometryPositionNormalPerPixelLighting의 차이점을 분석
– Quad (2개 삼각형 3+3=6 정점) vs Grid (100×100개 Quad 6*10000= 60000 정점) 실행결과 비교
– PerVertexLighting vs PerPixelLighting 쉐이더 코드 비교
Just another Kyoung Shin Park’s Lectures Sites site
HW5 (due by 11/25)
lab11-GeometryPositionNormalPerVertexLighting과 lab11-GeometryPositionNormalPerPixelLighting의 차이점을 분석
– Quad (2개 삼각형 3+3=6 정점) vs Grid (100×100개 Quad 6*10000= 60000 정점) 실행결과 비교
– PerVertexLighting vs PerPixelLighting 쉐이더 코드 비교
GLSL built-in variables gl_Vertex, gl_Normal, gl_MultiTexCoord0 (version 130 까지만 지원)
GLSL Tutorial
https://www.opengl.org/sdk/docs/tutorials/TyphoonLabs/Chapter_3.pdf
Light & Material를 사용하여 glutTeapot, glutSolidSphere, glutSolidCylinder를 Shading
Light & Material & Texture를 사용하여 glutTeapot, gluSphere, gluCylinder를 Shading
simage
COIN3D simage library (http://www.coin3d.org/lib/simage)
lecture16
lecture16-ch8
lecture15
lecture15-ch8
HW4 (due by 11/18)
lab10과 lab11의 차이점을 분석 – geometryPositionColor vs geometryPositionNormal (Lighting & Material & shader 코드 분석)
lab10의 BabyMobile(아기모빌)을 lab11에 추가해 온다.
ShadedGeometry with Multiple Lights & Material
lab11-GeometryPositionNormalMultipleLights3 (SimpleCar, SimpleSolar, SimpleRobot, SimpleMobile, SimpleCube3d, SimpleTree)
ShadedGeometry-PerVertexLighting
lab11-GeometryPositionNormalPerVertexLighting
http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Diffuse_Reflection
http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Specular_Highlights
ShadedGeometry-PerPixelLighting
lab11-GeometryPositionNormalPerPixelLighting
http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Smooth_Specular_Highlights
ShadedTeapotCylinderSphere (with moving light source)
ShadedTeapot (with different materials)
Ambient/Diffuse/Specular (From left to right: diffuse; ambient; diffuse + ambient; diffuse+ambient+specular) from lighthouse3d.com
Light sources (From left to right: directional; point; and spotlights) from lighthouse3d.com