CS-560, Assignment 8 Due Date: 5-10-02 In this assignment you are to design and implement Visual C++ 3-D modeling/rendering program for Windows that enables the user to display and manipulate a perspective view of a polygon mesh model of a uniform cubic Bezier surface patch. When the program first starts, a default view of the projected image of a polygon mesh model of the Bezier patch (using the 4-parameter viewing setup discussed in class) should appear in the client area of the program's window. The 16 control points for the patch and the world coordinate system axes should also appear. The initial view should look something like the following:The program should have a menu bar with the following menu items: "Viewing Parameters", "Transformations", "Display", and "Clear". All but the last of these should be popup menus. A set of default viewing parameter values should be used for the initial patch image; they should be chosen so that the image appears more or less centered in the client area. The initial image should be a polygon mesh rendition of the patch. In other words, instead of approximating the patch with line segments (as in the notes) you should subdivide the patch into polygons. You will need to come up with an array of world coordinate points for the vertices of the polygons and the array of polygons, using a systematic numbering system. In the figure above there are 100 (10 X 10) polygons. Although what the polygons shown in the figure are quadralaterals, you may want to use triangles instead -- since triangles are guaranteed to be planar. The user should be able to adjust the shape of the Bezier patch by selecting control points and moving them along an axis. One way of doing this is to permit the user to enter the name of an axis ("x", "y", or "z") from the keyboard and then click on one of the control points. Subsequent presses of the up (down) arrow keyboard key will then cause the control point to move by a fixed amount in the + (-) direction along that axis, with the patch redrawing itself each time the control point moves. The following figure shows the patch after one of the control point has been moved up the z-axis and another out the x axis.
Selecting the "Viewing Parameters" menu item should bring up a popup menu with the selections: "Zoom Out" (increase rho), "Zoom In" (decrease rho), "Azimuth +" (increase theta), "Azimuth -" (decrease theta), "Polar +" (increase phi), "Polar -" (decrease phi), "Screen Dist +" (increase d), "Screen Dist -" (decrease d). In each case, each subsequent left click of the mouse should cause an increment or decrement in the chosen viewing parameter to occur by some fixed amount. The patch and coordinate axes should then be redrawn using the new value of the changed viewing parameter. The "Transformations" popup menu should have the following options: "Translate x +" (move patch in the + x direction), "Translate x -" (move patch in the - x direction), "Translate y +" (move patch in the + y direction), "Translate y -" (move patch in the - y direction), "Translate z +" (move patch in the + z direction), "Translate z -" (move patch in the - z direction), "Rotate x +" (rotate patch in + sense about the x axis), "Rotate x -" (rotate patch in the - sense about x axis), "Rotate y +" (rotate patch in the + sense about y axis), "Rotate y -" (rotate patch in the - sense about y axis), "Rotate z +" (rotate patch in the + sense about z axis), "Rotate z -" (rotate patch in the - sense about z axis), "Scale +" (make patch larger), Scale -" (make patch smaller). For the translations, a fixed distance increment or decrement should be used; for the rotations a fixed angle of rotation should be used. For scaling, the sx, sy, and sz scaling factors should be the same (uniform scaling). In the case of "Scale +", the scaling factor should be greater than 1; for "Scale -" it should be less than 1. For each of these transformations, subsequent left mouse clicks should cause the patch to be transformed in the way last chosen and then redrawn in its new position; the coordinate axes should also be redrawn, but in their original positions so the user can see how the patch has moved relative to the coordinate system. The "Display" Popup menu should contain the items "Polygon Mesh" and "Flat Shaded". If the user selects "Polygon Mesh", each time the image is displayed it should show all the polygons in the patch. They should not be filled (i.e., the background color should show through each polygon). If the user selects "Flat Shaded", you are to use the Phong illumination/reflection model (discussed in class) to display a flat shaded image of the Bezier patch. The program should mathematically position a light source with some intrinsic intensity somewhere in the 3-D scene. Then using the Phong model with diffuse reflection only and a single color for the patch,(e.g., green, so that kg=1, kr=kb=0), it should calculate the intensity of light reflected from each polygon in the patch. Each result should be scaled to one of the 256 possible green values (0-255) and each polygon filled with the resulting color. (We're assuming here that a Windows system with 24-bit "True Color" is being used. If that is not the case, Windows will dither the colors and the image will not be as nice as it should.) The light source should appear as a point in the image which the user should be able to select by clicking on it and then, as in the case of the control points, move the light source. The following figure shows the kind of image you should get. (Unfortunately, in capturing the image from the program, some of the color information was lost -- it really lookd much nicer in the program.)
(It should be pointed out that since you are not doing hidden surface removal, for some configurations of the patch you may see strange effects like nonexistent holes -- see the Extra Credit below.) Some additional hints: In order to facilitate the flat shading option, you will eventually want to store other information with each polygon in the polygons array. This information might consist of data such as the polygon's outward-pointing normal vector and the polygon's diffuse reflection coefficients or perhaps its computed color. After the program computes the 3-D points and polygons arrays, it should perform the viewing/projection/window-to-viewport transformations (discussed in class) on each point, giving a 2-D array of screen coordinates that is parallel to the 3-D points array. Use values for the spherical coordinates (rho, theta, phi) of the viewer's initial position and for the distance between the viewer and the screen that make the object fit nicely in the middle of the window's client area. (These values, of course, are used in the transformations.) Once the 2-D screen coordinates of all of the points are calculated, the polygons should be drawn in the display area of the screen. How the polygons are displayed will depend on what the last choice of "Render Mode" was. The program should also display the x, y, and z axes of the world coordinate system in a different color. (i.e., apply the chain of viewing/projection transformations to the 3-D coordinates of each endpoint of each axis and draw the resulting 2-D lines.) The next stage consists in adding the interactive "Viewing Parameters" and "Transformations" features to the program. In the case of the viewing parameters, once the new value of rho, theta, phi, or d is obtained, each 3-D point in the model will have to go through the viewing/projection/window-to-viewport pipeline to compute the new 2-D screen coordinates. Then the polygons will be redrawn. Notice that the viewing transformation matrix elements will have to be recomputed any time rho, theta, or phi is changed. In the case of the "Transformations", it will be useful to have a 3-D geometric transformation package similar to the 2-D routines you implemented in Assignment # 5. Once the transformation parameters are obtained (tx, ty, or tz for translations, the angle of rotation about the x, y, or z axis for rotations, or sx=sy=sz for scalings), each 3-D vertex in the model will have to be transformed yielding a new set of 3-D world coordinate vertices. These will then have to go through the viewing/projection/window-to-viewport pipeline and the resulting polygons redrawn. Again the current render mode should be used. Notice that the viewing transformation matrix elements do NOT have to be recomputed after a geometric transformation. EXTRA CREDIT: You may choose to do as many of the following as you like: For up to 15 points extra credit, include specular reflection in your flat-shaded rendition. In the most simple implementation, there could be a menu item which gives several possible values for for the specular reflection coefficient and specular exponent. The values chosen should then be used in the Phong model. For up to 20 points extra credit, implement Gouraud interpolated shading as a rendering option (in addition to the flat shading option). For up to 20 points extra credit, implement Z-buffer hidden surface removal.