Show the cohen sutherland and liang barksy

Assignment Help Computer Graphics
Reference no: EM131398605

Part 1:

Repeating part of Assignment 1, now create your objects, and have them move through 3D space, and rather than triangles and rectangles and circles they should be pyramids, cubes, and spheres (or approximations thereof). Objects should have solid exteriors, be coloured in some way. Your program should have basic lighting and a projection matrix. When objects are created, they should start with some initial velocity and move along a path governed by that velocity.

Basic lighting can come from the labs.

Note: Assignment 3 has you adding terrain, and objects you import from a file.

Part 2:

Allow the user to ‘pick' one of the objects in Part 1 and display some information about it in a window or on a console or the like (the information can be just the ID of the object and what colour it is or something). The hard part of this problem is called ‘picking' or a ‘pick' algorithm. You can simply search every object in the scene on every mouse click and see if the mouse intersects it (what happens if there are two objects though? Hmmm...). This question has layers of success, and I expect you to show testing on all of the cases you got working.

Part 3: Using POV ray (https://www.povray.org/) set up a scene that is conceptually similar to question 1 (some objects moving around with light). Discuss and compare performance. Feel free to base this largely on any tutorials you find on the web, the goal here is for you to see the differences and similarities to how these methods work. I expect your results will be some screen shots and ~500-1000 words of discussion.

Part 4:Maths stuff (Do this by hand).

Show the Cohen Sutherland and Liang Barksy (line clipping algorithms) for the following line segments with a
Window from (0,0) to (10,10)
a) (-4, -2), (8,12)
Window (-10,-10) to (10,10).
b) (9, -3), (-9,-9)
c) (19,8) (-16,17)
Window 0,0 to 1920,1080
d) (2496, 864), (768, 324)
A Window from (-960, -540 to +960, 540)
e) (-480, 432), (-864, -1134)

Note You must show your work for both algorithms.

Attachment:- Basic-Lighting.zip

Reference no: EM131398605

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