2016-04-09

practice final 9&10 .

'''Originally Posted By: DavidHsu'''

'''Original Date: May 12, 2014 at 5:29 PM'''

Names: Arash, Sean Papay, Sunny Lee, David Hsu<br><br>9. <br>a. skinning is a technique to simulate deformation of a triangle mesh, usually done in the vertex shader. Artist uses rigging : he designs a geometric skeleton--a set of bones connected to joints--and fits it to mesh. <br>In smooth skinning, the animator is allowed to associate vertex to more than one bone by setting for each vertex on array of weights w_i, summing to one that specify how much of the motions of each bone should affect the vertex. <br>b. how did we suggest updating particles in particle system before rendering?<br>particles can be updated in the onLoop method of the SDL game loop. The method that does this should determine length of time since last method call and idle if a small amount of time has passed.<br>c. damping

  • modeling of internal friction to kill off oscillation in cloth

animation. It can be modeled as decreasing the value of total energy of the system according to the update rule.<br><br>10. give a simple webGL program.<br>-set up an html5 web page with head, body, canvas, script tag.<br>head tag - controls meta aspect of document and title of web page<br>body tag - controls what is displayed in body of web page<br>canvas tag - draws to GL stuff in here<br>script tag (Javascript) - controls the drawing in here<br><br><br><br><br> <br> test<br> <br> <br> function start() <br> {<br>// Initialize GL context.<br> gl = document.getElementById("glcanvas").getContext("webgl") <br><br> // Set clear color to red.<br>gl.clearColor(1, 0, 0, 1) <br><br>// Clear color.<br> gl.clear(gl.COLOR_BUFFER_BIT) <br> }<br> <br> <br><br> <br> <br> <br><br><br><br>(sorry for not having indentation. it's there but not showing.)

'''Originally Posted By: DavidHsu''' '''Original Date: May 12, 2014 at 5:29 PM''' Names: Arash, Sean Papay, Sunny Lee, David Hsu<br><br>9. <br>a. skinning is a technique to simulate deformation of a triangle mesh, usually done in the vertex shader. Artist uses rigging : he designs a geometric skeleton--a set of bones connected to joints--and fits it to mesh. <br>In smooth skinning, the animator is allowed to associate vertex to more than one bone by setting for each vertex on array of weights w_i, summing to one that specify how much of the motions of each bone should affect the vertex. <br>b. how did we suggest updating particles in particle system before rendering?<br>particles can be updated in the onLoop method of the SDL game loop. The method that does this should determine length of time since last method call and idle if a small amount of time has passed.<br>c. damping - modeling of internal friction to kill off oscillation in cloth animation. It can be modeled as decreasing the value of total energy of the system according to the update rule.<br><br>10. give a simple webGL program.<br>-set up an html5 web page with head, body, canvas, script tag.<br>head tag - controls meta aspect of document and title of web page<br>body tag - controls what is displayed in body of web page<br>canvas tag - draws to GL stuff in here<br>script tag (Javascript) - controls the drawing in here<br><br><br><br><br> <br> test<br> <br> <br> function start() <br> {<br>// Initialize GL context.<br> gl = document.getElementById(&quot;glcanvas&quot;).getContext(&quot;webgl&quot;) <br><br> // Set clear color to red.<br>gl.clearColor(1, 0, 0, 1) <br><br>// Clear color.<br> gl.clear(gl.COLOR_BUFFER_BIT) <br> }<br> <br> <br><br> <br> <br> <br><br><br><br>(sorry for not having indentation. it's there but not showing.)
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