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

9.
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.
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.
b. how did we suggest updating particles in particle system before rendering?
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.
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.

10. give a simple webGL program.
-set up an html5 web page with head, body, canvas, script tag.
head tag - controls meta aspect of document and title of web page
body tag - controls what is displayed in body of web page
canvas tag - draws to GL stuff in here
script tag (Javascript) - controls the drawing in here





test


function start()
{
// Initialize GL context.
gl = document.getElementById("glcanvas").getContext("webgl")

// Set clear color to red.
gl.clearColor(1, 0, 0, 1)

// Clear color.
gl.clear(gl.COLOR_BUFFER_BIT)
}









(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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