Homework 10, due Wednesday, Nov 13.
This is a continuation of the previous week's assignment.
Since I woefully underestimated how long the previous
assignment would take,
I'm giving people more time to finish up
integrating the z-buffer algorithm with
phong shading, meshes and the kinematic machine.
If you had already done the z-buffer assignment,
look at this as an opportunity to do interesting
things with it for extra credit.
Make new content (interesting shapes or animation,
shapes that change with the animation, etc.),
fix whatever lingering bugs
add simple transparency (first zbuffer all
the opaque objects, then all the transparent
try to do the z-buffering in 1/z
(and show that this produces more correct results
when large objects are near each other),
From time to time over the next few days
I'm going to add notes as I get requests
from people to explain sub-topics in
more detail, so make sure to keep checking
back to this page.