After P3 (P3&P4 Grading, P5 Schedule, …)

by Mike Gleicher on October 2, 2015

Since we slowed down a bit to make sure that everyone gets P3, a lot of our plans need to change. (this includes reading 5, program 5, program 6, …)

P3 and P4 grading:

We will grade P3 and P4 together. During grading we will look at both of your assignments together, and see which of the requirements you have.

  • P3 Basics – You can draw something (a cube, a cube over a ground plane – or more is OK) that is obviously perspective. You have a way to change the viewport such that we can tell its really 3D.
  • P3 Easy Options – You can switch between perspective and orthographic. You can move objects around. You can draw something more than a cube.
  • P3 Frills – drawing a cool object, having them animated in a cool way, …
  • P4 (1) – You can draw filled triangles.
  • P4 (2) – You can order the triangles for occlusions (Painter’s Algorithm). You need to make things move so it’s clear this is working “right.” (although, the painter’s algorithm won’t be perfect)
  • P4 (3) – You compute normals and do simple, diffuse shading. Again, there needs to be some object movement so we can see that this is correct. If you don’t have the painter’s algorithm working, this might not be worth doing – since it will be hard to see the results.
  • P4 (frills) – You made a cooler object, cooler motions, otherwise did something fancier.

It’s really important that you get the P3 Basics. You can’t get points for anything else if you don’t get that. Make sure you get the P3 stuff. You’ll need it for future assignments.

We’d like everyone to get everything, but this might not happen. We need to move on. Most of the important stuff will come back (like lighting and shading). So for now, if you’re not getting the P4 parts (especially the painter’s algorithm), you should accept that not everyone gets it the first time. We’ll talk about shading more in the future, and you won’t need the painter’s algorithm (from now on, we’ll use the Z-buffer).

P3 and P4 Late Policy:

Your P3 cannot be late, since we’re incorporating it into P4. It could have been early (if you did it on time). We’d like to reward people who did it “early.”

Your P3/P4 is technically due on October 1. But remember the class late policy: it’s OK to turn in some things late. We only penalize people that are consistently late. If you were on time with all (or at least most) of your other assignments, we’ll know this one was different.

Part of the reason we want to keep things on schedule is that we need to move on to the next thing. However, since we slowed down to help people with P3, we’re a little behind on the next thing. So assignment 5 will be delayed a bit. We want you to be done with P4 (even if it means just doing the P3 part) before the new P5 deadline. But be warned: P6 is basically P4 all over. Just faster.

Reading 5, Program 5, Program 6

At this point, we’re changing gears a bit to learn how to program the graphics hardware using WebGL/OpenGL.

We’ll have lectures that explain the basics, readings that will cover the details, and then programming assignments that will check that you have gotten the basics.

Unfortunately, since the lectures got delayed a little bit, reading after the lectures won’t happen if we stick to the usual schedule. So, we’ll change the schedule a little to make things work better:

Skim over Readings 5 before lecture on Tuesday. There will be no quiz.

Program 5 will be due on Monday (10/12) – since it’s kindof like the Quiz for the readings.

Readings 6 (lighting) will have a similar pattern – skim it before lecture, and then read it more carefully after we discuss it. Because you don’t need it for Program 6, we won’t delay program 6.

The Schedule

  • Monday (Oct 5) – no reading quiz! (but look over reading 5)
  • Tuesday (Oct 6) – Lecture on Shader Programming (stuff you need for P5)
  • Thursday (Oct 8) – WebGL Programming (stuff you need for P6)
  • Friday (Oct 9) – consider this the “late deadline” for P4. You shouldn’t need more time than this.
  • Monday (October 12) – Program 5 due (shaders). You should have read Reading 5 carefully, and at least skimmed reading 6. There will probably be a “quiz” that focuses more on the Reading 5 stuff (that was also discussed in Lecture).
  • Tuesday (October 13) – More on Shader and WebGL Programming, basics of lighting. Ideally, we’d know where people were getting stuck on P6 so we could help people get unstuck before its due.
  • Thursday (October 15) – More on Lighting. Program 6 (a WebGL program that does basic shapes and shading) is due.
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