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<html> | ||
<head> | ||
</head> | ||
<body> | ||
Homework 1 index.html here | ||
</body> | ||
</html> | ||
<head> | ||
<meta charset="UTF-8" /> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0" /> | ||
<title>Homework 1 Report</title> | ||
<style> | ||
body { | ||
font-family: "Trebuchet MS", "Lucida Sans Unicode", "Lucida Grande", | ||
"Lucida Sans"; | ||
line-height: 1.6; | ||
margin: 20px; | ||
} | ||
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h1, | ||
h2, | ||
h3, | ||
h4, | ||
h5, | ||
h6 { | ||
color: #333; | ||
} | ||
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section { | ||
margin-bottom: 20px; | ||
} | ||
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h2 { | ||
border-bottom: 2px solid #333; | ||
padding-bottom: 5px; | ||
} | ||
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h3 { | ||
margin-bottom: 2px; | ||
} | ||
ul { | ||
list-style-type: none; | ||
padding: 0; | ||
} | ||
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li { | ||
margin-bottom: 10px; | ||
} | ||
a:link { | ||
color: purple; | ||
background-color: transparent; | ||
text-decoration: none; | ||
} | ||
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a:visited { | ||
color: purple; | ||
background-color: transparent; | ||
text-decoration: none; | ||
} | ||
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a:hover { | ||
color: #0abab5; | ||
background-color: transparent; | ||
text-decoration: underline; | ||
} | ||
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a:active { | ||
color: #10098f; | ||
background-color: transparent; | ||
text-decoration: underline; | ||
} | ||
*::first-letter { | ||
text-transform: uppercase; | ||
} | ||
ul { | ||
list-style-type: disc; /* Default is disc */ | ||
} | ||
</style> | ||
</head> | ||
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<body> | ||
<header> | ||
<h1>Report for Homework 1: Rasterizer</h1> | ||
<p>Date: Feb 11, 2024</p> | ||
<p> | ||
Group Member: | ||
<a href="https://github.com/whydarren-6uom">Darren Wang</a>, | ||
<a href="https://github.com/Sunnyweather1314">Jiayi Xu</a> | ||
</p> | ||
</header> | ||
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<section id="overview"> | ||
<h2>Overview</h2> | ||
<p> | ||
In this assignment you will implement a simple rasterizer, including | ||
features like drawing triangles, supersampling, hierarchical transforms, | ||
and texture mapping with antialiasing. | ||
</p> | ||
</section> | ||
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<section id="task1"> | ||
<h2>Task 1: Drawing Single-Color Triangles (20 pts)</h2> | ||
<h3>Solution Walk Though</h3> | ||
<p> | ||
In this task, we implemented a naive algorithm for pixel sampling within | ||
triangle shapes. Initially, we utilized the provided helper function | ||
<span style="background-color: rgb(220, 220, 217)">rasterize_line</span> | ||
to draw the edges of the triangles. Subsequently, we determined the | ||
position of the smallest bounding rectangle around the triangle. We then | ||
iterated through every pixel within that rectangle, applying the | ||
Barycentric Coordinate method to ascertain whether each pixel resides | ||
inside the triangle and should be colored. | ||
</p> | ||
<h3>Optimization</h3> | ||
<p>One way that we did to optimize the</p> | ||
<h3>Usage</h3> | ||
<p> | ||
Barycentric coordinates are commonly used in computer graphics, | ||
particularly in rendering techniques such as triangle interpolation and | ||
texture mapping. | ||
</p> | ||
</section> | ||
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||
<section id="task2"> | ||
<h2>Task 2: Drawing Single-Color Triangles (20 pts)</h2> | ||
<ul> | ||
<li>Clearly state the objectives of the project.</li> | ||
<li>Outline what you aim to achieve through the project.</li> | ||
</ul> | ||
</section> | ||
|
||
<section id="task3"> | ||
<h2>Task 3: Transforms (10 pts)</h2> | ||
<p> | ||
created a cubeman in running posture by doing the following operations. | ||
</p> | ||
<ul> | ||
<li> | ||
rotate the head and torso by a certain angle to make it more natural. | ||
</li> | ||
<li> | ||
adjusted the angle and position of the arms and legs to add dynamic to | ||
the body. | ||
</li> | ||
</ul> | ||
</section> | ||
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<section id="task5"> | ||
<h2>Task 5: "Pixel sampling" for texture mapping (15 pts)</h2> | ||
<ul> | ||
<li>Clearly state the objectives of the project.</li> | ||
<li>Outline what you aim to achieve through the project.</li> | ||
</ul> | ||
</section> | ||
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<section id="task6"> | ||
<h2> | ||
Task 6: "Level sampling" with mipmaps for texture mapping (25 pts) | ||
</h2> | ||
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<p> | ||
Level sampling is a technique used in computer graphics for efficient | ||
rendering. It involves sampling pixels at different levels of detail, | ||
starting with a coarse level and gradually refining to finer levels. | ||
This approach balances computational resources with image quality, | ||
optimizing the rendering process for various levels of complexity in | ||
scenes. | ||
</p> | ||
|
||
<ul> | ||
<li>Clearly state the objectives of the project.</li> | ||
<li>Outline what you aim to achieve through the project.</li> | ||
</ul> | ||
</section> | ||
</body> | ||
</html> |