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Writing for HW1
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whydarren-6uom committed Feb 12, 2024
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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;
}

h1,
h2,
h3,
h4,
h5,
h6 {
color: #333;
}

section {
margin-bottom: 20px;
}

h2 {
border-bottom: 2px solid #333;
padding-bottom: 5px;
}

h3 {
margin-bottom: 2px;
}
ul {
list-style-type: none;
padding: 0;
}

li {
margin-bottom: 10px;
}
a:link {
color: purple;
background-color: transparent;
text-decoration: none;
}

a:visited {
color: purple;
background-color: transparent;
text-decoration: none;
}

a:hover {
color: #0abab5;
background-color: transparent;
text-decoration: underline;
}

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>

<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>

<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>

<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>

<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>

<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>

<section id="task6">
<h2>
Task 6: "Level sampling" with mipmaps for texture mapping (25 pts)
</h2>

<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>

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