CSS 105 – Project #3
Rendering
Time and Quality
Trade-Off
Assigning Date: April 24,
2007
Project Due Time: 11:15 AM May 8, 2007
1.
Project e-submission
2.
Hardcopy Report
**
Remember**: No late assignments will be accepted!
Purpose:
In this project we will practice the technical details
involved in generating images that we have studied in lectures. The main goal
of this project is to help us relate the technical details to appearances of
objects and general quality of images. Our two major goals are:
In Project-2, we have spent some time investigating the details
of how to model objects based on NURBS surfaces. In this project, we will learn
how to approach creating images that approximate the material/shading of the
objects we have created. Once again, think about the story you want to tell in
your final project, think about what kinds of objects/characters would be
involved and their appearance. You want to try creating the appearance of those
objects in this project.
Be
careful though: I know I am repeating myself, but it never hurts to
reiterate: start out simple! You
want to create simple shaders and simple light sources and generate decent
looking images. Once you have the basics mastered, then you can worry about the
details of how to create nice or realistic looking images. Once again, creating
a highly realistic image is very
difficult! Our goal is understand the process, and not necessarily knowing how to create realistic looking objects.
Tutorials:
Before you begin working on this project, you should read through the followings. In
lectures, we have learned the technical models and the reasons for the illumination models (e.g. Blinn shading model approximates
specular reflection). The main goals of the following tutorials are for us to
learn the how-to (e.g. associate a
Blinn Shader with a geometry). Because of the complexity of the Maya system,
the tutorial can get tedious at times. We want to approach the tutorials with
the understanding that, “we understand
the concepts behind the techniques; we want to learn sufficient such that we
can achieve our goal”. In this case, our goals are to accomplish the
specified project to demonstrate our understanding of the subject. We want to
approach the tutorials using the criteria: “have
I obtained enough to work on my project”?
Once again, remember, we are not here to learn how to
create nice looking images, rather, we are here to learn the process of
creation. Follow through these tutorials remembering that you are learning how
to use the tools and not how to create
the exact same objects/images as in the tutorials.
Here is one approach you may consider:
With this approach, you can practice using the software,
re-affirm concepts discussed in the lectures, and complete the project all at
the same time! J
Statement
of Work:
Create a new project, name it: Project3_YourName (where YourName is your name).
Remember, we want to demonstrate two main learning goals:
Working with the models you have created in Project 2, you
must generate images with the following requirements:
Words
of warning!
Project
Submission:
E-submission:
Copy your entire project folder structure over to
\\Hermes\Classes\CSS105\Project3. By default your root project folder will be
created in MyDocuments\maya\projects\Project3_YourName. Under this root project
folder, you will find all the sub-folders (e.g. clip, data, fur, etc.). Your
scene files should be located in the scenes
folder, the rendered images should be in the image folder.
Hardcopy
report: Submit a report describing your shaders. If you are trying
to imitate some real object, please describe what it is, and/or include
reference pictures showing what these objects are. If you wish to create some
abstract artistic creation, please include a paragraph detailing what you are
trying to achieve with your creation and why you believe you are achieving your
goals. Included in the report must be:
Here is an example report showing
how my revolved/loft objects satisfy some of the technical requirements.
Credit
Distribution:
Materials Two different materials At least two different
highlight colors Artistic: resemblance to some
real object/look nice |
5% |
10% |
Textures Two
different file textures File textures proper inclusion
in project submission Two non-file procedural
textures Bump map Artistic: resemblance to some
real object/look nice |
5% 5% 5% 5% 5% |
20% |
Lights Three different light types At least one spot light with clearly
visible illumination boundary At least two shadow casting
lights with clearly
visible shadows Artistic: resemblance to some
real object/look nice Problem: images too bright/dark |
5% 5% 5% 5% -10% |
15% |
Image Quality and Time
Trade Off: Images 1: preview quality,
320x240, iff Images 2: production quality,
640x480, jpg Images 3: preview quality,
320x240, iff Images 4: production quality,
640x480, jpg |
3% |
5% |
Camera Animation + Final
Rendering Preview: Playblast animatics Final: Final AVI Animation Proper submission of sample
production images (frames 1 to 10) Proper image resolution (jpg) +
format (640x480) Problem: chaotic camera movements |
5% 10% 5% 5% -15% |
25% |
Hardcopy Report |
|
20% |
Proper Submission Proper project name with
recognizable names of group members Maya project folder structure
is correct (with _all_ sub-folders) |
|
5% |
This project contributes 15% towards your final grade for
this course. Be warned, this project is just as time consuming as Project 2. Please
do start early and please do let me know how I can help!