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Tagged: 作业3
- This topic has 10 replies, 10 voices, and was last updated 2 years ago by gsma823.
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AuthorPosts
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各位同学,非常抱歉!
由于我的疏忽,作业3框架中存在一些较为明显的问题。
现在我已经更正了代码框架中的问题,并且相应地调整了文档,请所有同学在更正后的版本上继续完成作业。
⚠️请注意作业提交格式要求,本次作业提交格式不合要求的话,将会被扣除一定的分数。我们同样在多处发布了作业框架,请大家根据网络环境自行选择
清华云盘链接:https://cloud.tsinghua.edu.cn/f/324634252f4a47578062/?dl=1
smartchair: http://www.smartchair.org/general_file_upload/serve/Hw3.zip?f_key=AMIfv95i9nBv3Uf1h8xqjK4LIK8T9DcLi4x0bxruE1gmbPRy5SUCAhG-6Pvwbet2J08kVaw80yqRhF-_AuOvGxZFA8gPTnEDk1E00C4eAu6Ujp22J2xprRkOGx4zNtZN-z8VBS-D5phswYYwTqIDpadyxfB1D6ruHzu0QUPUTuCp8YWp3bpve9pttZeM8gtZ1XTf0WDRNoaqwv1o1CjCgsDcSd4Ni5s9qEdlWd4HfJMzyZCdXteEqqox6IEm_Kau_iMZhedTm_Hv99esET-XKzFcik-K7xiZU22tyYCRNNxP5cu58PHqf1VIA5_Osok3zIIIItQNWGKL- This topic was modified 4 years, 9 months ago by 助教.
- This topic was modified 4 years, 9 months ago by ChenLinghao(技术秘书).
- This topic was modified 4 years, 9 months ago by 助教.
- This topic was modified 4 years, 9 months ago by 助教.
- This topic was modified 4 years, 9 months ago by 助教.
- This topic was modified 4 years, 9 months ago by 助教.
- This topic was modified 4 years, 9 months ago by 助教.
- This topic was modified 4 years, 9 months ago by 助教.
- This topic was modified 4 years, 9 months ago by 助教.
- This topic was modified 4 years, 9 months ago by 助教.
- This topic was modified 4 years, 9 months ago by 助教.
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⚠️⚠️⚠️作业三常见问题集合:
(1) bump mapping 部分的 h(u,v)=texture_color(u,v).norm, 其中 u,v 是 tex_coords, w,h 是 texture 的宽度与高度
(2) rasterizer.cpp 中 v = t.toVector4()
(3) get_projection_matrix 中的 eye_fov 应该被转化为弧度制
(4) bump 与 displacement 中修改后的 normal 仍需要 normalize
(5) 可能用到的 eigen 方法:norm(), normalized(), cwiseProduct()
(6) 实现 h(u+1/w,v) 的时候要写成 h(u+1.0/w,v)
(7) 正规的凹凸纹理应该是只有一维参量的灰度图,而本课程为了框架使用的简便性而使用了一张 RGB 图作为凹凸纹理的贴图,因此需要指定一种规则将彩色投影到灰度,而我只是「恰好」选择了 norm 而已。为了确保你们的结果与我一致,我才要求你们都使用 norm 作为计算方法。
(8) bump mapping & displacement mapping 的计算的推导日后将会在光线追踪部分详细介绍,目前请按照注释实现。This post has received 3 votes up.- This reply was modified 4 years, 9 months ago by 助教.
- This reply was modified 4 years, 9 months ago by 助教.
- This reply was modified 4 years, 9 months ago by 助教.
- This reply was modified 4 years, 9 months ago by 助教.
- This reply was modified 4 years, 9 months ago by 助教.
- This reply was modified 4 years, 9 months ago by 助教.
- This reply was modified 4 years, 9 months ago by 助教.
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(2) rasterizer.cpp 中 v = t.toVector4()
助教,关于这一条,我测试了一下
auto v = t.toVector4()
v[i].w() 恒为1,并不是所需的 view space 的深度值
这里是不是得用t.v[i].w()才可?-
AlphaFrogParticipant
+1
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輕山柒海Participant
虽然已经隔了两年多,但是还是给后来者指个路。
《GAMES101》作业框架问题详解-
gsma823Participant
在知乎刷到过,很牛
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dzyParticipant
这问题集合看不懂啊,有大佬解释下吗
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砸锅卖铁Participant
Bump的图片好像找不到,得到argc条件判断的时候再次赋值才能找到
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bump map 和 displacement map有详细讲解吗?感觉作业里面的做法不对啊
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fgrainParticipant
为什么rasterizer.cpp 中 v = t.toVector4()
std::array<Vector4f, 3> Triangle::toVector4() const
{
std::array<Vector4f, 3> res;
std::transform(std::begin(v), std::end(v), res.begin(), [](auto& vec) { return Vector4f(vec.x(), vec.y(), vec.z(), 1.f); });
return res;
}
这里不是把v.w()设为1了吗,不是深度值啊 -
惊奇的发现,很多上个作业我自定义的函数这个框架居然一模一样地写出来了
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