Exam Submission

Learning Objectives

To pass this module’s exam, you have to show that you are

  • Capable of procedurally generating 3D geometry
  • Capable of setting up the rendering pipeline to transform vertices
  • Capable of setting up the rendering pipeline to calculate pixel colors

Assignment

To prove you meet the learning objectives,

EITHER, IN WebGL/JavaScript

  • procedurally generate mesh geometry other than a cube (e.g., a cylinder)

  • AND EITHER

    • re-build the Godot Toon Shader in WebGL/JavaScript
  • OR

    • Create a shader combining texture coloring and light calculation as individually treated in the WebGL/JS lectures

OR, IN Godot

  • procedurally create geometry other than a Cylinder using an ArrayMesh.
  • Create a Shader varying vertex positions and color in a cyclic way over TIME.
  • As examples, consider
    • A mesh geometry made out of simple grass leaeves (each made out of four triangles) arranged on a rectangular grid. A vertex shader making each grass leave wave by positioning each vertex in the x-z axis and controlling the degree of movement by its y-coordinate. A fragment shader that accompanies the grass’ waving movement by cycling through different shades of green.
    • A mesh geometry forming a regular grid of quadrilateral-like shaped pairs of triangles. A vertex shader applying sin and cos movement on the y-axis of the geometry to form water-like waves. A fragment shader accompanying the wave movement with different shades of blue.