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.