Transformations

  • Be aware of the difference between Orthographic and Perspective projections
  • Understand transformations in general and specifically the difference between modeling, viewing and projection transformations.
  • Understand the role of eye coordinates in transformation systems and in particular how they relate to viewing transformations.
  • Within Modeling transformations, be able to work with rotation, translation and scaling
  • Have encountered Model/View duality, and be able to relate it to the transformation terminology discussed above.
  • Have a deeper insight into the functioning of the Transformation Pipeline
  • Have a clearer understanding of glTranslate, glRotate and glScale functions in this context
  • Understand usage of the identity matrix
  • Be able to appreciate the difference between the projection and modelview matrices.
  • Explore simple animations using glRotate and glTranslate
  • Understand the role of glPushMatrix and glPopMatrix in this context
  • Explore simple extension to the Color and Vector3 classes

Objectives

  • Explore the Translate and Rotate functions
  • Have an understanding of the sequencing of these functions, and how this effects the rendering
  • Experiment with scaling
  • Have used glutCube and glutSphere functions
  • Use transformations to perform some simple animations

Objectives

  • Render a simple animation of a nucleus with a orbiting electron
  • Extend this scene to include multiple electrons, orbiting at different rates
  • Encapsulate suitable abstractions to enable animation code to be concise and expressive