Tag Archives: Advanced Graphics

Advanced Graphics : Final Assignment


Advanced Graphics : Final Assignment

Given Date : December 8th, 2015

Due Date : January 5th, 2016

Status : [CLOSED] for new submission

Info : Create an opening logo for your future corporation with your initial unique mark (so I will know that is your company)


Alinur Rohman Jagor – Hard Sablon, Inc

Score : 95

Recommended Impromevent :

  • After full Hard Sablon’s logo is shown, keep it still for about 2-3 seconds so the watcher can read the full logo [FIXED]
  • Thats much better now, good!

Dimas Nugroho Setyadi W.A. – EFFECTS – Creative

Score : 90

Recommended Improvement :

  • Is it still TRIAL? Why TRIAL watermark shown there? Where is the full version? [FIXED]
  • That’s look nice now, but still too simple, surely you can add more variation

Ratnawati – SAKURA Print & Copy

Temporary Score : 90

Recommended Improvement :

  • After the full logo is done rotating, keep it still for about 2-3 seconds, so the watcher can see the full logo [FIXED]
  • The previous was better, please change the BGM, add SFX such as sparkle sound or shining sound

Adib Al Muchtar – Scratch Freedom

Temporary Score : 90

Recommended Improvement :

  • Add more lighting so the shadow is removed. The shadow is covered half of the logo (even the freedom letters)
  • The previous was better

Mamat Aji – Tunas Company

Temporary Score : 90

Recommended Improvement :

  • It’s okay but you can focus animating the logo only

https://youtu.be/OU4gbnGUqmI

Sawung Bhagas B – Sawung Company?

Temporary Score : 85

Recommended Improvement :

  • Too simple, you can add more variation, especially the background

Wisnu Ardi – Wisnu Ardi Company

Temporary Score : 85

Recommended Improvement :

  • Still too simple, you can add more variation

Enita Try S. – ?

Temporary Score : 85

Recommended Improvement :

  • This is simple, you can add more variation, try to put them together in one line after the animation is done so your name can be read clearly

Rozi Fathurrahman – Rozi Design

Score : 100

Recommended Improvement :

  • Nice work

Annisa Della – Della Cake

Score : 95

Recommended Improvement :

  • Keep it still for 2-3 seconds after the rotating animation is done

Arfaliq Djaelan -?

Score : 75

Recommended Improvement :

  • Is it TRIAL?

https://www.youtube.com/watch?v=QCv_QqPN1x0

Hadid Ali S. – A1’S Entertainment

Score : 75

Recommended Improvement :

  • Is it TRIAL?

Esty Istiqamah – Esty PrintShop

Score : 90

Recommended Improvement :

  • Too simple but its okay

Emma Rachmaliany – Digital Agung

Score : 90

Recommended Improvement :

  • Is it TRIAL at first?

Jaka Pratama – J&K Photography

Score : 90

Recommended Improvement :

  • Still simple but its okay

Noviyan Aziz – Retro Style

Score : 85

Recommended Improvement :

  • Too simple

Agus Dianto – ARFAA

Score : 85

Recommended Improvement :

  • Too quick, it must be kept for about 2 seconds after animation is done

Suryadi Januarsyah – S Logo Animation

Score : 100

Recommended Improvement :

  • Nice

Vindy Arista Y. – Vindy Arista Production

Score : 90

Recommended Improvement :

  • Too simple

Moh. Adri Alfi Sidqi – AD

Score : 85

Recommended Improvement :

  • Too simple

Rafika Soraya Luftiyani – Angkringan TiF

Score : 75

Recommended Improvement :

  • Is it TRIAL?

Aisyiyah Intan – AiK

Score : 85

Recommended Improvement :

  • Too laggy, need more smooth animation

May Hardi – 12018040

Score : 80

Recommended Improvement :

  • Too simple
  • What is the meaning of these number?

Dzufikar Yodhi Ardiansyah – Pratama Web

Score : 100

Recommended Improvement :

  • Who is Pratama?

Abih Hasbih – Custom Distro

Score : 100

Recommended Improvement :

  • Nice but it is sent too late

Irma Puspita – Star Developer

Score : 90

Recommended Improvement :

  • Its better to write the name of the company under the star logo but its okay

Febria Santi – FebryD’proximate

Score : 75

Recommended Improvement :

  • Is it TRIAL?

Ardian Dwi Prasetyo – 

Score : 50

Recommended Improvement :

  • Link Broken

https://youtu.be/tnBNcmrd_5o


 

Thank you for your video submission.

I appreciate your works.

Advanced Graphics : Assignment 4

Group Discussion Session

Given Date : November 30th, 2015

Due Date : December 1st, 2015

Scenario : 

  1. Lecturer divide the class to form five groups. (done)
  2. Lecturer will explain about concept of texture (approx. 30 minutes)
  3. Lecturer will give topics to be discussed by each group (approx. @10 minutes)
  4. The result of discussion will be presented by each group (approx. @5 minutes)
  5. Lecturer will review the presentation

Group 1

Leader : Moh. Adri Alfi Sidqi

Topic : Texture Mapping

Materials : Listen to the lecturer presentation

Question :

What is texture mapping? Explain how to do texture mapping in a surface / model?

Answer :

Texture mapping is mapping of any image into multidimensional space

To do texture mapping in a model :

  1. Define the 2D coordinate (s, t) in the image (usually the value is normalized to [0, 1])
  2. Assign or map the texture coordinate to each vertices in 3D surface
  3. After each vertices is mapped into texture value, change the pixel value (RGB) in the surface model accordingly

Group 2

Leader : Jaka Pratama

Topic : Concept of Texture

Materials : Listen to the lecturer presentation

Question :

Why use texture in a model? What is the benefit of using texture?

Answer :

Texture is used to make a model more interesting and realistic

Benefit of using texture :

  1. Texture uses less geometry or simple polygon / surface
  2. The result looks as good as the real things

Group 3

Leader : Dzulfiqar Yodhi A.

Topic : Texture Mapping

Materials : Listen to the lecturer presentation

Question :

What is aliasing? Explain why aliasing / artifact can present in the texture mapping process?

Answer :

Aliasing is incorrect rendering of a scene because a model is masquerading as one of many other models who sample identically. It is appear as jagged line

Aliasing occurred because an on-screen pixel does not always map neatly to a texel. This will cause jagged edges


Group 4

Leader : Mayhardi

Topic : Texture Mapping

Materials : Listen to the lecturer presentation

Question : 

What is mipmapping? How can mipmapping reduce aliasing?

Answer :

Mipmapping is pre-calculation on how the texture should look at various distances, then use the appropriate texture at each distance

Mipmapping can reduce aliasing because for every level of depth, it uses the appropriate pre-calculated texture


Group 5

Leader : Dimas Nugroho Setyadi

Topic : Texture Mapping

Materials : Listen to the lecturer presentation

Question : 

How can filtering process reduce aliasing? Mention some filters we can use to reduce aliasing!

Answer :

Filter can reduce aliasing because it interpolates the jagged edges to make them smooth by averaging the value with its neighborhood

Some filters that can reduce aliasing :

  1. Bilinear filter
  2. Trilinear filter
  3. Anisotropic filter

 

Advanced Graphics : Assignment 3

Group Discussion Session

Scenario : 

  1. Lecturer divide the class to form five groups. (done)
  2. Lecturer will give materials and topic for each group to be discussed. (done)
  3. Lecturer will explain about modelling with polygonal dataset (approx. 30 minutes)
  4. Example of modelling with polygon will be presented by each group (approx. @10 – 15 minutes)
  5. Lecturer will review the presentation

Group 1

Leader : Moh. Adri Alfi Sidqi

Topic : Interpolation in 3D : Linear 3D and Cubic 3D (15 minutes presentation)

Materials : Material1, Material2

Briefing : 

  1. Make a short brief about linear and cubic interpolation in 3D
  2. Give an example for linear and cubic interpolation in 3D with minimal 4 point controls
  3. Use the same point control to plot the example in Matlab (use : interp3 syntax)
  4. Explain the differences between linear and cubic interpolation

Group 2

Leader : Jaka Pratama

Topic : Modelling with Polygon : Tetrahedron (10 minutes presentation)

Materials : Material1, Material2, Material3

Briefing : 

  1. Make a short brief about tetrahedron model
  2. Give an information about the vertices and edges/faces coordinates in a table or image (ex. nets)
  3. Show the solid and wired model in OpenGL C++ (use : syntax glutWireTetrahedron() or glutSolidTetrahedron())
  4. Explain the model

Group 3

Leader : Dzulfiqar Yodhi A.

Topic : Modelling with Polygon : Dodecahedron (10 minutes presentation)

Materials : Material1, Material2, Material3

Briefing : 

  1. Make a short brief about dodecahedron model
  2. Give an information about the vertices and edges/faces coordinates in a table or image (ex. nets)
  3. Show the solid and wired model in OpenGL C++ (use : glutSolidDodecahedron() and glutWireDodecahedron() syntax)
  4. Explain the model

Group 4

Leader : Mayhardi

Topic : Modelling with Polygon : Icosahedron (10 minutes presentation)

Materials : Material1, Material2, Material3

Briefing : 

  1. Make a short brief about Icosahedron model
  2. Give an information about the vertices and edges/faces coordinates in a table or image (ex. nets)
  3. Show the solid and wired model in OpenGL C++ (use : glutSolidIcosahedron() and glutWireIcosahedron() syntax)
  4. Explain the model

Group 5

Leader : Dimas Nugroho Setyadi

Topic : Modelling with Polygon : Octahedron (10 minutes presentation)

Materials : Material1, Material2, Material3

Briefing : 

  1. Make a short brief about octahedron model
  2. Give an information about the vertices and edges/faces coordinates in a table or image (ex. nets)
  3. Show the solid and wired model in OpenGL C++ (use : glutSolidOctahedron() and glutWireOctahedron() syntax)
  4. Explain the model

 

Advanced Graphics : Assignment 2


Answer the Question in Assignment 2 ! 

Given Date : October 16th, 2015

Due Date : October 20th, 2015


Introduction to OpenGL 3D

Question : Mention and explain two representation schemes of Object 3D!

Answer

Spline surface representation : representation for curve object

Polygon surface representation : representation which approach 3D object as a set of polygons that covers the surface of 3D object

Concept Shaders

Question : What is rendering? What is rasterization? What is the different between rendering and rasterization?

Answer :

Rendering : a process generating image from 2D or 3D model

Rasterization : a task that convert 3D object (vector graphics) format into raster image (pixel)

The different is only in the term, rendering is more general and rasterization is more specific

OpenGL Shading Language

If in the vertex shader is described below :

void main(void)

{

vec4 Vertex = gl_Vertex;
Vertex.x = Vertex.x + 2;
Vertex.y = Vertex.y + 1;
Vertex.z = Vertex.z + 1;

gl_Position = gl_ModelViewProjectionMatrix * Vertex;

}

And in the fragment shader is described below :

void main(void)
{

gl_FragColor = vec4(0.0, 1.0, 0, 1.0);

}

Question : What happened to the position, size and color of the output object?

Answer : The object will be translated by T(2, 1, 1) and the object’s color will be green

Geometry

Question : Define all coordinate vertices if you want to draw a diamond!

Untitled-71

Answer : 

C (2, 0, 2)

D (2, 0, -2)

E (-2, 0, -2)

3D Transformation

We have a square with vertices define below :

Untitled-31

Question : 

a. If we perform translation to vertices A, B, C, D with translation matrix T (5, -8, 1)

    Calculate the new coordinates after translation : A’, B’, C’, D’

b. If we perform scaling to vertices A, B, C, D with scaling matrix S (0.5, 2, 1)

    Calculate the new coordinates after scaling : A’, B’, C’, D’

c. If we perform rotation to vertices A, B, C, D with angle 60 degree by Y-axis

    Calculate the new coordinates after rotation : A’, B’, C’, D’

Answer :

a. Translation : A’ (3, -8, 3), B’ (5, -8, 3), C’ (5, -6, 3), D’ (3, -6, 3)

b. Scaling : A’ (-1, 0, 2), B’ (0, 0, 2), C’ (0, 4, 2), D’ (-1, 4, 2)

c. Rotation : (calculate the angle yourself)

A’ (-2 cos(60) + 2 sin(60), 0, 2 sin(60) + 2 cos(60))

B’ (2 sin(60), 0, 2 cos(60))

C’ (2 sin(60), 2, 2 cos(60))

D’ (-2 cos(60) + 2 sin(60), 2, 2 sin(60) + 2 cos(60))

NB : I apologize if there are wrong answers because I do it in a hurry 😀


 

Advanced Graphics : Assignment 1


Question and Answer from Assignment 1

Given Date : September 19th, 2015

Due Date : September 19th, 2015


Math for Computer Graphics

Question : Identify and explain any graphical objects from the most simple to the complex! (4)

Answer :

Point is a location in space

Line is a line segment between two points

Polygon is a shape constructed from a sequence of vertices

3D Object is an object made from one or more polygons

Introduction to OpenGL 3D

Question : Identify and explain various coordinates in 3D modeling! (4)

Answer :

Modelling Coordinates are coordinates system used to model the object

World Coordinates are coordinates system used in the environment where the object is placed

Viewing Coordinates are coordinates system used in projecting the appearance of object based on the orientation

Device Coordinates are coordinates system used in display equipment

Question : What are the characteristic attributes of a graphical object? (4)

Answer : Object has geometry, texture, color, transparency and many others

Concept Shaders

Question : Draw and explain the graphics pipeline diagram!

Answer : 

Untitled-112

We draw 3D object in the CPU. The object vertices are sent to the vertex pipeline by the CPU, transformed into screen space by the vertex processor, assembled to go into the rasterizer, and turned into pixels by the fragment processor

Question : What is shaders?

Answer : A Shading Language code that is intended for execution on one of the programmable processors

Question : What is shading language?

Answer : Shading language is a high-level graphics programming language

Question : Identify and explain various shaders! (4)

Answer : 

Vertex Shaders : A code to manipulate vertex by taking vertex information and environment into attribute variable to be used in vertex computation

Tesselation Shaders : A code to manipulate output of vertex shader by taking vertex data and perform interpolation in the original vertex to create additional vertex in the geometry

Geometry Shaders : A code to manipulate original geometry by adding new vertices and new vertex group

Fragment Shaders : A code to manipulate fragment to produce color pixel using color interpolation value, depth and texture

Question : What are the functions that we can program in vertex shader? (3)

Answer : vertex transformation, normal transformation and normalization, texture coordinate generation, texture coordinate transformation, lighting, color material application

Question : What are the functions that we can program in fragment shader? (3)

Answer : Texture access, texture application, color sum, operation on interpolated value and fog

Geometry

Question : Determine the coordinates of each vertices if you want to create a 3D pyramid in 3D space? (5)

Answer :

Untitled-11

Question : Determine the coordinates of each vertices if you want to create a prism in 3D space? (6)

Answer :

Untitled-12