CSE 683: Lab 3
Due Monday, Oct. 11
LAB 3: Add Frenet Frame orientation control to Lab #2
updated 10/5
ASSIGNMENT
- Write a program to animate an object of your choice that follows a curved path through a given set of points starting from a stopped position, accelerating to some maximum speed and then decelerating to a stop at the initial position.
- The orientation of the object must respond to the curve. For example, use the Frenet Frame of the curve define the orientation of the object. Remember to normalize the Frenet Frame vectors when you put them into a rotation matrix.
- Note how values are stored when using glMultMatrixf() and glLoadMatrixf().
- Use an object whose orientation is visually easy to recognize. For example, construct a simple bird or plane shape.
- The coordinates of the points to be interpolated can be hardcoded in your lab.
Use at least 8 non-coplanar points.
Instead of computing this on the fly, you might include the first and second derivatives in your table of parametric-distance pairs used for arc length parameterization.
Display the interpolated points using small cubes
EXTRA CREDIT (0-10% at my discretion)
- Use the Frenet Frame information to do one of the folowing:
- control *banking* of the object so that the object's up vector is always pointing in the general direction of up, but banks into curves
- smooth the change in orientation by limiting the amount the object's y-axis can change from frame to frame.
- Create an environment and object that are particularly interesting.