## CMSC 435/634: Introduction to Computer Graphics

Assignment 4
Modeled Scene
Due October 21, 2002
Now with color coded updates new..old.
Last update: Thu Oct 10 15:13:26 EDT 2002

## The Assignment

For this assignment, you will be creating a simple procedurally modeled scene, with a mountainous fractal island on a blue sea. The sea can be created from a single blue polygon. The island will be created by recursively subdividing two triangles, using a slight modification of the fractal mountain construction method described in class. The island should be lit by one OpenGL distant light (simulating the sun or moon) and one ambient light (simulating light from atmospheric scattering). For lighting to work, you will need to compute surface normals for each triangle you draw. One way to get this is to take the cross product of two of the edges. Compute all of the geometry in advance, when your program starts up. You should only be rendering and processing user interaction in the rendering loop. Your program should take two numeric command line arguments. One for the number of subdivisions to perform and one for the random number seed. Especially if you do the extra credit, you may want to provide some suggested seed values.

As a reminder, to construct a fractal mountain, you start with a triangle or set of triangles. At each step, you split each existing triangle into four. This is shown in the figure below with the new vertices marked with green dots. A simple splitting places the new vertices at the midpoints of the edges (as shown on the left of each pair in the figure), you will then perturb these new vertex locations vertically by some random amount (as shown on the right in each pair in the figure). At each step, reduce the scale of your random perturbation by 1/2. This sequence gives the characteristic fractal self-similarity: at half the scale, you have half the noise amplitude. Sometimes when modeling natural processes (as we are here), this called 1/f noise because the noise amplitude is proportional to 1/f for noise frequency f (controlled in this case by the geometric splitting).

The base triangles of your island should be below sea level. The shape of the shoreline will be determined by the contour where the sea polygon intersects the island. To make sure that the edges of your island don't pop up above the level of the sea, you should modify the algorithm to clamp all edge vertices to make sure they don't protrude above sea level. In this diagram, the points marked with black dots can be allowed to move, but not above the level of the sea.

Once again, I have provided some OpenGL code to get you started. This code, in ~olano/public/cs435/assn4. It is similar to the sample code from assignments 2 and 3, but adds an example of the use of OpenGL lighting.

### Strategy

There are several ways you could program the procedural mountain. Those details are up to you. I do suggest breaking it down into simple parts that produce visual results as a useful graphics development and debugging technique.

### Extra credit

For the base project, your island could be solid green or brown or even grey. For up to 10 extra credit points, make the island scene look as realistic as you can. A good place to start is the altitude-based coloring mentioned in class, but you can do whatever you want. The extra credit will be graded based on realism and creativity.

## What to turn in

Turn in this assignment electronically as 'cs435 Proj4' using the submit mechanism:
`    submit cs435 Proj4 [files...]`
If submitting after the due date, submit as Proj4late. In either case, you should all files that you created or modified. We should be able to copy the submitted files into a clean copy of assn4 and be able to build and run your project. The only way we'll be able to grade this time is to build and run your project. Please make sure it will run on linux.gl.umbc.edu or irix.gl.umbc.edu (and let us know which to use). Be sure to leave time to port if you develop on a system other than one of these!