CIS 788A Advanced Compositing, Texturing and Volume Rendering

Lab 1 (Option 2): Rendering Glass: Specular Highlights, Texture Mapping and Transparency in OpenGL

Objectives

This will be a short and simple lab to examine issues associated with rendering correct opacity and specular highlights using OpenGL and programmable shader capabilities. We will assume a constant colored background and ignore any refractions in the glass, however, test your results on constant as well as non-constant backgrounds to better analyze the compositing. New features in OpenGL 1.4 allow for a separate specular color to be carried forward until after texture sampling, however, the interaction between this and textures having an opacity channel need to be examined. Correct compositing requires a front-to-back or back-to-front sorting of the graphics primitives. We will look at the many possible ways to achieve correct opacity accumulation and the precision issues in modern graphics GPU's. Examine the various blending formulas and operations to achieve special effects. In short, play with blending, play with specular highlights and play with textures (in particular, non-decal textures).

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Last Modified by Roger Crawfis, April 5, 2004