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School of Computing, Science & Engineering
Assessment Briefing to Students
Learning Outcomes of this Assessment
A2 - show awareness of a variety of graphics toolkits and select
an appropriate one for a given task
A3 - discuss the capabilities of various input and output devices
and their relationship to graphics programming
A4 - use appropriate mathematics to perform standard graphical
transformations
A5 - application of graphics programming skills in a real-world
application
Key Skills to be Assessed
C/C++ programming
Use of OpenGL API
Application of low level graphics principles & data management
techniques for developing interactive graphics application
Critical Evaluation of tools used
The Assessment Task
Your task is to demonstrate your newly acquired skills in C and
OpenGL programming. This will be achieved by producing a
demonstration application that will offer a simple visualisation
comprising a collection of discrete objects located in a
navigable
space. Fundamental to the successful completion of this
assignment is careful consideration of the management of scene
data,
using resizable dynamic memory structures, and the application
of appropriate mathematical models for simulation, navigation
and
interaction.
The form of this assignment will be a basic solar system
simulation in which a dynamic collection of planetary bodies
will be
simulated. These bodies will be represented by simple graphical
forms and have the ability to show a historical trail of their
movement. The bodies motion should be defined by a simple
gravitational system simulation which calculates forces based
on the
masses of the bodies and uses this to derive discrete step
changes to acceleration and velocity.Inital starting conditions
for the
planetary bodies should be random (mass, position, starting
velocity and material (colour)). Advanced solutions should
consider the
actions taking place when collisions between bodies occur. In
these cases the collision should be detected. The mass and
velocities of the bodies should be combined (thereby removing
one of the bodies from the data structure) with the major body
taking priority. Ideally the size of the resultant body should be
changed to reflect the enhanced mass. You should also provide
mechanisms to add bodies during the runtime of the simulation
(based on random data) both at user request and to maintain a
set
number of bodies in the system.
Assessment Title : Computer Graphics Assignment 1: OpenGL
Programming - Solar System
Module Title : Computer Graphics
You are provided with an example solution to evaluate and a
template project, including a maths library, camera model and
basic
utilities as a starting point.
The implementation of the assignment problem will be assessed
in the following areas
1. Design and implementation of a suitable dynamic data
structure that will maintain an ordered list of the render-able
objects with
facilities to add and remove entities at the beginning, end and
middle of the list. This structure should support an efficient
rendering
process for drawing the objects as part of the rendering cycle
and provide the data components necessary for efficient
progression
of simulation.
2. Design and implementation of the simulation component.
This will provide initialisation of the data structure and enable
discrete
updates (progression) of the model based on accepted principles
of force and motion. The simulation should support features to
start and stop updates, add new entities, etc. Advanced solutions
may include functionality for automated collision detection and
response.
3. Rendering processes. The basic visualisation required is for
simple spheres to represent planets, with a dimension (radius)
proportional to the mass and randomised materials. More
advanced solutions should include a variety of geometric forms
for
representing planetary bodies. An extension of this is to include
a trail for the bodies motion, represented as a line curve. Better
solutions will seek to utilise rendering efficiencies (display lists
and client side rendering functions) to optimise the graphical
display.
Advanced solutions may seek additional graphical fidelity with
the use of texture and additional rendered artefacts/forms to
enhance the visual display, e.g. texture of planet surfaces,
fading of planetary trials, variable length/number of trails,
support for
non-simulated features (e.g. dust clouds, spaceships, lens flare,
etc) .
4. User interaction. Basic solutions will use the camera model
provided and simple key presses to control the simulation
parameters. More advanced solutions should seek to use the
menu system to provide graphical command structures. Very
advanced solutions may seek additional user functionality.
These may include selection and manipulation of parameters for
a
specific body, variation/control of the graphical representations
(e.g. changing the representation/length of trails) and in very
advanced cases may also include features such as the ability to
change focus of the navigation mechanism to enable relative
navigation/tracking of a single body, and/or changing the mode
of navigation
Throughout the implementation you should seek to apply best
practices for C coding and programming methodology. All code
should be clearly presented using a consistent style and format.
More advanced solutions may also consider decomposing code
into multiple files or libraries. The assignment must be
delivered as a Visual Studio (2015) project that will both
compile and run
without modification. Submission should be as a single zip file
including all source code, project files and a running
executable.
Recommended Reading
The OpenGL website (http://www.opengl.org/) will be
invaluable in helping you to complete this assignment. Key
areas within this
site are the reference documentation and the example
programmes
Equipment and Facilities to be Used
The university laboratory computers are installed with MS
Visual Studio 2010. A template application (Visual Studio
solution is
provided) and a working executable is also provided for
reference.
Workload
This assessment should require approximately 60 hours of
effort.
Marking scheme
The work will be assessed using a marking grid comprising 4
equally weighted components (provided below). This is
indicative of
the standard of work required at different levels within the
assignment
Assessment criteria
0-19% 20-39% 40-59% 60-79% 80-100%
Level 6 Assessment
Scale
Extre
mely
Poor
Very
poor Poor
Unsatis
factory
Adequat
e Fair Good
Very
Good Excellent
Outstandi
ng
http://www.opengl.org/
Design and
implementation of
Data Structures
Definition of a
basic body
structure(s) (non
dynamic) to
encapsulate the
parameters
required for
simulation and
rendering
Implementation
of fixed size data
structure for
planetary/solar
system.
Definition of a
refined structure(s)
to encapsulate
parameters for
rendering and
simulation with
additional
functionality for
occupancy of a
basic dynamic data
structure
Implementation of a
dynamic data
structure with
facilities for
addition/removal of
elements at end
points
Definition of an
extended structure(s)
to encapsulate
parameters for
rendering and
simulation with
additional
functionality for
occupancy of an
advanced dynamic
data structure for
storage of entity of a
single type or form
Implementation of a
dynamic data
structure with
facilities for addition/
removal of elements
within data structure
and at end points
without incurring
memory leakage.
Definition of an
extended generic
single structure to
encapsulate all
possible parameters
for rendering and
simulation with
additional
functionality for
occupancy of an
advanced dynamic
data structure and
support for refined
rendering solutions.
Ability to store and
manage entities with
differing
representational types
(geometries)
Ability to snapshot and
write current data
state to a file format
of your own devising.
Implementation of a
dynamic data structure
with facilities for
addition/removal of
elements within data
structure and at end
points
Definition of an
extended generic
single structure to
encapsulate all
possible parameters
for rendering and
simulation with
additional
functionality for
occupancy of an
advanced dynamic
data structure and
support for refined
rendering solutions.
Ability to store and
manage entities with
differing
representational types
(geometries)
Ability to add non-
simulation bodies to
the render-able
population.
Ability to snapshot and
write current data
state to a file format
of your own devising.
Ability to read a stored
data description into a
switchable data
model.
Implementation of
multiple, switchable
dynamic data
structures with
facilities for addition/
removal of elements
within data structure
and at end points
Simulation
Component
Initialisation of
data model based
a set number of
bodies hard
coded
parameters
Basic animation
of bodies
enacted using
time based
manipulation of
the rendering
system (eg using
glRotate)
Basic progression
of simulation
applying velocity
to update
position without
considering
forces in system
Initialisation of data
model based a set
number of bodies
with randomised
parameters.
Basic progression of
simulation applying
velocity to update
position without
considering forces
in system
Fixed simulation
time
Initialisation of data
model based a
random number of
bodies with
randomised
parameters.
Runtime addition of
bodies to simulation
in response to user
request.
Progression of
simulation using
forces derived from
body masses to
update acceleration
and velocity for
planets (i.e. basic
orbits should be
formed)
Damping of system
used to ensure that
stable energy levels
are achieved (ie
simulation system
does not become
unstable)
Maintenance of a
fixed length trail
(position history) for
each body
Fixed simulation
time, based on
monitor refresh rate
Initialisation of data
model based a random
number of bodies (with
different
representation forms)
with randomised
parameters.
Runtime addition of
bodies to simulation in
response to user
request.
Runtime addition of
bodies in response to
user instruction to
maintain a set
population.
Progression of
simulation using forces
derived from body
masses to update
acceleration and
velocity for planets
(i.e. basic orbits
should be formed)
Damping of system
used to ensure that
stable energy levels
are achieved (i.e.
simulation system does
not become unstable)
Collision detection of
bodies with basic
collation of
parameters (i.e. no
prioritisation) and
removal of redundant
body.
Maintenance of a
controllable length
Initialisation of data
model based a random
number of bodies with
randomised
parameters and
randomised sets of
representations
Runtime addition of
bodies to simulation in
response to user
request.
Runtime addition of
bodies in response to
user instruction to
maintain a set
population and/or
performance
Progression of
simulation using forces
derived from body
masses to update
acceleration and
velocity for planets
(i.e. basic orbits
should be formed)
Dynamically controlled
damping of system
used to ensure that
stable energy levels
are achieved (i.e.
simulation system does
not become unstable)
Collision detection of
bodies with priories
collation of
parameters preserving
the major body and
removal of the
redundant body
Rendering &
Display
Basic sphere
based rendering
of the bodies
within the system
using retained
colour values and
positions to draw
the body
Externalised
rendering
function which
queries data
structure
Basic sphere based
rendering of the
bodies within the
system using
retained material
values and positions
to draw the body.
Body size based on
mass
Externalised
rendering function
which queries data
structure
Basic sphere based
rendering of the
bodies within the
system using retained
material values and
positions to draw the
body.
Body size based on
mass
Trail rendering using
simple unlit line with
colour based on
material properties.
Rendering function
which queries data
structure for retained
instructions to draw
the body and queried
positional
information.
Multiple object type
(at least 5 different
types) rendering using
standard forms within
the GLUT/GLU
function set using
retained material
values and positions to
draw the body.
Body size based on
mass
Texturing of some
bodies within the
system
Trail rendering using
simple unlit line with
colour based on
material properties.
Inclusion of trail fading
of historical position
information
Rendering function
which queries data
structure for retained
instructions to draw
the body and queried
positional information.
Use of client side
rendering functionality
for trail rendering
Basic sphere based
rendering of the
bodies within the
system using retained
material values and
positions to draw the
body.
Body size based on
mass
Texturing of some
bodies within the
system
Additional body shapes
and artefacts included
in the body set.
Inclusion of additional
rendering features to
enhance display (eg
fog, particle based
trails, etc)
Trail rendering using
advanced geometries
(ie tape, etc) with
colour based on
material properties.
Inclusion of trail fading
of historical position
information
Rendering function
which queries data
structure for retained
instructions to draw
the body and queried
positional information.
Use of client side
rendering functionality
for trail rendering
User interface/
Interaction
Basic key
controls to enact
user interaction
and control of
the simulation
environment
Basic key controls
to enact user
interaction and
control of the
simulation
environment
Menu based systems
for user interaction
and control of the
simulation
environment
Basic key controls to
enact user interaction
and control of the
simulation
environment
Menu based systems
for user interaction
and control of the
simulation
environment
User interaction
functionality to
enable control of
global rendering
features (ie affects all
bodies)
Basic key controls to
enact user interaction
and control of the
simulation
environment
Ability to lock camera
focus to a planet with
viewpoint tracking
motion. Navigation
becomes relative to
planet
Menu based systems
for user interaction
and control of the
simulation
environment
User interaction
functionality to enable
control of global
rendering features (ie
affects all bodies)
Selection of bodies
based on mouse
pointer position
User interaction
functionality to enable
control of specific
features for simulation
and representation
Basic key controls to
enact user interaction
and control of the
simulation
environment
Ability to lock camera
focus to a planet with
viewpoint tracking
motion. Navigation
becomes relative to
planet
Multiple modes of
navigation
Menu based systems
for user interaction
and control of the
simulation
environment
User interaction
functionality to enable
control of global
rendering features (ie
affects all bodies)
Selection of bodies
based on mouse
pointer position
User interaction
functionality to enable
control of specific
features for simulation
and representation
Submission Details
Work should be submitted as a zipped file through the
blackboard assignment system. The zip file should contain a
copy of the
entire visual studio solution directory structure, with an
executable version of the programme, and an annotated copy of
the criteria
based marking grid in which you have performed a self
assessment of your work. You should also include a basic
instruction
document and explanation of any advanced features
implemented.
Feedback
Feedback, in the form of an personalised annotated marking grid
and comment sheet will be available within 3 working weeks of
the submission date. Given the large cohort size for this module
there is a slight possibility that marking and provision of high
quality feedback may take slightly longer. In this case the tutor
will notify the group as soon as this becomes apparent and
provide
regular updates on progress. These will be available from the
module tutor (by appointment) and will be delivered with a
discussion
of the work submitted.

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School of Computing, Science & EngineeringAssessment Briefin.docx

  • 1. School of Computing, Science & Engineering Assessment Briefing to Students Learning Outcomes of this Assessment A2 - show awareness of a variety of graphics toolkits and select an appropriate one for a given task A3 - discuss the capabilities of various input and output devices and their relationship to graphics programming A4 - use appropriate mathematics to perform standard graphical transformations A5 - application of graphics programming skills in a real-world application Key Skills to be Assessed C/C++ programming Use of OpenGL API Application of low level graphics principles & data management techniques for developing interactive graphics application Critical Evaluation of tools used The Assessment Task Your task is to demonstrate your newly acquired skills in C and OpenGL programming. This will be achieved by producing a demonstration application that will offer a simple visualisation comprising a collection of discrete objects located in a navigable space. Fundamental to the successful completion of this assignment is careful consideration of the management of scene data, using resizable dynamic memory structures, and the application of appropriate mathematical models for simulation, navigation and
  • 2. interaction. The form of this assignment will be a basic solar system simulation in which a dynamic collection of planetary bodies will be simulated. These bodies will be represented by simple graphical forms and have the ability to show a historical trail of their movement. The bodies motion should be defined by a simple gravitational system simulation which calculates forces based on the masses of the bodies and uses this to derive discrete step changes to acceleration and velocity.Inital starting conditions for the planetary bodies should be random (mass, position, starting velocity and material (colour)). Advanced solutions should consider the actions taking place when collisions between bodies occur. In these cases the collision should be detected. The mass and velocities of the bodies should be combined (thereby removing one of the bodies from the data structure) with the major body taking priority. Ideally the size of the resultant body should be changed to reflect the enhanced mass. You should also provide mechanisms to add bodies during the runtime of the simulation (based on random data) both at user request and to maintain a set number of bodies in the system. Assessment Title : Computer Graphics Assignment 1: OpenGL Programming - Solar System Module Title : Computer Graphics You are provided with an example solution to evaluate and a template project, including a maths library, camera model and
  • 3. basic utilities as a starting point. The implementation of the assignment problem will be assessed in the following areas 1. Design and implementation of a suitable dynamic data structure that will maintain an ordered list of the render-able objects with facilities to add and remove entities at the beginning, end and middle of the list. This structure should support an efficient rendering process for drawing the objects as part of the rendering cycle and provide the data components necessary for efficient progression of simulation. 2. Design and implementation of the simulation component. This will provide initialisation of the data structure and enable discrete updates (progression) of the model based on accepted principles of force and motion. The simulation should support features to start and stop updates, add new entities, etc. Advanced solutions may include functionality for automated collision detection and response. 3. Rendering processes. The basic visualisation required is for simple spheres to represent planets, with a dimension (radius) proportional to the mass and randomised materials. More advanced solutions should include a variety of geometric forms for representing planetary bodies. An extension of this is to include a trail for the bodies motion, represented as a line curve. Better solutions will seek to utilise rendering efficiencies (display lists and client side rendering functions) to optimise the graphical display.
  • 4. Advanced solutions may seek additional graphical fidelity with the use of texture and additional rendered artefacts/forms to enhance the visual display, e.g. texture of planet surfaces, fading of planetary trials, variable length/number of trails, support for non-simulated features (e.g. dust clouds, spaceships, lens flare, etc) . 4. User interaction. Basic solutions will use the camera model provided and simple key presses to control the simulation parameters. More advanced solutions should seek to use the menu system to provide graphical command structures. Very advanced solutions may seek additional user functionality. These may include selection and manipulation of parameters for a specific body, variation/control of the graphical representations (e.g. changing the representation/length of trails) and in very advanced cases may also include features such as the ability to change focus of the navigation mechanism to enable relative navigation/tracking of a single body, and/or changing the mode of navigation Throughout the implementation you should seek to apply best practices for C coding and programming methodology. All code should be clearly presented using a consistent style and format. More advanced solutions may also consider decomposing code into multiple files or libraries. The assignment must be delivered as a Visual Studio (2015) project that will both compile and run without modification. Submission should be as a single zip file including all source code, project files and a running executable. Recommended Reading
  • 5. The OpenGL website (http://www.opengl.org/) will be invaluable in helping you to complete this assignment. Key areas within this site are the reference documentation and the example programmes Equipment and Facilities to be Used The university laboratory computers are installed with MS Visual Studio 2010. A template application (Visual Studio solution is provided) and a working executable is also provided for reference. Workload This assessment should require approximately 60 hours of effort. Marking scheme The work will be assessed using a marking grid comprising 4 equally weighted components (provided below). This is indicative of the standard of work required at different levels within the assignment Assessment criteria 0-19% 20-39% 40-59% 60-79% 80-100% Level 6 Assessment Scale Extre mely Poor
  • 6. Very poor Poor Unsatis factory Adequat e Fair Good Very Good Excellent Outstandi ng http://www.opengl.org/ Design and implementation of Data Structures Definition of a basic body structure(s) (non dynamic) to encapsulate the parameters required for simulation and rendering Implementation of fixed size data structure for planetary/solar
  • 7. system. Definition of a refined structure(s) to encapsulate parameters for rendering and simulation with additional functionality for occupancy of a basic dynamic data structure Implementation of a dynamic data structure with facilities for addition/removal of elements at end points Definition of an extended structure(s) to encapsulate parameters for rendering and simulation with additional functionality for occupancy of an advanced dynamic data structure for storage of entity of a single type or form
  • 8. Implementation of a dynamic data structure with facilities for addition/ removal of elements within data structure and at end points without incurring memory leakage. Definition of an extended generic single structure to encapsulate all possible parameters for rendering and simulation with additional functionality for occupancy of an advanced dynamic data structure and support for refined rendering solutions. Ability to store and manage entities with differing representational types (geometries) Ability to snapshot and write current data state to a file format of your own devising.
  • 9. Implementation of a dynamic data structure with facilities for addition/removal of elements within data structure and at end points Definition of an extended generic single structure to encapsulate all possible parameters for rendering and simulation with additional functionality for occupancy of an advanced dynamic data structure and support for refined rendering solutions. Ability to store and manage entities with differing representational types (geometries) Ability to add non- simulation bodies to the render-able population. Ability to snapshot and write current data
  • 10. state to a file format of your own devising. Ability to read a stored data description into a switchable data model. Implementation of multiple, switchable dynamic data structures with facilities for addition/ removal of elements within data structure and at end points Simulation Component Initialisation of data model based a set number of bodies hard coded parameters Basic animation of bodies enacted using time based manipulation of the rendering system (eg using
  • 11. glRotate) Basic progression of simulation applying velocity to update position without considering forces in system Initialisation of data model based a set number of bodies with randomised parameters. Basic progression of simulation applying velocity to update position without considering forces in system Fixed simulation time Initialisation of data model based a random number of bodies with randomised parameters. Runtime addition of bodies to simulation in response to user
  • 12. request. Progression of simulation using forces derived from body masses to update acceleration and velocity for planets (i.e. basic orbits should be formed) Damping of system used to ensure that stable energy levels are achieved (ie simulation system does not become unstable) Maintenance of a fixed length trail (position history) for each body Fixed simulation time, based on monitor refresh rate Initialisation of data model based a random number of bodies (with different representation forms) with randomised parameters.
  • 13. Runtime addition of bodies to simulation in response to user request. Runtime addition of bodies in response to user instruction to maintain a set population. Progression of simulation using forces derived from body masses to update acceleration and velocity for planets (i.e. basic orbits should be formed) Damping of system used to ensure that stable energy levels are achieved (i.e. simulation system does not become unstable) Collision detection of bodies with basic collation of parameters (i.e. no prioritisation) and removal of redundant body.
  • 14. Maintenance of a controllable length Initialisation of data model based a random number of bodies with randomised parameters and randomised sets of representations Runtime addition of bodies to simulation in response to user request. Runtime addition of bodies in response to user instruction to maintain a set population and/or performance Progression of simulation using forces derived from body masses to update acceleration and velocity for planets (i.e. basic orbits should be formed) Dynamically controlled damping of system used to ensure that stable energy levels
  • 15. are achieved (i.e. simulation system does not become unstable) Collision detection of bodies with priories collation of parameters preserving the major body and removal of the redundant body Rendering & Display Basic sphere based rendering of the bodies within the system using retained colour values and positions to draw the body Externalised rendering function which queries data structure Basic sphere based rendering of the bodies within the system using
  • 16. retained material values and positions to draw the body. Body size based on mass Externalised rendering function which queries data structure Basic sphere based rendering of the bodies within the system using retained material values and positions to draw the body. Body size based on mass Trail rendering using simple unlit line with colour based on material properties. Rendering function which queries data structure for retained instructions to draw the body and queried positional information.
  • 17. Multiple object type (at least 5 different types) rendering using standard forms within the GLUT/GLU function set using retained material values and positions to draw the body. Body size based on mass Texturing of some bodies within the system Trail rendering using simple unlit line with colour based on material properties. Inclusion of trail fading of historical position information Rendering function which queries data structure for retained instructions to draw the body and queried positional information. Use of client side rendering functionality for trail rendering
  • 18. Basic sphere based rendering of the bodies within the system using retained material values and positions to draw the body. Body size based on mass Texturing of some bodies within the system Additional body shapes and artefacts included in the body set. Inclusion of additional rendering features to enhance display (eg fog, particle based trails, etc) Trail rendering using advanced geometries (ie tape, etc) with colour based on material properties. Inclusion of trail fading of historical position information
  • 19. Rendering function which queries data structure for retained instructions to draw the body and queried positional information. Use of client side rendering functionality for trail rendering User interface/ Interaction Basic key controls to enact user interaction and control of the simulation environment Basic key controls to enact user interaction and control of the simulation environment Menu based systems for user interaction and control of the simulation environment
  • 20. Basic key controls to enact user interaction and control of the simulation environment Menu based systems for user interaction and control of the simulation environment User interaction functionality to enable control of global rendering features (ie affects all bodies) Basic key controls to enact user interaction and control of the simulation environment Ability to lock camera focus to a planet with viewpoint tracking motion. Navigation becomes relative to planet Menu based systems for user interaction and control of the simulation
  • 21. environment User interaction functionality to enable control of global rendering features (ie affects all bodies) Selection of bodies based on mouse pointer position User interaction functionality to enable control of specific features for simulation and representation Basic key controls to enact user interaction and control of the simulation environment Ability to lock camera focus to a planet with viewpoint tracking motion. Navigation becomes relative to planet Multiple modes of navigation Menu based systems for user interaction
  • 22. and control of the simulation environment User interaction functionality to enable control of global rendering features (ie affects all bodies) Selection of bodies based on mouse pointer position User interaction functionality to enable control of specific features for simulation and representation Submission Details Work should be submitted as a zipped file through the blackboard assignment system. The zip file should contain a copy of the entire visual studio solution directory structure, with an executable version of the programme, and an annotated copy of the criteria based marking grid in which you have performed a self assessment of your work. You should also include a basic instruction document and explanation of any advanced features implemented. Feedback
  • 23. Feedback, in the form of an personalised annotated marking grid and comment sheet will be available within 3 working weeks of the submission date. Given the large cohort size for this module there is a slight possibility that marking and provision of high quality feedback may take slightly longer. In this case the tutor will notify the group as soon as this becomes apparent and provide regular updates on progress. These will be available from the module tutor (by appointment) and will be delivered with a discussion of the work submitted.