CS112 Programming Assignment 1


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CS112 Programming Assignment 1

1. Introduction
In this assignment, we will get familiar with the transformation which are fundamental to creating any scene,
using WebGL without the use of plug-ins. In this assignment, you would need to write some code (maybe
dozens of lines) and it will take some time to understand every part, so please start early.
Software and hardware requirement: WebGL runs within the browser, so is independent of the operating and
window systems. You may finish the assignment using any operating system you like, e.g. Windows, OSX or
Linux. Programming language: The assignment will be implemented in JavaScript. As we will minimize the
use of obscure Javascript language features, it should not be too difficult for anyone with experience in a
dynamic language like Python or familiar with the principles of Object Oriented Programming (like C++ or
Java) to get a handle on Javascript syntax by reading through some of the code in code skeleton. For a more
formal introduction to Javascript, checkout the nice tutorial from
Cooperation and third-party code: This is an individual programming assignment, and you should implement
the code by your own. You may not share final solutions, and you must write up your own work, expressing it
in your own words/notation. Third party codes are not allowed unless with professor’s permission.
2. Getting started with the code skeleton.
1) Download and extract it any folder you like. You should have six files in the folder:
a. pa1.html : html file which shows the WebGL canvas, you don’t need to change this file.
b. pa1.js : the actual functions for this assignment.
c. gl-matrix-min.js : utility functions for operating matrices
d. webgl-utils.js : utility functions for WebGL animation
e. models.js : file describing the models in IFS format.
f. trackball-rotator.js : utility functions for rotating the scene using the cursor.
2) Open pa1.html in the extracted folder with Chrome. In the given code skeleton, a scene is drawn with 4
chairs (which are overlapping with each other as of now) and a table as shown below.
3) Note, for this project, you will be modifying only two files – models.js and pa1.js. But try to read and
understand what other functions are doing as well as it would help you better implement things. There are
lots of comments throughout the codebase and the functions have similar structure as programming
assignment 0 for better/easy understanding.
There are two tasks which need to be completed in this programming assignment. They are as follows.
3. Model a scene of a dining room
TASK 1: Using the inbuilt matrix transformations (such as mat4.scale(), mat4.translate() and mat4.rotate())
provided by gl-matrix-min.js, model a scene of a typical dining room. Check the references provided below on
their implementation.
1) First build the center-piece (i.e. a cube) by determining the coordinates, normals for each of the 8 vertices
and also its faces. Use a scratch paper if you need to, similar to what you did in the PA 0. Note, you would
need to compute the normals for the vertices of the cube which are different than normals of the faces. Once
you have computed all values, complete the function cube() in model.js. (Refer to models.js to see how
other models are represented)
2) Complete the function draw() in pa1.js by computing the transformation for each of the six objects (table,4
chairs, box) where you have a table in the center surrounded by four chairs and a center piece on the table.
Complete your functions i.e.
i. perspective(input parameters)
ii. translation(input parameters)
iii. scaling(input parameters)
iv. rotation(input parameters)
and use them to complete the function draw().Think what input and output parameters you would need for
each of these function. The description of these have been provided in the file. Note, the rotate() function
rotates the model about an arbitrary axis, hence one of the input would be the axis vector. Note you will still
be calling all the 4 transformation functions in draw() ).
Things to keep in mind:
• Appropriately scale all the objects such that the scene looks more realistic.
• All the four chairs should be properly oriented. i.e. facing the table.
• The box should be much smaller and placed approximately on the center of the table.
• Try to avoid any intersections between the models.
TASK 2: Using the task 1 as reference, now model the same scene which you built above but this time you
CANNOT use any of the inbuilt matrix transformations.
1) Complete the functions perspective(), translate(), rotate() and scale() in pa1.js such that when the user
clicks “Use_My_gl”, the scene should be using your hand coded transformations and when the checkbox is
unchecked, it should be using the inbuilt transformation. See below image for example. (Feel free to use
your own variable names)
2) Feel free to write helper functions to perform matrix-matrix multiplication, matrix-vector multiplication etc.
if you have to.
4. Submission
1) Make sure your name and ID is filled above the canvas, in pa1.html.
2) You will need to submit the following files on EEE in a zip archive, please DO NOT submit individual
a. pa1.html
b. p1.js
c. models.js
d. gl-matrix-min.js
e. trackball-rotator.js
f. webgl-utils.js
5. Grading
1) Your program should be able to place and render all the six objects (1 table, 4 chairs and 1 box) in their
correct positions as described above.
2) When the user checks the checkbox “Use_My_gl”, the scene should be rendered using your own
transformations and when its unchecked it should be using the inbuilt transformations. Note, the scene
should remain the same whether the checkbox is checked or unchecked.
6. Useful references
1) WebGL tutorial:
2) JavaScript
3) JS style guide:
4) glMatrix Documentation:

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