CS448 Programming Assignment #1 -- RenderMan Shader
This assignment is due at the start of class on Monday, April
10.
Using the files in /usr/class/cs448/assignments/a1/ as a starting
point, write a RenderMan shader that mimics the appearance of this
surface:
(The surface in this photograph is a portion of the metal cover over
an underground utility vault. The pattern on the surface makes
it less slippery when it is wet. Clicking on the image gives a
higher-resolution version.)
Some additional comments on this assignment:
- Your shader must be 100% procedural -- you are not allowed to use any
textures.
- You might want to use the suggestions from pg. 282 of the
"Advanced RenderMan" book to guide your shader-writing strategy.
- You will probably find that it is more difficult than you think
to produce images which closely approximate the photograph.
We are fully aware of this and we don't expect you to produce an
image which is indistinguishable from the original! Don't invest
infinite amounts of time on this assignment.
- This assignment is designed to be done using the Leland SGI machines
in the basement of Sweet Hall. You must add /usr/class/cs448/bin to
your PATH. If you want to log into these machines remotely, they are
named raptorN, with N between 1 and some larger number.
- When you are done, type "cs448submit hw1 directoryname",
where directoryname is the name of the directory
containing the assignment files. This script will copy the files
to our incoming-assignments directory. Note that re-submitting
overwrites the previous submission.
- You should also turn in a printout of your shader at the start of
class on April 10.
Potentially-useful WWW resources: