SLIDE Final Project Score SheetFinal Project Score Sheet -- Spring 2009
This score sheet is intended to give you a rough idea of how much work you need
to do to get a good grade on the final project. We have tried to list categories
of problems that you might want to tackle in your project. Then for each
category we tried to rank what we feel are reasonable solutions to those
problems. You do not have to score points from every category to get a good
grade. The best final projects will probably be of the form where you have
excelled in one or two categories and also done some effort in the other
categories to make a cohesive scene.
The key of course is to have a well integrated scene with one clear technical
focus.
The following is our estimated grading table. The points on the left are
intended to be a rough guide line to you as to what we are looking for. We will
not necessarily be grading your project in such a mathematical way. Instead the
project as a whole will be given a grade.
Category Max Points - you can only score up to the max points per category,
which means you need to do work in several different areas, (and you may well
do some work in all areas).
Item Suggested Points - this is what we feel a good amount of work is worth on
average. Your actual rating could be less or more depending on complexity
User Interface - having a natural, easy-to-use interface can be worth 5-10
extra brownie points. Keyboard and mouse controls which give the user direct
control over the camera or steering an object around would fall under this
category.
Aesthetics - nice choices of surface properties, lighting, and texture maps
could be worth 5-10 points extra.
Letter
Grade Points
Achieved
A+ 120 - 200
A 110 - 119
A- 100 - 109
B+ 90 - 99
B 80 - 89
B- 70 - 79
C+ 60 - 69
C 50 - 59
C- 40 - 49
D+ 30 - 39
D 20 - 29
D- 10 - 19
F 0 - 9
CATEGORYPoints possibleStudent's ratingInstructor's rating
CORE: Models, Geometry20 max
Static (sweep with twist) 10
Procedural (functional height field; Perlin noise) 15
Articulated (spider with six 2-piece legs) 20
EXTENSION: Models, Geometry60 max
Fractal mountains 30
3D-Mazes 40
CC-subdiv, arbitrary genus 40
and with proper texture coordinates60
CORE: Surface Decoration20 max
Texture mapping5
Environment mapping5
Bump mapping 10
Transparency 10
EXTENSION: Surface Decoration50 max
Displacement mapping30
A truly sophisticated shader50
CORE: Animation, Locomotion20 max
Gliding, rotating, scaling, breating 5
Undulating snake 10
Hopping (parabolic trajectory)10
Walking (like stick-leg "ant" in demo)15
Walking without Slipping (like "BugsLife") 20
EXTENSION: Locomotion, Simulation60 max
Flocking behavior (of birds) 20
Inverse kinematics 1 limb 20
grabbing with multi-segment arm 40
Walking on irregular terrain 60
Quivering spring-mass jello 40
Large, real-time, interactive spring-mass jello 60
Interactive waving flag 60
Approximate collision detection and prevention 40
Reaction to collision (billiard) 60
CORE: Interaction20 max
Multiple Cameras 5
Steerable Cameras 10
Nice Lighting Controls 10
Slider Controlled Objects 10
2D Steerable Objects 15
3D Steerable Objects 20
EXTENSION: Interaction50 max
Movable target point for a vehicle or flock of birds 30
Boxing kangaroo: inverse kinematics + user interaction
50
CORE: Rendering20 max
Switchable modes: Gouraud, Phong, ... 10
Raytraced glass objects 10
Accelerated ray-tracing 20
EXTENSION: Rendering60 max
Real-time:
Transparancy with depth sorting 20
Real-time shadows 40
Off-line:
Fog, etc (participating media)20
Realistic reflective/refractive intenisites (Schlick approx.)20
Path-tracing 50
Photon mapping (global illumination)60