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