[SOLVED] C data structure game html math parallel graph software OpenGL Go 6.837: Computer Graphics Fall 2012 Programming Assignment 1: Curves and Surfaces

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6.837: Computer Graphics Fall 2012 Programming Assignment 1: Curves and Surfaces
In this assignment, you will be implementing splines and swept surfaces to model interesting shapes. The primary goal of this assignment is to introduce you to splines and coordinate systems. Upon successful completion of this assignment, you will be rewarded with a powerful tool for modeling 3D shapes.
To get you motivated, here is an image that was generated using Maya from one of the swept surfaces that your program will create.
You may also wish to look at some cool results from a previous years class. The remainder of this document is organized as follows.
1. Getting Started
2. Summary of Requirements 3. Starter Code
4. Implementing Curves
5. Implementing Surfaces
6. Extra Credit
7. Submission Instructions
8. Helpful Hints
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This course makes use of Athena, MITs UNIXbased computing environment. OCW does not provide access to this environment.
1 Getting Started
The sample solution a1soln is included in the starter code distribution. You may need to change the its permissions to be able to run it type chmod ux a1soln at the Athena prompt.
First, load up core.swp type .a1soln swpcore.swp. Note that this is a different way of reading the contents of a file than the method used in assignment zero. In that assignment, we used theoperator to put the contents of the file into standard input. Now, we will tell the program the filename as a command line argument, and the program will open and read the file itself the starter code does this already for you. If you look at main, youll see that an ifstream object is created from the filename given on the command line, and the curves files are read from this stream. In the function parseFile in parse.cpp, the curve data is read from the file into data structures that the code you write will use. For this assignment, parsing the files is already done for you.
The file core.swp contains four curves. Their control points are shown in yellow, and the resulting curves are shown in white. You can toggle the display of local coordinate frames using the c key, and you can toggle the display of control points using the p key.
Then, load up weird.swp. This displays a generalized cylinder. You can toggle the display mode of the surface with the s key. By default, it starts with smooth shading, but you can also turn the surface off to get a better look at the curves, or render a wireframe surface with normals.
Try viewing some of the other SWP files to get an idea of the sorts of curves and surfaces that these techniques can generate.
2 Summary of Requirements
This section summarizes the core requirements of this assignment. You will find more details regarding the implementation of these requirements later in this document. Note that, for this and most future assignments, you are free to start your implementation from scratch in C. However, the provided starter code implements a number of these requirements already, so we encourage you to either start from that or read through the files to see the implementation.
2.1 File Input
This is fully implemented in the starter code. Your program must read in a specific file format SWP that allows users to specify curves Bezier, BSpline, and circles and surfaces surfaces of revolution and generalized cylinders. Many SWP files are provided in the swp subdirectory. The specification of the file format is given in the header file of the provided parser parse.h. The starter code distribution also includes a number of SWP files that your code must be able to read and process if you implement the assignment from scratch and file input is broken, you will receive no credit for the assignment. Note that, for grading, we may be using SWP files that are not included with the starter code.
2.2 User Interface
This is fully implemented in the starter code. Your program must provide functionality to rotate the model using mouse input and select the display mode of the curves and surfaces. If you choose to implement the assignment from scratch, play with the sample solution and support equivalent functionality. Again, if you choose to implement the assignment from scratch and it fails to support the user interface requirements, you will receive no credit.
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This course makes use of Athena, MITs UNIXbased computing environment. OCW does not provide access to this environment.
2.3 Curves 45 of grade
Your program must be able to generate and display piecewise cubic Bezier and Bspline curves. In addition, it must correctly compute local coordinate frames along the curve as described elsewhere in this document and display them. You should render the curve in white, and the N, B, and T vectors in red, green, and blue, respectively. If you use the starter code, you can fill in the evalBezier and evalBspline functions in curve.cpp and the display will be handled for you.
You will receive 30 of the total number of points if you implement one type of curve correctly, and 15 for the other type since you can use one curve type to implement the other using a simple transformation.
2.4 Surfaces 50 of grade
Your program must be able to generate and display surfaces of revolution of a curve on the xyplane around the yaxis and generalized cylinders. It must compute surface normals correctly. To demonstrate this in your program, you should have two modes of display. One mode should display the surface is drawn in wire frame mode with the vertex normals drawn pointing outwards from the surface. The other should display the surface with smooth shading. The display functions are already implemented for you in the starter code. To generate surfaces, you can fill in the makeSurfRev and makeGenCyl functions in surf.cpp. Note that, for generalized cylinders, you are not required to precisely match the results of the sample solution, as it includes a somewhat arbitrary choice of the initial coordinate frame.
You will receive 20 of the total number of points for mesh generation of each type of surface surface of revolution and generalized cylinders. For proper computation and display of normals, you will receive 10.
2.5 Artifact 5 of grade
Finally, you are to use your program to create at least two complex geometric models, which are substan tially different from those distributed with the assignment. They can model reallife objects or they can be abstract forms. Also note that the SWP file format supports multiple surfaces, so you may wish to exploit this functionality.
In addition to the two or more SWP files, you should submit screenshots of these shapes in either PNG preferred, JPEG, or GIF format. To take a screenshot on an Athena system, type add graphics; mitgraphicsbinxv, hit the Grab button, and read the directions. Alternatively, you may create your artifact by exporting your surfaces and rendering them using other software. The sample code provided can export your surfaces to OBJ files by passing in a prefix as the second argument on the command line. It will produce with one file per named surface with the prefix prepended e.g., .a1 swpweird.swp foo, will create foo weird.obj.
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This course makes use of Athena, MITs UNIXbased computing environment. OCW does not provide access to this environment.
3 Starter Code
To build the starter code, type make. This will compile a barelyworking version of the application into a1. Go ahead and run this on swpcircles.swp. The starter code, asis, is fully functional on this example. If you press c, youll also notice that the coordinate frames are computed for you.
If you try and load any of the other SWP files, the program will complain and often verbosely; try running the program on swpcore.swp. Your job is to replace these complaints with real code. In particu lar, all the code you should need to write can be placed in curve.cpp and surf.cpp the starter code was generated from the solution code by deleting parts from these files only.
You can see what functions you need to implement, as well as what they should do, in those files and the associated header files curve.h and surf.h. We also encourage you to take a look at the other parts of the code, especially the functions that draw the curves and surfaces. These functions give a very good idea of how to access and modify the various data structures that are used.
The starter code uses the vecmath vector library extensively. It provides classes such as Vector3f, Vector4f and Matrix4f, and all sorts of helpful functions that operate on vectors and matrices not only stuff like addition and multiplication, but dot products, cross products, and so on. Look through some of the starter code to see how it is used, and also look at the individual header files in mit6.837publicincludevecmath its not too long. The source code is also available on Athena via git by typing:
git clone mit6.837publicvecmath.git
This code also uses the vector object from the C Standard Template Library. There are plenty of examples in the starter code that demonstrate how theyre used, but if youd like to have a gentler introduc tion, there is a tutorial here and a full but less comprehensible description here.
Note: If you get compile errors, specifically error: GLglut.h: No such file or directory, type:
sudo aptitude install freeglut3 freeglut3dev
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4 Implementing Curves
Your first task is to implement piecewise cubic Bezier splines and Bsplines. Given an array of control points, you are to generate a set of points that lie on the spline curve which can then be used to draw the spline by connecting them with line segments. For instance, the control points shown in the picture on the left will result in the piecewise uniform cubic Bspline on the right in this example, the first three control points are identical to the last three, which results in a closed curve.
Computing points on the spline is sufficient if the only goal is to draw it. For other applications of splines, such as animation and surface modeling, it is necessary to generate more information. Well go over these details first in two dimensions and then go up to three.
4.1 Two Dimensions
Consider a simple example. Suppose we wanted to animate a car driving around a curve qt on the xyplane. Evaluating qt tells us where the car should be at any given time, but not which direction the car should be pointing. A natural way to choose this direction is with the first derivative of curve: qt.
To determine the appropriate transformation at some t, we introduce some shorthand notation. First, we define the position V as:
Vqt
We define the unit tangent vector T as:
Tqtqt
Then we define the normal vector N as a unit vector that is orthogonal to T. One such vector that will
satisfy this property is:
NTT
Then, if we assume that the car is pointed up its positive yaxis, the appropriate homogeneous transfor mation can computed as:
MNTV 001
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Unfortunately, there is a problem with this formulation. Specifically, if q has an infection point, the direction of the normal will flip. In other words, the car will instantaneously change orientation by 180 de grees. Furthermore, if the car is traveling along a straight line, N is zero, and the coordinate system is lost. This is clearly undesirable behavior, so we adopt a different approach to finding an N that is orthogonal to T.
We introduce a new vector orthogonal to T that well call B. This is known as the binormal, and well arbitrarily select it to be in pointing in the positive zdirection. Given B, we can compute the appropriate normal as:
NBT
Note that N will be unit and orthogonal to both B and T, because B and T are orthogonal unit vectors. This may not seem like the most intuitive method to compute the desired local coordinate frames in two dimensions, but we have described it because it generalizes quite nicely to three.
4.2 Three Dimensions
To find appropriate coordinate systems along three dimensions, we cant just use the old trick of selecting a fixed binormal B. One reason is that the curve might turn in the direction of the binormal i.e., it may happen that TB. In this case, the normal N becomes undefined, and we lose our coordinate system. So here is the solution that we suggest.
We will rely on the fact that we will be stepping along qt to generate discrete points along the curve. In other words, we might step along qt at t10, t20.1, and so on. At step i, we can compute the following values just as in the twodimensional case:
Viqti
Tiqti.normalized
To select Ni and Bi, we use the following recursive update equations: NiBi1Ti.normalized
BiTiNi.normalized
In these equations, normalized is a method of Vector3f that returns a unitlength copy of the instance i.e., v.normalized returns vv. We can initialize the recursion by selecting an arbitrary B0 well, almost arbitrary; it cant be parallel to T1. This can then be plugged into the update equations to choose N1 and B1. Intuitively, this recursive update allows the the normal vector at ti to be as close as possible to the normal vector at ti1, while still retaining the necessary property that the normal is orthogonal to the tangent.
tt with the twodimensional case, we can use these three vectors to define a local coordinate system at each point along the curve. So, lets say that we wanted to animate this airplane:
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And lets say that we wanted to align the zaxis of the airplane with the tangent T, the xaxis with the normal N, the ydirection with the binormal B, and have the plane at position V. This can be achieved with the following transformation matrix:
MNBTV 0001
And that summarizes one way to compute local coordinate systems along a piecewise spline. Although the recursive update method that we proposed works fairly well, it has its share of problems. For one, its an incremental technique, and so it doesnt really give you an analytical solution for any value of t that you provide. Another problem with this technique is that theres no guarantee that closed curves will have matching coordinate systems at the beginning and end. While this is perfectly acceptable for animating an airplane, it is undesirable when implementing closed generalized cylinders.
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5 Implementing Surfaces
In this assignment, you will be using the curves that you generate to create swept surfaces. Specifically, the type of surfaces you are to handle are surfaces of revolution and generalized cylinders.
The following images show an example of a surface of revolution. On the left is the profile curve on the xyplane, and on the right is the result of sweeping the surface about the yaxis.
The images below show an example of a generalized cylinder. On the left is what well call the sweep curve, and the surface is defined by sweeping a profile curve along the sweep curve. Here, the profile curve is chosen to be a circle, but your implementation should also support arbitrary twodimensional curves.
5.1 Surfaces of Revolution
For this assignment, we define a surface of revolution as the product of sweeping a curve on the xyplane counterclockwise around the positive yaxis. The specific direction of the revolution will be important, as you will soon see.
Suppose that you have already evaluated the control points along the profile curve. Then, you can gen erate the vertices of the surface by simply duplicating the evaluated curve points at evenly sampled values of rotation. This should be your first task during the implementation process.
However, vertices alone do not define a surface. As we saw from the previous assignment, we also need to define normals and faces. This is where things get a little more challenging. First, lets discuss the normals.
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Well, we already have normal vectors N from the evaluation of the curve. So, we can just rotate these normal vectors using the same transformation as we used for the vertices, right? Yes, and no. It turns out that, if we transform a vertex by a homogeneous transformation matrix M, its normal should be transformed by the inverse transpose of the topleft 33 submatrix of M. A discussion of why this is the case appears in the Red Book. You can take comfort in the fact that the inverse transpose of a rotation matrix is itself since rotation is a rigid transformation.
Another thing that youll need to worry about is the orientation of the normals. For OpenGL to perform proper lighting calculations, the normals need to be facing out of the surface. So, you cant just blindly rotate the normals of any curve and expect things to work.
To appreciate this issue, observe the following Bezier curves. The difference between them is that the normals the red lines are reversed. This is the result of just reversing the order of the control points. In other words, even though the curves are the same, the normals depend on the direction of travel.
In this assignment, we will assume that, for twodimensional curves, the normals will always point to the left of the direction of travel the direction of travel is indicated by the blue lines. In other words, the image on the left is correct. This is to be consistent with the fact that, when youre drawing a circle in a counterclockwise direction, the analytical normals will always point at the origin. With this convention, you will actually want to reverse the orientation of the curve normals when you are applying them to the surface of revolution. Note that, if you implement twodimensional curves as we described previously, you will automatically get this behavior.
We must also keep in mind that translating the curve may disrupt our convention. Consider what hap pens if we just take the curve on the left side, and translate it so that it is on the other side of the yaxis. This is shown below the yaxis is the thick green line.
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Here, the normals that were once facing towards the yaxis are now facing away! Rather than try to handle both cases, we will assume for this assignment that the profile curve is always on the left of the yaxis that is, all points on the curve will have a negative xcoordinate.
So far, we have ignored the faces. Your task will be to generate triangles that connect each repetition of the profile curve, as shown in the following image. The basic strategy is to zigzag back and forth between adjacent repetitions to build the triangles.
In OpenGL, you are required to specify the vertices in a specific order. They must form a triangle in counterclockwise order assuming that you are looking at the front of the triangle. If you generate your triangle faces backwards, your triangles will have incorrect lighting calculations, or even worse, not appear at all. So, when you are generating these triangle meshes, keep this in mind. In particular, this is where our assumption of counterclockwise rotation about the yaxis comes in handy.
5.2 Generalized Cylinders
By now, you should be ready to implement generalized cylinders. They are very much like surfaces of rev olution; they are formed by repeating a profile curve and connecting each copy of the profile curve with triangles. The difference is that, rather than sweeping the twodimensional profile curve around the yaxis, youll be sweeping it along a threedimensional sweep curve.
Just as with surfaces of revolution, each copy of the profile curve is independently transformed. With surfaces of revolution, we used a rotation. With generalized cylinders, we will use the coordinate system defined by the N, B, T, and V vectors of the sweep curve. To put it in the context of a previous discussion, imagine dragging a copy of the profile curve behind an airplane thats flying along the sweep curve, thus leaving a trail of surface.
The process of selecting the correct normals and faces is very similar to how it is done for surfaces of revolution. We recommend that you write your triangle meshing code as a separate function so that it may be reused.
Here is a neat example of a generalized cylinder. First, lets see the profile curve and the sweep curve. Both of these are shown with local coordinate systems at points along the curves. Specifically, the blue lines are the Ts, the red lines are the Ns, and the green lines are the Bs.
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The small curve is chosen to be the profile curve, and the large one is chosen to be the sweep curve. The resulting generalized cylinder is shown below.
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6 Extra Credit
As with the previous assignment, the extra credits for this assignment will also be ranked easy, medium, and hard. However, these are all relative to the individual assignment; an easy extra credit for this assign ment will probably be will be harder than an easy one from the last assignment and we will assign credit accordingly. Furthermore, these categorizations are only meant as a rough guideline for how much theyll be worth. The actual value will depend on the quality of your implementation. E.g., a poorlyimplemented medium may be worth less than a wellimplemented easy. We will make sure that you get the credit that you deserve.
If you do any of these extra credits, please make sure that your program does not lose support for the SWP file format. We will be using these files to evaluate your assignment.
6.1 Easy
Render your model more interestingly. Change the materials, or even better, change the material as some function of the surface. You might, for instance, have the color depend on the sharpness of the curvature. Or jump ahead of what we are covering in class and read about texture mapping, bump mapping, and displacement mapping.
Implement another type of spline curve, and extend the SWP format and parser to accommodate it. We recommend CatmullRom splines, as they are C1continuous and interpolate all the control points, but feel free to try others BesselOverhauser, TensionContinuityBias. If you implement this extension, please make sure that your code can still read standard SWP files, since thats how were going to grade it. Additionally, provide some SWP files that demonstrate that they work as theyre supposed to.
Implement another kind of primitive curve that is not a spline. Preferably, pick something thatll result in interesting surfaces. For instance, you might try a corkscrew shape or a Trefoil Knot. Both of these shapes would work great as sweep curves for generalized cylinders. Again, youll probably want to extend the SWP format to support these sorts of primitives.
As mentioned before, the suggested method of computing coordinate frames has a problem: if a curve is closed, the coordinate frames are not guaranteed to line up where the curve meets itself. The sample solution fixes these issues as follows. First, it detects when these errors occur when the positions and tangents are identical but the normals are not. Then, it interpolates the rotational difference between the start and end of the curve, and adds these to the coordinate frames along the curve. Implement this solution in your code. To check your solution, you should be able to display a seamless solid for weirder.swp. You should also ensure that your solution does not affect the results for curves that are not closed.
The description and the sample code only supports swept surfaces with C1continuous sweep curves. This is all that is required, but it may be desirable to sweep curves with sharp corners as well. Extend your code to handle this functionality for piecewise Bezier curves, and provide some SWP files that demonstrate the correctness of your implementation.
6.2 Medium
Implement a user interface so that it is easy for users to specify curves using mouse control. A user should be able to interactively add, remove, and move control points to curves, and those curves should be displayed interactively. This application may be implemented as an extension to your assignment code, or as a standalone executable. Either way, it should be able to export SWP files. You may choose to implement a purely twodimensional version, or, for additional credit, a threedimensional
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This course makes use of Athena, MITs UNIXbased computing environment. OCW does not provide access to this environment.
curve editor. If you choose the latter, you should provide an intuitive way of adding and moving control points using mouse input this is somewhat challenging, since you will be trying to specify and move threedimensional points using a twodimensional input device. If you choose to implement this, you may want additional user interface widgets such as menus and sliders. We recommend Qt for this.
In this assignment, the suggested strategy for discretizing splines involves making uniform steps along the parametric curve. However, it is difficult to choose the appropriate number of steps, since the curvature of splines can vary quite a bit. In fact, any choice of a uniform step size will result in either too few steps at the sharpest turns, or too many in the straight regions. To remedy this situation, implement a recursive subdivision technique to adaptively control the discretization so that more samples are taken when needed. See Buss Chapter VII.3 for details on one way this can be performed.
We can extend the generality of generalized cylinders by allowing the profile curve to be controlled by other curves as well. For instance, you may wish to not only control the orientation of the profile curve using a sweep curve, but the relative scale of the profile curve using a scale curve. This is more challenging than it may sound at first, since you must worry about the fact that the sweep curve may not have the same number of control points as the scale curve.
Implement a birail surface. Birail surfaces sweep a profile curve along two sweep curves which control the scale and orientation of the profile curve. Specifically, the two profile curves the rails are attached to control points on the sweep curves. The profile is the swept along both of the rails, while keeping the control points on the rails using scale and rotation.
Implement piecewise Bezier and Bspline surfaces. If you do this extension, you should also extend the SWP format so that control points can be specified. Additionally, you should provide some sample SWP files to demonstrate that your technique will work.
6.3 Hard
The techniques covered in this assignment are just one of many ways that modelers create shapes. Another popular technique is that of subdivision surfaces. At a high level, you can think of this technique as starting with a polygon mesh and defining the desired surface as the limit of a set of subdivision rules that are applied to the mesh. Implement this technique. You may find this helpful. Also note that, if you plan to take 6.839, youll have an advantage, since this is one of the projects in that class.
6.4 Tangential
The sample code will export your surfaces to OBJ format. Files in this format can be imported into a variety of 3D modeling and rendering packages, such as Maya. This software has been used for a number of video games, feature films including The Lord of the Rings, and television shows including, believe it or not, South Park. You may wish to make your artifact more interesting by rendering it in this software, as it is available to you on Athena. Since 6.837 isnt about learning software tools, you wont receive extra credit for this. However, your artifact will look amazing when we post the images on the web for everyone to see. The image at the beginning of this document was generated using this software.
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This course makes use of Athena, MITs UNIXbased computing environment. OCW does not provide access to this environment.
7 Submission Instructions
As with the previous assignment, you are to write a README.txt or optionally a README.html that answers the following questions:
How do you compile and run your code? Provide instructions for Athena Linux.
Did you collaborate with anyone in the class? If so, let us know who you talked to and what sort of
help you gave or received.
Were there any references books, papers, websites, etc. that you found particularly helpful for completing your assignment? Please provide a list.
Are there any known problems with your code? If so, please provide a list and, if possible, describe what you think the cause is and how you might fix them if you had more time or motivation. This is very important, as were much more likely to assign partial credit if you help us understand whats going on.
Did you do any of the extra credit? If so, let us know how to use the additional features. If there was a substantial amount of work involved, describe how you did it.
Do you have any comments about this assignment that youd like to share? We know this was a tough one, but did you learn a lot from it? Or was it overwhelming?
As with the previous assignment, you should submit your assignment online. Your submission should contain:
Your source code.
A compiled executable named a1.
The README.txt file.
At least two SWP files that define your new artifacts.
Images of your artifacts in PNG, JPEG, or GIF format.
We will NOT accept late submissions.
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This course makes use of Athena, MITs UNIXbased computing environment. OCW does not provide access to this environment.
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Helpful Hints
Get started early. This assignment does not need to involve too much additional code the sample solution adds about 130 lines to the starter code, but it is remarkably easy to make mathematical and logical errors that are very difficult to debug.
Use features of the interface to debug your code. For instance, by toggling through the curve drawing modes, you can see the coordinate systems that are computed at each evaluated point and check if they make sense. If your surfaces dont look right, use the wireframe mode to check whether the normals are pointing outwards and if your triangulation is correct.
Exploit code modularity. Bspline control points can be converted to Bezier control points via a matrix multiplication, so you can reuse your Bezier code to generate the appropriate coordinate frames. This also makes implementing other types of splines e.g., CatmullRom relatively easy.
Look at the headers in the vecmath vector library. Its brief, and the library provides numerous functions that you will find indispensable. You can just call cross, rather than writing it yourself and worrying if you did it right.
Study the starter code. It will give you some insight into how to access the relevant data structures, and there are numerous helpful comments throughout the code. Furthermore, you may find certain parts of code helpful. For instance, the code that draws the local coordinate frames on curves is quite similar to the code that youll want to use for generalized cylinders.
If you are working on your own computer and you want to use the starter code, youll probably need to recompile the vecmath vector library for your system. The source code is available on Athena via git as mentioned earlier. However, this is the extent of support that we will provide. 6.837 exclusively supports Athena Linux; if you choose to work on your own system, youre still responsible for ensuring that your code runs on Athena.
You can test curves and surfaces independently by using the provided circle primitives. Take a look at tor.swp, which draws a torus as a swept surface without using any spline curves.
Get started early. We know that were repeating ourselves, but we want to emphasize that this is a much more difficult project that the previous one.
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6.837 Computer Graphics
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[SOLVED] C data structure game html math parallel graph software OpenGL Go 6.837: Computer Graphics Fall 2012 Programming Assignment 1: Curves and Surfaces
$25