Old Final Exams


2006

Seeing Red


This final exam will give you  a chance to think about the various things that you have done and read about in the course. We have talked about a variety of techniques, often in isolation. Here we will look at them in a more realistic situation. In particular you will use your class experience to critique some computer graphics animation.

We are going to use 'Gerry Anderson's New Captain Scarlet' as our CG to critique. I wanted to pick something that people have very likely not seen before, something that is new, something that has a variety of environments, and also something that was done on a limited budget of time and money. The two seasons of this TV series were shown in 2005.

More info on the series is available on wikipedia at:
http://en.wikipedia.org/wiki/Gerry_Anderson%27s_New_Captain_Scarlet


I have chosen three episodes of the series and assigned 1/3 of the class to each episode. This should lead to a variety of scenes being chosen for critique.

Episode 7 of Season 2 - Syrtis Major
Santoro
Uphoff
Kamineni
Gorski
Chen
Rabindran
Bernasconi

Episode 10 of Season 2 - Duel
Tretti
Tran
Iyer
Buss
Svistula
Febretti
Grace

Episode 11 of Season 2 - Shape Shifter
Vaccari
Bhatt
Vishu
Santanakrishnan
Jagodic
Krishnamoorthy
Ipaguirre
Kamisetty


You should choose a 30 second segment from the episode and then create a web page that disects / critiques / discusses the computer graphics animation used in that segment. You should first describe what techniques are used in that segment (motion capture, particle systems, physics, keyframe animation, etc) and remember to consider the background as well as the foreground, then discuss what worked and what didn't work - why doesn't the motion look realistic given what we have talked about in class, then describe to how to fix the things that didnt work. Be sure to also tell me the time code for the start and end of the scene you are critiquing.

You should use screen captures to illustrate your points. You may want to annotate those screen captures  (arrows, circles, etc.) to more specifically highlight what you are talking about.

You should look at a sequence of shots, not just a single shot. The sequence of shots gives you context about how people / things should be moving. Pick a sequence that has some interesting animation so you will have enough to write about. You are not critiquing the writing of the series or the voice acting, just the CG.

You should write 2500 words, and here I am talking about something much more like a research paper than composition 101; the words should be insightful and not just take up space. Organizing your text with sections and headings to increase readability is also highly recommeded


Each person will give a short 5 minute presentation on their critique using the web pages that you created. Since everyone in the class will be presenting within a 2 hour period, there won't be time to swap in/out different computers or to use powerpoint. Make sure you have a backup web site in case your primary one is down during class.

The work is due at noon on Dec 13th. By then you should have sent me a link to your web page so I can have all the links ready for the presentations that afternoon.

Presentations will take place Wednesday December 13th from 3:30 to 5:30 in the usual room.


2001

Here is the final exam question, or rather program, as I think for this class a final exam based on 'doing' makes much more sense than one based on writing.

The program is due Monday December 3rd at 3:30pm. At that time we will all have one last round of show and tell. This will give you 8 days to get the program done.

This program is 'running around in circles' and will highlight flocking behaviour. We start with racetrack in the shape of a figure-8 or the symbol for infinity. The race track is flat and the racers can either move on the surface or over it.

There will be n racers where n is a number that makes things interesting to watch

If a racer should stray outside the track area then they should slow down, as it is harder to move when outside the track. If 2 racers get too close together they should 'crash' and remain stunned for a certain period of time before resuming the race. The idea behind both of these rules is to try and break the flock up so things look more dynamic. A figure-8 track was also chosen to make things 'interesting' at the intersection.

The user should be able to rotate the camera around the racetrack, zoom in and out to see things from different angles.

It will be written in OpenGL and GLUT.

All code, of course, will be your own and you will do all work on your own.


You are highly encouraged to add your own interesting ideas - creativity is worth many points. e.g.
- what are the things that are racing? balls? blobs? bugs?
- why are they racing? are they chasing something? Lots of social commentary possible here
- maybe allow the user to see the view from the point of view of one of the racers
- maybe create your own hazards
- maybe have different starting formations to show different interesting phenomena
- maybe allow the user to choose the characteristics of the racers

and hopefully have fun and learn something :)

Here are the answers to some questions that came up after Tuesday's class:

- There is no separate presentation score for the final exam project - you are graded on the content of the project, though a good presentation should highlight your work.

- For the grade breakdown in terms of what you need to do for each grade:

C - circular track (ie 1/2 of the figure 8 track)
racers following the 3 rules (separation, alignment, cohesion)
racers move (while flocking) around the circular track without going off the inside
or outside edge of the track

B - circular track (ie 1/2 of the figure 8 track)
racers following the 3 rules (separation, alignment, cohesion)
racers can collide and stun each other if they get too close
racers slow down when off the inside or outside of the track

A - figure 8 track
racers following the 3 rules (separation, alignment, cohesion)
racers can collide and stun each other if they get too close
racers slow down when off the inside or outside of the track
movable camera
racers are some kind of creature (not just a ball or a cube or a pyramid)
new user-defined hazards

You should be able to get the 'C' work done in part of an afternoon, and the additional 'B' work done in an evening. Really. This is not hard.

- In terms of what direction the racers should go, on the circular track the rough direction of travel is always given by their position - they should be moving tangentially. With the figure 8 you also need to handle the crossover, but that's just a question of knowing the general E/W direction of motion on the shared stretch since going one way you will always curve to the S and going the other way you will always curve to the N, or if you are in the north loop then you will always go to the south loop next and vice-versa.

- Dealing with the hard/soft edges of the track is an extension of trying to keep the racers in the center of the track - the further they get from the happy radius in the center of the track , the larger a penalty they incur, so the racers should always be trying to get to the center of the track.


last revision 11/18/07