CS 488/688: Introduction to Computer Graphics

Course Project


Summary

Purpose

This assignment is the culmination of your efforts. Its primary purpose is to allow you to plan and execute a project of your own creation. Do something interesting. Write a program that does something graphical:

Project breakdown

The project is broken into three goals. The first two goals are project proposals. We will grade and comment your first proposal and return it to you. The second goal is a resubmission of your project proposal, revised according to our comments. We will keep this version of your proposal and use it to grade your project. The third goal is the final project itself, which will receive both an objective mark and a subjective mark.

What we want in your proposals is an objective list (like those found in the assignments) and supporting documentation that clearly defines these objectives. The objective mark of your project will be based on this objective list. The rest of this page describes what we expect for a project and what we want in the proposals.


First goal: proposal submission

You submit a statement of what you intend to do in the format of a course assignment.

We encourage you to use LaTeX to prepare your proposal. LaTeX is the absolute standard for scholarly writing. You can download the file proposal.tex to use as a starting point. You may want to use Overleaf to work on it. While it says that undergraduate students are not eligible for our site agreement, a free account is sufficient and is already way better than setting up LaTeX locally in our opinions.

Your proposal should including the following sections:

Proposal grading

The TAs and instructor give points to your first proposal subjectively, by comparing the proposals against each other and against expectations. What we want to see in your proposal is that you have investigated what you plan to do for your project, and that you have decided upon a reasonable project. To receive full marks for the first proposal, you need to have

If you are vague about your plans or objectives, if you are too ambitious or have unrealistic objectives, or if it is clear that you have not read up on your chosen subject, you will lose points.


Second goal: revised proposal

Based on the feedback you receive from the TA and/or instructor, you must submit a revised copy of your proposal, including a revised objective list. While no points will be explicitly assigned to the revised proposal, the objective list of the revised proposal will be used to determine the objective mark of your project. No changes to your objective list will be allowed after you submit your revised proposal.


Third goal: project completion

You obviously need to complete your code. Besides, your README should now contain

  1. A brief description about your program. What does it do?
  2. The usual README content telling us how to run your program.
  3. An extra implementation section that describes some software considerations, where appropriate, about

    • Algorithms, data structures, and complexities,
    • Platform and system dependence or independence, global constants and configurability,
    • Input/output syntax, pre- and post-processing,
    • Data and code sources, the re-use and adaptation of existing code, any acknowledgment of external sources.
    • Caveats, bugs, cautions, assumptions.
  4. At the end of your README, you should list your objectives.

For graduate students (688) only, include a short report on the main points of the technical details used in the project. We expect something like methods sections in technical papers. We generally apply higher standards for graduate students.

Demo video

Students will provide a video demonstrating their projects as part of their project submission. Use capture software to create a video will probably give you better quality. Avoid using your phone to capture your monitor.

We're not looking for a production quality video here. We're guessing most demo videos will be less than or around 5 minutes long, but if you can demonstrate your objectives in less time, that's definitely preferred. If you find yourself going well over 5 minutes, then you need to rethink your demo.

The purpose is for you to show that you have met your objectives, to show any extra features you have added, and to make clear what particular strong points you feel your project offers in any subjective categories. Therefore, you should base your demonstration around your objectives and around any of its subjective merits.

Be sure that your demo illustrates that your objectives have been met. For example, you should provide data and graphs both in your README and your video to demonstrate non-graphical objectives such as optimization.

What to submit

Prepare and upload a ZIP file, omitting unnecessary files (executables, build files, etc.). Make sure to include at least the following additional files:


Grading

Your project will have both an objective mark (based on your objective list) and a subjective mark. The weights for objective and subjective marks are to be determined based on discussion among the TAs and the instructor, but you can expect that the objective mark to have a larger weight in general.

The subjective grade for your project will be based upon a subjective assessment by us, the instructor and TA(s), of how your project ranked against the others submitted this term, as well as projects like yours submitted on past terms. The subjective mark will be assigned somewhat like the judging in Olympic figure skating (minus the bribes). Your list of objectives provides the scores for the "required elements", and our assessment provides the scores for the "individual merit". The individual merit judgment will be arrived at by considering the four components of "artistic and/or innovative content", "technical depth", "software design", and "quality of documentation". This judgment will, necessarily, be subjective, given the wide diversity of projects. In the past we have used such criteria as:

These criteria are an example, and they may change to suit the content mix of each term's projects. Nobody's project is expected to hit all these criteria. The TA and instructor will be as fair as possible, but standards will be high, and a "perfect subjective mark" will not be given lightly. We are looking for polish, depth, professionalism. We are trying to find the remarkable, and locate evidence of care, thought, effort, and skill that puts the project above one that just managed to get its technical objectives.

The instructor will tell you how your subjective mark was determined if you ask. However, the subjective mark is subjective; it's our opinion, so the chance is that you will just disagree with us. If we overlooked something in our marking, then we may increase your subjective mark. However, if it is a matter of your opinion vs. our opinion, then we won't change your subjective mark. If you feel your project is the coolest-ever, but we don't, then we won't change your mark.

A note about pure image synthesis (e.g., ray tracing) projects: In addition to written documentation, you are expected to have test images that exhibit the features you have implemented. It is insufficient to just submit your "nice image". Further, if you implement an optimization technique, you should give timing comparisons for the renderer running both with and without your optimisations. Your documentation should state where in your code these efficiency improvements are implemented. If any background references were used, summarize these in your documentation.


Collected wisdom

The following are our thoughts on various projects: what worked, what didn't work, etc.

Finding a project

There are several ways to find a project. First, you may have seen something in the course that you want to learn more about. This is the ideal case: just follow up on what you are interested in and see if you can make it into a project. The second way to find a project is to look for an interesting topic in a textbook, or through papers published at computer graphics conferences such as SIGGRAPH, SIGGRAPH Asia, and Eurographoics. You can often find such technical papers online.

In both cases, you should try to find a project that is neither too hard nor too easy. The first step in deciding if a project is just right is to make up a list of objectives. Further, you should look at the list of subjective marks upon which we grade your project, and try to decide what subjective marks you could hope to get from your project.

As a general comment, think of the final overall effect you want from your project and come up with objectives for that effect, rather than think up objectives and build a project around it. For example, rather than say "I want to add various relevant features to my ray tracer", it'd be better to say "I would like to render realistic cloths and here is a list of required features that I plan to implement". The objectives can roughly be the same, but the latter results in a cohesive project, while the former results in an unsatisfying project even if all the objectives are met.

If you have questions about what makes a reasonable project, ask the instructor or the TA. In the past, students who discussed their project with the instructor before submitting their first proposal would generate much better proposals and ultimately have better projects than those who did not see the instructor.

Projects to be wary of

In the past, some projects have worked better than other projects. Here's some projects that we won't accept unless you extend them in a novel way:

Here are some examples of projects that often (but not always) fare poorly when it comes to grading:

Rasterization and ray tracing

One of the big decisions might be whether to do rasterization or ray tracing. In general, rasterization is suitable for interactive projects and ray tracing is suitable for non-interactive projects, but this division is not as clear as it's used to be anymore. There are in fact many recent examples of interactive ray tracing programs as of 2023. You can also do both at the same time, which is very common in some AAA video games as of 2023.

Proposal

The goals of your proposal are (a) to tell us what your project is and (b) convince that your project is reasonable in the sense that it's not to hard and not too easy.

Technical outline

In this section, you need to explain the important data structures and algorithms that will be necessary to achieve your objectives.

How well do you need to explain the data structures and algorithms? Well, you must convince us that you understand what is involved with each objective. For example, if you have bump mapping as one of your objectives, you must explain to us how you intend to map the bump map to each primitive, how the normals are perturbed, etc. If you are implementing something from a paper, it is not enough to refer to the paper, we expect you to list out the steps in the algorithm and include necessary equations.

When we read your objectives list, we will refer to your technical outline for details. A good technical outline will tell us exactly how you intend to achieve each objective.

Objectives

Briefly, an objective is a unit that contributes one fundamental, essential goal to your project. On the average, an objective is roughly 1/10 of your work. In a 2 to 3 week development time, it represents 1 to 2 days of planning, implementation, checking, and correction. A poorly done proposal is often characterized by attempting way too much, and that derives from not understanding clearly what is involved; either in terms of objectives or in the difficulty of each objective. You should also think about what kind of subjective marks you can get. If a project is too difficult, you may have trouble getting your objective marks.

Examples of poor objectives for extending the ray tracer follows:

  1. Add light transport simulation.
  2. Add anti-aliasing.

Both are too vague, although if adequately described in other places, they might be okay. Make sure you have some ideas about what it takes to achieve each objective. The first objective also too general and should be broken down.

Here are some other tings to avoid in your objectives list:

These are expected to be true as a minimum or should be taken care by yourself, not as objectives worth special mention. You should also avoid objectives that talk about things you did not complete in the earlier assignments. Of course, you can fix and complete them, but you cannot count them as objectives in the final project. Finally, here are some examples that are too vague:

What is the meaning of "interesting"? Who decides what is "useful" or "good"? The instructor and the TAs will have no clue what to look for.

In short: an objective should be precisely stated, clearly understood, capable of unambiguous determination about whether and to what degree it has been met. If you are using words like 'nice' or 'easy' or 'useful' or 'simple' or 'interesting' or 'realistic' in your "objective", then it's probably subjective and should be changed. Your objectives should not rehash objectives of earlier assignments, and they should not address basic software engineering issues that every good CS student should have mastered by now. Concentrate on objectives that are addressed specifically to the unique points of your individual project. An objective is given as a short, simple, declarative statement.

One other thing to be careful of when making goals: your goals should have some technical graphics content. We commonly allow one of each of the following as "easy" objectives

Unacceptable objectives are "feature" goals without any graphics content. This commonly happens with game projects. For such projects, playing sound, displaying a numeric score, or giving the player extra life when a food pod is consumed may be nice game features, but none of them are acceptable.

Bibliography

An excellent way to prepare for a good proposal, and to continue from there to a successful project, is to give evidence that you have informed yourself about the issues and the techniques. You do this through reading some reference material. An ideal preliminary source of ideas can be provided by looking in the index or table of contents of the texts, both required and recommended, for topics of interest. These texts will often point off to the literature for further reading. Including specific pertinent references to the literature in your proposals is a good way to show that you know what you are doing. For example, on 3D textures,

Bad bibliography:

Computer Graphics, C Version, Second Edition, Hearn and Baker, Prentice Hall, 1997

(This just lists a book containing information on hundreds of topics.)

Good bibliography:

(This lists specific pages on the subject in a reference text, and it additionally lists two landmark conference articles on the subject.)

If you use reference material on the internet, you should certainly list it in your bibliography, but a website alone is not an acceptable reference. Websites detailing algorithms often list the source, so make sure you check those out as well.