Rubric

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Assignment 4 Rubric
Assignment 4 Rubric
Criteria Ratings Pts
1r. Have a point light source.
Color should be white (1,1,1). This can replace your directional light source from the previous assignment. Also, typically point light sources are subject to light fall off (the farther you are from the light, the weaker it is). You do not need to implement this falloff.
threshold: pts
1 pts Full Marks
0 pts No Marks
pts
1 pts
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2r. Have ambient lighting.
Color should be light blue (0,0,0.2).
threshold: pts
1 pts Full Marks
0 pts No Marks
pts
1 pts
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3r. Implement Phong per-fragment shading, and be able to toggle between Phong and Gouraud (per-vertex) shading.
threshold: pts
1 pts Full Marks
0 pts No Marks
pts
1 pts
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4r. Implement specular highlights.
Color should be green (0,1,0). Viewer is looking from (0,0,infinity), so the viewing direction is just (0,0,-1). Note that you need Phong lighting for this to be properly done.
threshold: pts
1 pts Full Marks
0 pts No Marks
pts
1 pts
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5r. User can still move lights/cylinders like in Assignment 3.
If you successfully implemented your shift cylinder/light buttons if the previous assignment, you shouldn't have to do anything new.
threshold: pts
1 pts Full Marks
0 pts No Marks
pts
1 pts
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1e. User can change ambient color.
threshold: pts
1 pts Full Marks
0 pts No Marks
pts
1 pts
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2e. User can change specular color.
threshold: pts
1 pts Full Marks
0 pts No Marks
pts
1 pts
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3e. User can change specular glossiness with a slider.
threshold: pts
1 pts Full Marks
0 pts No Marks
pts
1 pts
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4e. Implement depth shading (toggleable).
Essentially, make it so that the light actually depends on the z-depth. i.e. farther objects are darker and nearer ones are brighter. https://forum.unity.com/attachments/depth1-jpg.16598/ https://www.yatzer.com/The-Depth-maps-of-Kazuki-Takamatsu
threshold: pts
1 pts Full Marks
0 pts No Marks
pts
1 pts
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5e. Implement a rim shader.
Rim shading lights things more when they're on the edge of a model. i.e. if a surface is facing towards the viewer, it's darker, and if it's facing near perpendicular, it's brighter. http://cdn.wolfire.com/blog/rimlighting/rabbitrim0.jpg
threshold: pts
1 pts Full Marks
0 pts No Marks
pts
1 pts
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6e. Implement a toon/cel shader.
Toon shading is commonly seen in video games such as 'The Legend of Zelda: Windwaker' and 'Borderlands.' Rather than a smooth shading gradient, normals are "rounded", making patches of discrete light. https://en.wikipedia.org/wiki/Cel_shading
threshold: pts
1 pts Full Marks
0 pts No Marks
pts
1 pts
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