Ojas Sitapara A03408021 Dream Car Show Room When I first heard the that we would be able to make anything we wanted, I imagined a real car show room. A car on display in the middle of a room spinning slowly, lighting on the car that would show off the new paint, other smaller displays of concept cars or future models and the ability navigate through the room as if it were real. I quickly learned that my openGL skills weren't quite at that point. Although its not the show room that I thought it was going to be, With all that we have learned in class, I felt like I was able to apply all that I could make to the show room what it is. Texture mapping was a topic that I enjoyed learning about and wish I had more time to mess around with it, seem like you could do a lot of cool things with it. Description: My project is a Dream Car show room. I have pictures of my favorite cars on the walls (GT2, F1, etc) and some pictures of the details of the engine and tires. All of these pictures are texture maps. These pictures are mounted on frames, I thought that it looked kind of weird with just having the picture right on the wall. I have 8 pillars, each one was made with two cones, with the tip of each cone submerged in the other cone to give a cylinder with a pinched center. Four of the pillars are for looks to hold the celling and the other four that at the moment hold tires! The floor is made of two texture maps, one a checkard board and the other a tire image. The celling and four walls of the show room also have texture maps. There are also three little toy cars cars that go in circles around the room while you check out the show room. Two of them cirlce in the same direction at different speeds and the other one goes in the oppsite direction. I really wanted to made these cars with texture maps but it proved to be more difficult then I thought it would be. Lastly, I have three light source controlled by the numbers 1,2,3 all vary in the intensity of white light and can be turned on and off by press the correspoding number. You can see the shin on the pillars change as you toggle the lights. The texture maps are also set to do Phong lighting. (hard to see though) Run project: There is nothing special needed to run my project. -1,2,3 toogle the light sources -up, down, left, right rotate the view of the room so you could look around The apporach that I used was to try and include something new that we learned in each project. Rotation, Phong Lighting, etc For the most part I would get the thing I knew how to do to run perfect.. and then try to add things that I was not as comfortable with. A lot of my time was spent playing around with the numbers to see if I could get it the way I wanted. Trial and error seems to be unavoidable when using new openGL commands. Overall, I was happy with the outcome and learned a lot in the class!