The worm should be displayed as a 3D shaded swept solid. It is sufficient to model it with a circular cross-section and planar end caps, though you are welcome to build a more interesting model. Whichever model you choose for the worm, the worm should bend to follow the spline curve as it moves along the animation path. This means that the worm's center line should bend to coincide with the spline. Be sure to use double buffering.
Hints Look at the example shaded rendering programs in the Red book.
Your program's source files are to be electronically submitted by using the submit program on cgl. The code you submit should conform with the program assignment guidelines. You will be expected to talk about how your program works, and we will see how well your program performs on some test examples. Demos will be scheduled from 2-5 on the assignment due date. Start programming early.