Using the basic-objects-IFS.js Utility

Slides:



Advertisements
Similar presentations
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Building Models modified by Ray Wisman Ed Angel Professor of Computer Science,
Advertisements

1 Building Models. 2 Objectives Introduce simple data structures for building polygonal models ­Vertex lists ­Edge lists OpenGL vertex arrays.
Using GLU/GLUT Objects GLU/GLUT provides very simple object primitives glutWireCube glutWireCone gluCylinder glutWireTeapot.
Concept of Modeling Model -- The representation of an object or a system Modeling -- The creation and manipulation of an object or a system representation.
Graphics Pipeline.
Graphics Systems I-Chen Lin’s CG slides, Doug James’s CG slides Angel, Interactive Computer Graphics, Chap 1 Introduction to Graphics Pipeline.
Graphical Objects and Scene Graphs CS4395: Computer Graphics 1 Mohan Sridharan Based on slides created by Edward Angel.
3D Rendering with JOGL Introduction to Java OpenGL Graphic Library By Ricardo Veguilla
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology 3D Engines and Scene Graphs Spring 2012.
Hierarchical Transformations Hierarchical Models Scene Graphs
Hierarchy, Modeling, and Scene Graphs Angel: Chapter 10 OpenGL Programming and Reference Guides, other sources. ppt from Angel, AW, etc. CSCI 6360/4360.
Objectives Review some advanced topics, including Review some advanced topics, including Chapter 8: Implementation Chapter 8: Implementation Chapter 9:
C O M P U T E R G R A P H I C S Stuff CMSC 435 / 634 Transformations 1/29 Geometric Transformations Readings: Chapters 5-6.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Shapes Properties Binding Chung Ji Hye.
Chapter 10 Bresenham’s Algorithm Data Structures and Graphics or Working with Models.
Graphical Objects and Scene Graphs 1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009.
Week 2 - Wednesday CS361.
Demetriou/Loizidou – ACSC330 – Chapter 9 Hierarchical and Object-Oriented Modeling Dr. Giorgos A. Demetriou Dr. Stephania Loizidou Himona Computer Science.
C O M P U T E R G R A P H I C S Guoying Zhao 1 / 14 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 14 Going-through.
COMPUTER GRAPHICS CSCI 375. What do I need to know?  Familiarity with  Trigonometry  Analytic geometry  Linear algebra  Data structures  OOP.
Representation. Objectives Introduce concepts such as dimension and basis Introduce coordinate systems for representing vectors spaces and frames for.
Kinematics Jehee Lee Seoul National University. Kinematics How to animate skeletons (articulated figures) Kinematics is the study of motion without regard.
Jul 25, 2014IAT 3551 Scene Graphs.  A data structure that stores information about a graphics scene –Each node has information that structures the interpretation.
Control flow for interactive applications CSE 3541 Matt Boggus.
Computer Graphics: Programming, Problem Solving, and Visual Communication Steve Cunningham California State University Stanislaus and Grinnell College.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Advanced Computer Graphics Spring 2014 K. H. Ko School of Mechatronics Gwangju Institute of Science and Technology.
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
Chapters 5 2 March Classical & Computer Viewing Same elements –objects –viewer –projectors –projection plane.
Modeling CSCI 440 Computer Graphics based on Chapter 9
Scene Graph & Game Engines. 2 Limitations of Immediate Mode Graphics  When we define a geometric object in an application, upon execution of the code.
1 Angel: Interactive Computer Graphics5E © Addison- Wesley 2009 Image Formation Fundamental imaging notions Fundamental imaging notions Physical basis.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Attack of the Clones Image source:
Graphical Objects and Scene Graphs Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
Hierarchical Modeling. 2 Objectives Build a tree-structured model of a humanoid figure. Examine various traversal strategies. Build a generalized tree-model.
What are shaders? In the field of computer graphics, a shader is a computer program that runs on the graphics processing unit(GPU) and is used to do shading.
Hierarchical Models Chapter 9.
Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
- Introduction - Graphics Pipeline
Computer Graphics.
© University of Wisconsin, CS559 Spring 2004
IAT 355 Scene Graphs Feb 23, 2017 IAT 355.
ICG Syllabus 1. Introduction 2. Viewing in 3D and Graphics Programming
Graphical Objects and Scene Graphs
Graphical Objects and Scene Graphs
Modeling and Hierarchy
Hierarchical Modeling II
3D Graphics Rendering PPT By Ricardo Veguilla.
CS451Real-time Rendering Pipeline
Models and Architectures
Models and Architectures
Models and Architectures
Introduction to Computer Graphics with WebGL
Modeling and Hierarchy
Hierarchical and Object-Oriented Graphics
Introduction to Computer Graphics with WebGL
Building Models Ed Angel
CSCE 441: Computer Graphics: Hierarchical Models
Building Models Ed Angel Professor Emeritus of Computer Science
Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
Hierarchical and Object-Oriented Graphics
Models and Architectures
Hierarchical Modeling I
Computer Graphics 4Practical Lesson
Models and Architectures
Game Programming Algorithms and Techniques
Dr. Chih-Kuo Yeh 葉智國 Computer Graphics Dr. Chih-Kuo Yeh 葉智國
CSCE 441: Computer Graphics: Hierarchical Models
Presentation transcript:

Using the basic-objects-IFS.js Utility 3D Objects Using the basic-objects-IFS.js Utility

Cube, uvSphere, uvTorus, Teapot, … and more new cube(side) new uvSphere(radius, slices, stacks) teapotModel return { vertexPositions: ..., vertexNormals: ..., vertexTextureCoords: ..., indices: ... }

Lab Time Download and try basic-objects-example. Uncomment “testObject = …” to show other object types. The teapot has a larger size. Use unitize() to shrink it. Challenge: Can you show multiple objects?

Draw Multiple Objects A good article to further enhance your WebGL knowledge: http://webglfundamentals.org/webgl/lessons/webgl-drawing-multiple-things.html Note that it is different from the example of many cloned cubes where we simply redraw the same object many times.

Draw Multiple Objects At rendering time, for each vertex attribute: At initialization time: createBuffer() bufferDara() At rendering time, for each vertex attribute: bindBuffer() vertexAttribPointer() enableVertexAttribArray Then call either drawArrays() or drawElements()

Scene Graph & Game Engines

Limitations of Immediate Mode Graphics When we define a geometric object in an application, upon execution of the code the object is passed through the pipeline It then disappears from the graphical system To redraw the object, either changed or the same, we must reexecute the code Display lists provide only a partial solution to this problem

OpenGL and Objects OpenGL lacks an object orientation Consider, for example, a green sphere We can model the sphere with polygons or use OpenGL quadrics Its color is determined by the OpenGL state and is not a property of the object Defies our notion of a physical object We can try to build better objects in code using object-oriented languages/techniques

Imperative Programming Model Example: rotate a cube The rotation function must know how the cube is represented Vertex list Edge list cube data Application Rotate results

Object-Oriented Programming Model In this model, the representation is stored with the object The application sends a message to the object The object contains functions (methods) which allow it to transform itself Application Cube Object message

Cube Object Suppose that we want to create a simple cube object that we can scale, orient, position and set its color directly through code such as cube mycube; mycube.color[0]=1.0; mycube.color[1]= mycube.color[2]=0.0; mycube.matrix[0][0]=………

Cube Object Functions We would also like to have functions that act on the cube such as mycube.translate(1.0, 0.0,0.0); mycube.rotate(theta, 1.0, 0.0, 0.0); setcolor(mycube, 1.0, 0.0, 0.0); We also need a way of displaying the cube mycube.render();

Building the Cube Object class cube { public: float color[3]; float matrix[4][4]; // public methods private: // implementation }

The Implementation Can use any implementation in the private part such as a vertex list The private part has access to public members and the implementation of class methods can use any implementation without making it visible Render method is tricky but it will invoke the standard OpenGL drawing functions

Other Objects Other objects have geometric aspects Cameras Light sources But we should be able to have nongeometric objects too Materials Colors Transformations (matrices)

Application Code cube mycube; material plastic; mycube.setMaterial(plastic); camera frontView; frontView.position(x ,y, z);

Light Object class light { // match Phong model public: boolean type; //ortho or perspective boolean near; float position[3]; float orientation[3]; float specular[3]; float diffuse[3]; float ambient[3]; }

Scene Descriptions If we recall figure model, we saw that We could describe model either by tree or by equivalent code We could write a generic traversal to display If we can represent all the elements of a scene (cameras, lights,materials, geometry) as C++ objects, we should be able to show them in a tree Render scene by traversing this tree

Scene Graph

Preorder Traversal PushAttrib PushMatrix Color Translate Rotate Object1 Object2 PopMatrix PopAttrib …

Group Nodes Necessary to isolate state chages Equivalent to Push/Pop Note that as with the figure model We can write a universal traversal algorithm The order of traversal can matter If we do not use the group node, state changes can persist

Open Scene Graph Inventor VRML OpenSG (http://www.opensg.org/) A scene graph metaphor on top of OpenGL

Game Engines Unity 3D: http://unity3d.com/ Unreal Engine: http://www.unrealengine.com/ Unigene Heaven: http://unigine.com/products/heaven/download/ CryEngine: http://www.crytek.com/cryengine/cryengine3/downloads Ogre 3D: http://www.ogre3d.org/