Angel: Interactive Computer Graphics5E © Addison-Wesley 2009

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Presentation transcript:

Angel: Interactive Computer Graphics5E © Addison-Wesley 2009 Intro to 3D Models Angel 4.1-4.3 Angel: Interactive Computer Graphics5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Objectives Introduce the elements of geometry Scalars Vectors Points Develop mathematical operations among them in a coordinate-free manner Define basic primitives Line segments Polygons Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Basic Elements Geometry is the study of the relationships among objects in an n-dimensional space In computer graphics, we are interested in objects that exist in three dimensions Want a minimum set of primitives from which we can build more sophisticated objects We will need three basic elements Scalars Vectors Points Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics5E © Addison-Wesley 2009 Geometric Objects Angel: Interactive Computer Graphics5E © Addison-Wesley 2009

Coordinate-Free Geometry When we learned simple geometry, most of us started with a Cartesian approach Points were at locations in space p=(x,y,z) We derived results by algebraic manipulations involving these coordinates This approach was nonphysical Physically, points exist regardless of the location of an arbitrary coordinate system Most geometric results are independent of the coordinate system Example Euclidean geometry: two triangles are identical if two corresponding sides and the angle between them are identical Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Coordinate Independence Angel: Interactive Computer Graphics5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Scalars Need three basic elements in geometry Scalars, Vectors, Points Scalars can be defined as members of sets which can be combined by two operations (addition and multiplication) obeying some fundamental axioms (associativity, commutivity, inverses) Examples include the real and complex number systems under the ordinary rules with which we are familiar Scalars alone have no geometric properties Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Vectors Physical definition: a vector is a quantity with two attributes Direction Magnitude Examples include Force Velocity Directed line segments Most important example for graphics Can map to other types v Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Vector Operations Every vector has an inverse Same magnitude but points in opposite direction Every vector can be multiplied by a scalar There is a zero vector Zero magnitude, undefined orientation The sum of any two vectors is a vector Use head-to-tail axiom v w v v -v u Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Linear Vector Spaces Mathematical system for manipulating vectors Operations Scalar-vector multiplication u=v Vector-vector addition: w=u+v Expressions such as v=u+2w-3r Make sense in a vector space Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Vectors Lack Position These vectors are identical Same length and magnitude Vectors spaces insufficient for geometry Need points Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Points Location in space Operations allowed between points and vectors Point-point subtraction yields a vector Equivalent to point-vector addition v=P-Q P=v+Q Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Affine Spaces Point + a vector space Operations Vector-vector addition Scalar-vector multiplication Point-vector addition Scalar-scalar operations For any point define 1 • P = P 0 • P = 0 (zero vector) Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Lines Consider all points of the form P(a)=P0 + a d Set of all points that pass through P0 in the direction of the vector d Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Parametric Form This form is known as the parametric form of the line More robust and general than other forms Extends to curves and surfaces Two-dimensional forms Explicit: y = mx +h Implicit: ax + by +c =0 Parametric: x() = x0 + (1- )x1 y() =  y0 + (1- )y1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Rays and Line Segments If  >= 0, then P() is the ray leaving P0 in the direction d If we use two points to define v, then P() = Q +  (R-Q)= Q +  v =  R + (1- )Q For 0 ≤  ≤ 1 we get all the points on the line segment joining R and Q Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Convexity An object is convex iff for any two points in the object all points on the line segment between these points are also in the object P P Q Q not convex convex Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Affine Sums Consider the “sum” P=a1P1+a2P2+…..+anPn Can show by induction that this sum makes sense iff a1+a2+…..an=1 in which case we have the affine sum of the points P1,P2,…..Pn If, in addition, ai>=0, we have the convex hull of P1,P2,…..Pn Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Convex Hull Smallest convex object containing P1,P2,…..Pn Formed by “shrink wrapping” points Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Curves and Surfaces Curves are one parameter entities of the form P(a) where the function is nonlinear Surfaces are formed from two-parameter functions P(a, b) Linear functions give planes and polygons P(a) P(a, b) Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Planes A plane can be defined by a point and two vectors or by three points P v Q R R u P(a,b)=R+a(Q-R)+b(P-Q) P(a,b)=R+au+bv Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Triangles convex sum of S(a) and R convex sum of P and Q for 0<=a,b<=1, we get all points in triangle Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Normals Every plane has a vector n normal (perpendicular, orthogonal) to it From point-two vector form P(a,b)=R+au+bv, we know we can use the cross product to find n = u  v and the equivalent form (P(a)-P)  n=0 v u P Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Representation Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Objectives Introduce concepts such as dimension and basis Introduce coordinate systems for representing vectors spaces and frames for representing affine spaces Discuss change of frames and bases Introduce homogeneous coordinates Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Linear Independence A set of vectors v1, v2, …, vn is linearly independent if a1v1+a2v2+.. An vn=0 iff a1=a2=…=0 If a set of vectors is linearly independent, we cannot represent one in terms of the others If a set of vectors is linearly dependent, as least one can be written in terms of the others Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Dimension In a vector space, the maximum number of linearly independent vectors is fixed and is called the dimension of the space In an n-dimensional space, any set of n linearly independent vectors form a basis for the space Given a basis v1, v2,…., vn, any vector v can be written as v=a1v1+ a2v2 +….+anvn where the {ai} are unique Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Representation Until now we have been able to work with geometric entities without using any frame of reference, such as a coordinate system Need a frame of reference to relate points and objects to our physical world. For example, where is a point? Can’t answer without a reference system World coordinates Camera coordinates Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Coordinate Systems Consider a basis v1, v2,…., vn A vector is written v=a1v1+ a2v2 +….+anvn The list of scalars {a1, a2, …. an} is the representation of v with respect to the given basis We can write the representation as a row or column array of scalars a=[a1 a2 …. an]T= Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Example v=2v1+3v2-4v3 a=[2 3 –4]T Note that this representation is with respect to a particular basis For example, in OpenGL we start by representing vectors using the object basis but later the system needs a representation in terms of the camera or eye basis Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Coordinate Systems Which is correct? Both are because vectors have no fixed location v v Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Frames A coordinate system is insufficient to represent points If we work in an affine space we can add a single point, the origin, to the basis vectors to form a frame v2 v1 P0 v3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Representation in a Frame Frame determined by (P0, v1, v2, v3) Within this frame, every vector can be written as v=a1v1+ a2v2 +….+anvn Every point can be written as P = P0 + b1v1+ b2v2 +….+bnvn Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Confusing Points and Vectors Consider the point and the vector P = P0 + b1v1+ b2v2 +….+bnvn v=a1v1+ a2v2 +….+anvn They appear to have the similar representations p=[b1 b2 b3] v=[a1 a2 a3] which confuses the point with the vector A vector has no position v p v Vector can be placed anywhere point: fixed Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

A Single Representation If we define 0•P = 0 and 1•P =P then we can write v = a1v1+ a2v2 +a3v3 = [a1 a2 a3 0 ] [v1 v2 v3 P0] T P = P0 + b1v1+ b2v2 +b3v3 = [b1 b2 b3 1 ] [v1 v2 v3 P0] T Thus we obtain the four-dimensional homogeneous coordinate representation v = [a1 a2 a3 0 ] T P = [b1 b2 b3 1 ] T Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Homogeneous Coordinates The homogeneous coordinates form for a three dimensional point [x y z] is given as p =[x’ y’ z’ w] T =[wx wy wz w] T We return to a three dimensional point (for w0) by xx’/w yy’/w zz’/w If w=0, the representation is that of a vector Note that homogeneous coordinates replaces points in three dimensions by lines through the origin in four dimensions For w=1, the representation of a point is [x y z 1] Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Homogeneous Coordinates and Computer Graphics Homogeneous coordinates are key to all computer graphics systems All standard transformations (rotation, translation, scaling) can be implemented with matrix multiplications using 4 x 4 matrices Hardware pipeline works with 4 dimensional representations For orthographic viewing, we can maintain w=0 for vectors and w=1 for points For perspective we need a perspective division Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Change of Coordinate Systems Consider two representations of a the same vector with respect to two different bases. The representations are a=[a1 a2 a3 ] b=[b1 b2 b3] where v=a1v1+ a2v2 +a3v3 = [a1 a2 a3] [v1 v2 v3] T =b1u1+ b2u2 +b3u3 = [b1 b2 b3] [u1 u2 u3] T Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Representing second basis in terms of first Each of the basis vectors, u1,u2, u3, are vectors that can be represented in terms of the first basis v u1 = g11v1+g12v2+g13v3 u2 = g21v1+g22v2+g23v3 u3 = g31v1+g32v2+g33v3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Matrix Form The coefficients define a 3 x 3 matrix and the bases can be related by see text for numerical examples M = a=MTb Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Change of Frames We can apply a similar process in homogeneous coordinates to the representations of both points and vectors Any point or vector can be represented in either frame We can represent Q0, u1, u2, u3 in terms of P0, v1, v2, v3 u2 u1 v2 Consider two frames: (P0, v1, v2, v3) (Q0, u1, u2, u3) Q0 P0 v1 u3 v3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Representing One Frame in Terms of the Other Extending what we did with change of bases u1 = g11v1 + g12v2 + g13v3 u2 = g21v1 + g22v2 + g23v3 u3 = g31v1 + g32v2 + g33v3 Q0 = g41v1 + g42v2 + g43v3 + g44P0 defining a 4 x 4 matrix M = Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Working with Representations Within the two frames any point or vector has a representation of the same form a=[a1 a2 a3 a4 ] in the first frame b=[b1 b2 b3 b4 ] in the second frame where a4 = b4 = 1 for points and a4 = b4 = 0 for vectors and The matrix M is 4 x 4 and specifies an affine transformation in homogeneous coordinates a=MTb Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Affine Transformations Every linear transformation is equivalent to a change in frames Every affine transformation preserves lines However, an affine transformation has only 12 degrees of freedom because 4 of the elements in the matrix are fixed and are a subset of all possible 4 x 4 linear transformations Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics5E © Addison-Wesley 2009 Frames & Geometry Angel 4.4-4.5 Angel: Interactive Computer Graphics5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Objectives Discuss frames Introduce simple data structures for building polygonal models Vertex lists Edge lists OpenGL vertex arrays Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Homogeneous Coordinates The homogeneous coordinates form for a three dimensional point [x y z] is given as p =[x’ y’ z’ w] T =[wx wy wz w] T We return to a three dimensional point (for w0) by xx’/w yy’/w zz’/w If w=0, the representation is that of a vector Note that homogeneous coordinates replaces points in three dimensions by lines through the origin in four dimensions For w=1, the representation of a point is [x y z 1] Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Homogeneous Coordinates and Computer Graphics Homogeneous coordinates are key to all computer graphics systems All standard transformations (rotation, translation, scaling) can be implemented with matrix multiplications using 4 x 4 matrices Hardware pipeline works with 4 dimensional representations For orthographic viewing, we can maintain w=0 for vectors and w=1 for points For perspective we need a perspective division Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Change of Coordinate Systems Consider two representations of a the same vector with respect to two different bases. The representations are a=[a1 a2 a3 ] b=[b1 b2 b3] where v=a1v1+ a2v2 +a3v3 = [a1 a2 a3] [v1 v2 v3] T =b1u1+ b2u2 +b3u3 = [b1 b2 b3] [u1 u2 u3] T Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Representing second basis in terms of first Each of the basis vectors, u1,u2, u3, are vectors that can be represented in terms of the first basis v u1 = g11v1+g12v2+g13v3 u2 = g21v1+g22v2+g23v3 u3 = g31v1+g32v2+g33v3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Matrix Form The coefficients define a 3 x 3 matrix and the bases can be related by see text for numerical examples M = a=MTb Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Change of Frames We can apply a similar process in homogeneous coordinates to the representations of both points and vectors Any point or vector can be represented in either frame We can represent Q0, u1, u2, u3 in terms of P0, v1, v2, v3 u2 u1 v2 Consider two frames: (P0, v1, v2, v3) (Q0, u1, u2, u3) Q0 P0 v1 u3 v3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Representing One Frame in Terms of the Other Extending what we did with change of bases u1 = g11v1 + g12v2 + g13v3 u2 = g21v1 + g22v2 + g23v3 u3 = g31v1 + g32v2 + g33v3 Q0 = g41v1 + g42v2 + g43v3 + g44P0 defining a 4 x 4 matrix M = Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Working with Representations Within the two frames any point or vector has a representation of the same form a=[a1 a2 a3 a4 ] in the first frame b=[b1 b2 b3 b4 ] in the second frame where a4 = b4 = 1 for points and a4 = b4 = 0 for vectors and The matrix M is 4 x 4 and specifies an affine transformation in homogeneous coordinates a=MTb Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Affine Transformations Every linear transformation is equivalent to a change in frames Every affine transformation preserves lines However, an affine transformation has only 12 degrees of freedom because 4 of the elements in the matrix are fixed and are a subset of all possible 4 x 4 linear transformations Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

The World and Camera Frames When we work with representations, we work with n-tuples or arrays of scalars Changes in frame are then defined by 4 x 4 matrices In OpenGL, the base frame that we start with is the world frame Eventually we represent entities in the camera frame by changing the world representation using the model-view matrix Initially these frames are the same (M=I) Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Moving the Camera If objects are on both sides of z=0, we must move camera frame M = Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics5E © Addison-Wesley 2009 Geometric Modeling Angel: Interactive Computer Graphics5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Representing a Mesh Consider a mesh There are 8 nodes and 12 edges 5 interior polygons 6 interior (shared) edges Each vertex has a location vi = (xi yi zi) e2 v5 v6 e3 e9 e8 v8 v4 e1 e11 e10 v7 e4 e7 v1 e12 v2 v3 e6 e5 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Simple Representation Define each polygon by the geometric locations of its vertices Leads to OpenGL code such as Inefficient and unstructured Consider moving a vertex to a new location Must search for all occurrences glBegin(GL_POLYGON); glVertex3f(x1, y1, z1); glVertex3f(x6, y6, z6); glVertex3f(x7, y7, z7); glEnd(); Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Inward and Outward Facing Polygons The order {v1, v6, v7} and {v6, v7, v1} are equivalent in that the same polygon will be rendered by OpenGL but the order {v1, v7, v6} is different The first two describe outwardly facing polygons Use the right-hand rule = counter-clockwise encirclement of outward-pointing normal OpenGL can treat inward and outward facing polygons differently Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Geometry vs Topology Generally it is a good idea to look for data structures that separate the geometry from the topology Geometry: locations of the vertices Topology: organization of the vertices and edges Example: a polygon is an ordered list of vertices with an edge connecting successive pairs of vertices and the last to the first Topology holds even if geometry changes Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Vertex Lists Put the geometry in an array Use pointers from the vertices into this array Introduce a polygon list x1 y1 z1 x2 y2 z2 x3 y3 z3 x4 y4 z4 x5 y5 z5. x6 y6 z6 x7 y7 z7 x8 y8 z8 v1 v7 v6 P1 P2 P3 P4 P5 v8 v5 v6 topology geometry Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Shared Edges Vertex lists will draw filled polygons correctly but if we draw the polygon by its edges, shared edges are drawn twice Can store mesh by edge list Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Edge List v1 v2 v7 v6 v8 v5 v3 e1 e8 e3 e2 e11 e6 e7 e10 e5 e4 e9 e12 x1 y1 z1 x2 y2 z2 x3 y3 z3 x4 y4 z4 x5 y5 z5. x6 y6 z6 x7 y7 z7 x8 y8 z8 e1 e2 e3 e4 e5 e6 e7 e8 e9 v1 v6 Note polygons are not represented Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Modeling a Cube Model a color cube for rotating cube program Define global arrays for vertices and colors GLfloat vertices[][3] = {{-1.0,-1.0,-1.0},{1.0,-1.0,-1.0}, {1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0}, {1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}}; GLfloat colors[][3] = {{0.0,0.0,0.0},{1.0,0.0,0.0}, {1.0,1.0,0.0}, {0.0,1.0,0.0}, {0.0,0.0,1.0}, {1.0,0.0,1.0}, {1.0,1.0,1.0}, {0.0,1.0,1.0}}; Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Drawing a polygon from a list of indices Draw a quadrilateral from a list of indices into the array vertices and use color corresponding to first index void polygon(int a, int b, int c , int d) { glBegin(GL_POLYGON); glColor3fv(colors[a]); glVertex3fv(vertices[a]); glVertex3fv(vertices[b]); glVertex3fv(vertices[c]); glVertex3fv(vertices[d]); glEnd(); } Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Draw cube from faces void colorcube( ) { polygon(0,3,2,1); polygon(2,3,7,6); polygon(0,4,7,3); polygon(1,2,6,5); polygon(4,5,6,7); polygon(0,1,5,4); } 5 6 2 1 7 4 3 Note that vertices are ordered so that we obtain correct outward facing normals Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Efficiency The weakness of our approach is that we are building the model in the application and must do many function calls to draw the cube Drawing a cube by its faces in the most straight forward way requires 6 glBegin, 6 glEnd 6 glColor 24 glVertex More if we use texture and lighting Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Vertex Arrays OpenGL provides a facility called vertex arrays that allows us to store array data in the implementation Six types of arrays supported Vertices Colors Color indices Normals Texture coordinates Edge flags We will need only colors and vertices Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Initialization Using the same color and vertex data, first we enable glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); Identify location of arrays glVertexPointer(3, GL_FLOAT, 0, vertices); glColorPointer(3, GL_FLOAT, 0, colors); data array data contiguous 3d arrays stored as floats Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Mapping indices to faces Form an array of face indices Each successive four indices describe a face of the cube Draw through glDrawElements which replaces all glVertex and glColor calls in the display callback GLubyte cubeIndices[24] = {0,3,2,1,2,3,7,6 0,4,7,3,1,2,6,5,4,5,6,7,0,1,5,4}; Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Drawing the cube Method 1: Method 2: number of indices what to draw for(i=0; i<6; i++) glDrawElements(GL_POLYGON, 4, GL_UNSIGNED_BYTE, &cubeIndices[4*i]); format of index data start of index data glDrawElements(GL_QUADS, 24, GL_UNSIGNED_BYTE, cubeIndices); Draws cube with 1 function call!! Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009