OpenGL Transformations

Slides:



Advertisements
Similar presentations
Computer Graphics - Transformation -
Advertisements

Figures based on regular polygons (lab3)
2/7/2001Hofstra University – CSC290B1 Review: Math (Ch 4)
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Computer Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
Objectives Learn to build arbitrary transformation matrices from simple transformations Learn to build arbitrary transformation matrices from simple transformations.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 OpenGL Transformations Ed Angel Professor of Computer Science, Electrical and Computer.
Chapter 3: Geometric Objects and Transformations Part 2
2D Transformations. World Coordinates Translate Rotate Scale Viewport Transforms Hierarchical Model Transforms Putting it all together.
Fundamentals of Computer Graphics Part 4
OpenGL Matrices and Transformations Angel, Chapter 3 slides from AW, Red Book, etc. CSCI 6360.
TWO DIMENSIONAL GEOMETRIC TRANSFORMATIONS CA 302 Computer Graphics and Visual Programming Aydın Öztürk
Graphics Graphics Korea University kucg.korea.ac.kr Transformations 고려대학교 컴퓨터 그래픽스 연구실.
PPT&Programs&Labcourse 1.
Computer Graphics Bing-Yu Chen National Taiwan University.
Modeling with OpenGL Practice with OpenGL transformations.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Computer Graphics I, Fall 2010 OpenGL Transformations.
3D Transformations. Translation x’ = x + tx y’ = y + ty z’ = z + tz P = P’ = T = P’ = T. P tx ty tz xyz1xyz1 x’ y’ z’ 1 x y.
1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Transformations.
Viewing and Transformation. Pixel pipeline Vertex pipeline Course Map Transformation & Lighting Primitive assembly Viewport culling & clipping Texture.
Affine Transformation. Affine Transformations In this lecture, we will continue with the discussion of the remaining affine transformations and composite.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Transformations Angel Angel: Interactive Computer Graphics5E © Addison-Wesley
University of New Mexico
C O M P U T E R G R A P H I C S Guoying Zhao 1 / 73 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 73 Computer Graphics Three-Dimensional Graphics II.
1 OpenGL Transformations. 2 Objectives Learn how to carry out transformations in OpenGL ­Rotation ­Translation ­Scaling Introduce OpenGL matrix modes.
Homogeneous Coordinates and Matrix Representations Cartesian coordinate (x, y, z) Homogeneous coordinate (x h, y h, z h, h) Usually h = 1. But there are.
1 Geometric Transformations-II Modelling Transforms By Dr.Ureerat Suksawatchon.
1 Geometric Transformations Modelling Transforms By Dr.Ureerat Suksawatchon.
Geometric Transformations Ceng 477 Introduction to Computer Graphics Computer Engineering METU.
Implement of transformation,projection, viewing Hanyang University Jungsik Park.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
CS380 LAB II OpenGL Donghyuk Kim Reference1. [OpenGL course slides by Rasmus Stenholt] Reference2. [
OpenGL Matrices and Transformations Angel, Chapter 3 slides from AW, Red Book, etc. CSCI 6360/4360.
Introduction to Computer Graphics with WebGL
Viewing.
OpenGL Transformations
OpenGL Transformations
Isaac Gang University of Mary Hardin-Baylor
OpenGL Transformations
Computer Graphics OpenGL Transformations
Introduction to Computer Graphics with WebGL
Reference1. [OpenGL course slides by Rasmus Stenholt]
Introduction to Computer Graphics with WebGL
Virtual Trackball and Quaterion Rotation
OpenGL Transformations
Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
Unit-5 Geometric Objects and Transformations-II
Introduction to Computer Graphics with WebGL
Geometric Transformations
Lecture 6 and 7 Transformations
Transformations 고려대학교 컴퓨터 그래픽스 연구실 kucg.korea.ac.kr.
The Modelview Matrix Lecture 8 Mon, Sep 10, 2007.
Transformations in OpenGL
Transformations Ed Angel
Geometric Objects and Transformations (II)
University of New Mexico
Programming with OpenGL Part 2: Complete Programs
Advanced Graphics Algorithms Ying Zhu Georgia State University
Transformations Ed Angel Professor Emeritus of Computer Science
Programming with OpenGL Part 6: Three Dimensions
University of New Mexico
OpenGL Transformations
Computer Viewing Ed Angel Professor Emeritus of Computer Science
Computer Graphics Transformations
Introduction to Computer Graphics with WebGL
Geometry Objects and Transformation
Chapter 4: Geometry.
Geometry Objects and Transformation
Presentation transcript:

OpenGL Transformations Ed Angel Professor Emeritus of Computer Science University of New Mexico E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Objectives Learn how to carry out transformations in OpenGL Rotation Translation Scaling Introduce mat,h and vec.h transformations Model-view Projection E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Pre 3.1OpenGL Matrices In OpenGL matrices were part of the state Multiple types Model-View (GL_MODELVIEW) Projection (GL_PROJECTION) Texture (GL_TEXTURE) Color(GL_COLOR) Single set of functions for manipulation Select which to manipulated by glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_PROJECTION); E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Current Transformation Matrix (CTM) Conceptually there is a 4 x 4 homogeneous coordinate matrix, the current transformation matrix (CTM) that is part of the state and is applied to all vertices that pass down the pipeline The CTM is defined in the user program and loaded into a transformation unit C p’=Cp p vertices CTM vertices E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

CTM operations The CTM can be altered either by loading a new CTM or by postmutiplication Load an identity matrix: C  I Load an arbitrary matrix: C  M Load a translation matrix: C  T Load a rotation matrix: C  R Load a scaling matrix: C  S Postmultiply by an arbitrary matrix: C  CM Postmultiply by a translation matrix: C  CT Postmultiply by a rotation matrix: C  C R Postmultiply by a scaling matrix: C  C S E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Rotation about a Fixed Point Start with identity matrix: C  I Move fixed point to origin: C  CT Rotate: C  CR Move fixed point back: C  CT -1 Result: C = TR T –1 which is backwards. This result is a consequence of doing postmultiplications. Let’s try again. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Reversing the Order We want C = T –1 R T so we must do the operations in the following order C  I C  CT -1 C  CR C  CT Each operation corresponds to one function call in the program. Note that the last operation specified is the first executed in the program E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

CTM in OpenGL OpenGL has a model-view and a projection matrix in the pipeline which are concatenated together to form the CTM Can manipulate each by first setting the correct matrix mode E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Rotation, Translation, Scaling Load an identity matrix: glLoadIdentity() Multiply on right: glRotatef(theta, vx, vy, vz) theta in degrees, (vx, vy, vz) define axis of rotation glTranslatef(dx, dy, dz) glScalef( sx, sy, sz) Each has a float (f) and double (d) format (glScaled) E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Example Rotation about z axis by 30 degrees with a fixed point of (1.0, 2.0, 3.0) Remember that last matrix specified in the program is the first applied glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(1.0, 2.0, 3.0); glRotatef(30.0, 0.0, 0.0, 1.0); glTranslatef(-1.0, -2.0, -3.0); E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Arbitrary Matrices Can load and multiply by matrices defined in the application program The matrix m is a one dimension array of 16 elements which are the components of the desired 4 x 4 matrix stored by columns In glMultMatrixf, m multiplies the existing matrix on the right glLoadMatrixf(m) glMultMatrixf(m) E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Matrix Stacks In many situations we want to save transformation matrices for use later Traversing hierarchical data structures (Chapter 10) Avoiding state changes when executing display lists OpenGL maintains stacks for each type of matrix Access present type (as set by glMatrixMode) by glPushMatrix() glPopMatrix() E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Reading Back Matrices Can also access matrices (and other parts of the state) by query functions For matrices, we use as glGetIntegerv glGetFloatv glGetBooleanv glGetDoublev glIsEnabled double m[16]; glGetFloatv(GL_MODELVIEW, m); E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Using Transformations Example: use idle function to rotate a cube and mouse function to change direction of rotation Start with a program that draws a cube (colorcube.c) in a standard way Centered at origin Sides aligned with axes Will discuss modeling in next lecture E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

main.c void main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinCube); glutMouseFunc(mouse); glEnable(GL_DEPTH_TEST); glutMainLoop(); } E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Idle and Mouse callbacks void spinCube() { theta[axis] += 2.0; if( theta[axis] > 360.0 ) theta[axis] -= 360.0; glutPostRedisplay(); } void mouse(int btn, int state, int x, int y) { if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0; if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1; if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2; } E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Display callback void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glRotatef(theta[0], 1.0, 0.0, 0.0); glRotatef(theta[1], 0.0, 1.0, 0.0); glRotatef(theta[2], 0.0, 0.0, 1.0); colorcube(); glutSwapBuffers(); } Note that because of fixed from of callbacks, variables such as theta and axis must be defined as globals Camera information is in standard reshape callback E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Using the Model-view Matrix In OpenGL the model-view matrix is used to Position the camera Can be done by rotations and translations but is often easier to use gluLookAt Build models of objects The projection matrix is used to define the view volume and to select a camera lens E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Model-view and Projection Matrices Although both are manipulated by the same functions, we have to be careful because incremental changes are always made by postmultiplication For example, rotating model-view and projection matrices by the same matrix are not equivalent operations. Postmultiplication of the model-view matrix is equivalent to premultiplication of the projection matrix E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Smooth Rotation From a practical standpoint, we are often want to use transformations to move and reorient an object smoothly Problem: find a sequence of model-view matrices M0,M1,…..,Mn so that when they are applied successively to one or more objects we see a smooth transition For orientating an object, we can use the fact that every rotation corresponds to part of a great circle on a sphere Find the axis of rotation and angle Virtual trackball (see text) E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Incremental Rotation Consider the two approaches For a sequence of rotation matrices R0,R1,…..,Rn , find the Euler angles for each and use Ri= Riz Riy Rix Not very efficient Use the final positions to determine the axis and angle of rotation, then increment only the angle Quaternions can be more efficient than either E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Quaternions Extension of imaginary numbers from two to three dimensions Requires one real and three imaginary components i, j, k Quaternions can express rotations on sphere smoothly and efficiently. Process: Model-view matrix  quaternion Carry out operations with quaternions Quaternion  Model-view matrix q=q0+q1i+q2j+q3k E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Interfaces One of the major problems in interactive computer graphics is how to use two-dimensional devices such as a mouse to interface with three dimensional obejcts Example: how to form an instance matrix? Some alternatives Virtual trackball 3D input devices such as the spaceball Use areas of the screen Distance from center controls angle, position, scale depending on mouse button depressed E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012