Hierarchical Modeling II Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.

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Presentation transcript:

Hierarchical Modeling II Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

2 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Objectives Build a tree-structured model of a humanoid figure Examine various traversal strategies Build a generalized tree-model structure that is independent of the particular model

3 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Humanoid Figure

4 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Building the Model Can build a simple implementation using quadrics: ellipsoids and cylinders Access parts through functions ­torso() ­left_upper_arm() Matrices describe position of node with respect to its parent ­M lla positions left lower leg with respect to left upper arm

5 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Tree with Matrices

6 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Display and Traversal The position of the figure is determined by 11 joint angles (two for the head and one for each other part) Display of the tree requires a graph traversal ­Visit each node once ­Display function at each node that describes the part associated with the node, applying the correct transformation matrix for position and orientation

7 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Transformation Matrices There are 10 relevant matrices ­M positions and orients entire figure through the torso which is the root node ­M h positions head with respect to torso ­M lua, M rua, M lul, M rul position arms and legs with respect to torso ­M lla, M rla, M lll, M rll position lower parts of limbs with respect to corresponding upper limbs

8 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Stack-based Traversal Set model-view matrix to M and draw torso Set model-view matrix to MM h and draw head For left-upper arm need MM lua and so on Rather than recomputing MM lua from scratch or using an inverse matrix, we can use the matrix stack to store M and other matrices as we traverse the tree

9 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Traversal Code figure() { glPushMatrix() torso(); glRotate3f(…); head(); glPopMatrix(); glPushMatrix(); glTranslate3f(…); glRotate3f(…); left_upper_arm(); glPopMatrix(); glPushMatrix(); save present model-view matrix update model-view matrix for head recover original model-view matrix save it again update model-view matrix for left upper arm recover and save original model-view matrix again rest of code

10 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Analysis The code describes a particular tree and a particular traversal strategy ­Can we develop a more general approach? Note that the sample code does not include state changes, such as changes to colors ­May also want to use glPushAttrib and glPopAttrib to protect against unexpected state changes affecting later parts of the code

11 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 General Tree Data Structure Need a data structure to represent tree and an algorithm to traverse the tree We will use a left-child right sibling structure ­Uses linked lists ­Each node in data structure is two pointers ­Left: next node ­Right: linked list of children

12 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Left-Child Right-Sibling Tree

13 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Tree node Structure At each node we need to store ­Pointer to sibling ­Pointer to child ­Pointer to a function that draws the object represented by the node ­Homogeneous coordinate matrix to multiply on the right of the current model-view matrix Represents changes going from parent to node In OpenGL this matrix is a 1D array storing matrix by columns

14 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 C Definition of treenode typedef struct treenode { GLfloat m[16]; void (*f)(); struct treenode *sibling; struct treenode *child; } treenode;

15 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Defining the torso node treenode torso_node, head_node, lua_node, … ; /* use OpenGL functions to form matrix */ glLoadIdentity(); glRotatef(theta[0], 0.0, 1.0, 0.0); /* move model-view matrix to m */ glGetFloatv(GL_MODELVIEW_MATRIX, torso_node.m) torso_node.f = torso; /* torso() draws torso */ Torso_node.sibling = NULL; Torso_node.child = &head_node;

16 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Notes The position of figure is determined by 11 joint angles stored in theta[11] Animate by changing the angles and redisplaying We form the required matrices using glRotate and glTranslate ­More efficient than software ­Because the matrix is formed in model-view matrix, we may want to first push original model-view matrix on matrix stack

17 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Preorder Traversal void traverse(treenode *root) { if(root == NULL) return; glPushMatrix(); glMultMatrix(root->m); root->f(); if(root->child != NULL) traverse(root->child); glPopMatrix(); if(root->sibling != NULL) traverse(root->sibling); }

18 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Notes We must save model-view matrix before multiplying it by node matrix ­Updated matrix applies to children of node but not to siblings which contain their own matrices The traversal program applies to any left- child right-sibling tree ­The particular tree is encoded in the definition of the individual nodes The order of traversal matters because of possible state changes in the functions

19 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Dynamic Trees If we use pointers, the structure can be dynamic typedef treenode *tree_ptr; tree_ptr torso_ptr; torso_ptr = malloc(sizeof(treenode)); Definition of nodes and traversal are essentially the same as before but we can add and delete nodes during execution