University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2005 Tamara Munzner Rendering Pipeline OpenGL/GLUT.

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Presentation transcript:

University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2005 Tamara Munzner Rendering Pipeline OpenGL/GLUT Intro Week 2, Mon Jan 10

2 News labs start this week Dana Sharon: MWF 12-1 Dan Julius: Tu 1-2, 2-3, Th project 0 intro to OpenGL/GLUT template: spin around obj files todo: change color, change rotation axis, change wireframe/solid drawing, start/stop spin do not hand in, not graded

3 Remote Graphics OpenGL does not work well remotely very slow only one user can use graphics at a time current X server doesn’t give priority to console, just does first come first served problem: FCFS policy = confusion/chaos solution: console user gets priority only use graphics remotely if nobody else logged on with ‘who’ command, “:0” is console person stop using graphics if asked by console user via or console user can reboot machine out from under you

4 Reading RB Chap. Introduction to OpenGL RB Chap. State Management and Drawing Geometric Objects RB Appendix Basics of GLUT (Basics of Aux in v 1.1)

5 Topics rendering pipeline OpenGL GLUT

6 Rendering Pipeline

7 Review: 3D Graphics modeling representing object properties geometry: polygons, smooth surfaces etc. materials: reflection models etc. rendering generation of images from models interactive rendering ray-tracing animation making geometric models move and deform

8 Rendering goal transform computer models into images may or may not be photo-realistic interactive rendering fast, but limited quality roughly follows a fixed patterns of operations rendering pipeline offline rendering ray-tracing global illumination

9 Rendering tasks that need to be performed (in no particular order): project all 3D geometry onto the image plane geometric transformations determine which primitives or parts of primitives are visible hidden surface removal determine which pixels a geometric primitive covers scan conversion compute the color of every visible surface point lighting, shading, texture mapping

10 Rendering Pipeline what is the pipeline? abstract model for sequence of operations to transform geometric model into digital image abstraction of the way graphics hardware works underlying model for application programming interfaces (APIs) that allow programming of graphics hardware OpenGL Direct 3D actual implementation details of rendering pipeline will vary

11 Rendering Pipeline GeometryDatabaseGeometryDatabase Model/ViewTransform.Model/ViewTransform. LightingLightingPerspectiveTransform.PerspectiveTransform. ClippingClipping ScanConversionScanConversion DepthTestDepthTest TexturingTexturing BlendingBlending Frame-bufferFrame-buffer

12 Geometry Database geometry database application-specific data structure for holding geometric information depends on specific needs of application triangle soup, points, mesh with connectivity information, curved surface GeometryDatabaseGeometryDatabase

13 Model/View Transformation modeling transformation map all geometric objects from local coordinate system into world coordinates viewing transformation map all geometry from world coordinates into camera coordinates GeometryDatabaseGeometryDatabase Model/ViewTransform.Model/ViewTransform.

14 Lighting lighting compute brightness based on property of material and light position(s) computation is performed per-vertex GeometryDatabaseGeometryDatabase Model/ViewTransform.Model/ViewTransform. LightingLighting

15 Perspective Transformation perspective transformation projecting the geometry onto the image plane projective transformations and model/view transformations can all be expressed with 4x4 matrix operations GeometryDatabaseGeometryDatabase Model/ViewTransform.Model/ViewTransform. LightingLightingPerspectiveTransform.PerspectiveTransform.

16 Clipping clipping removal of parts of the geometry that fall outside the visible screen or window region may require re-tessellation of geometry GeometryDatabaseGeometryDatabase Model/ViewTransform.Model/ViewTransform. LightingLightingPerspectiveTransform.PerspectiveTransform. ClippingClipping

17 Scan Conversion scan conversion turn 2D drawing primitives (lines, polygons etc.) into individual pixels (discretizing/sampling) interpolate color across primitive generate discrete fragments GeometryDatabaseGeometryDatabase Model/ViewTransform.Model/ViewTransform. LightingLightingPerspectiveTransform.PerspectiveTransform. ClippingClipping ScanConversionScanConversion

18 Texture Mapping texture mapping “gluing images onto geometry” color of every fragment is altered by looking up a new color value from an image GeometryDatabaseGeometryDatabase Model/ViewTransform.Model/ViewTransform. LightingLighting PerspectiveTransform.PerspectiveTransform. ClippingClipping ScanConversionScanConversionTexturingTexturing

19 Depth Test GeometryDatabaseGeometryDatabase Model/ViewTransform.Model/ViewTransform. LightingLightingPerspectiveTransform.PerspectiveTransform. ClippingClipping ScanConversionScanConversion DepthTestDepthTest TexturingTexturing depth test remove parts of geometry hidden behind other geometric objects perform on every individual fragment other approaches (later)

20 Blending GeometryDatabaseGeometryDatabase Model/ViewTransform.Model/ViewTransform. LightingLightingPerspectiveTransform.PerspectiveTransform.ClippingClipping ScanConversionScanConversion DepthTestDepthTest TexturingTexturing BlendingBlending blending final image: write fragments to pixels draw from farthest to nearest no blending – replace previous color blending: combine new & old values with arithmetic operations

21 Framebuffer GeometryDatabaseGeometryDatabase Model/ViewTransform.Model/ViewTransform. LightingLightingPerspectiveTransform.PerspectiveTransform. ClippingClipping ScanConversionScanConversion DepthTestDepthTest TexturingTexturing BlendingBlending Frame-bufferFrame-buffer framebuffer video memory on graphics board that holds image double-buffering: two separate buffers draw into one while displaying other, then swap allows smooth animation, instead of flickering

22 Pipeline Advantages modularity: logical separation of different components easy to parallelize earlier stages can already work on new data while later stages still work with previous data similar to pipelining in modern CPUs but much more aggressive parallelization possible (special purpose hardware!) important for hardware implementations only local knowledge of the scene is necessary

23 Pipeline Disadvantages limited flexibility some algorithms would require different ordering of pipeline stages hard to achieve while still preserving compatibility only local knowledge of scene is available shadows global illumination

24 OpenGL (briefly)

25 OpenGL started in 1989 by Kurt Akeley based on IRIS_GL by SGI API to graphics hardware designed to exploit hardware optimized for display and manipulation of 3D graphics implemented on many different platforms low level, powerful flexible pipeline processing set state as needed

26 Graphics State set the state once, remains until overwritten glColor3f(1.0, 1.0, 0.0)  set color to yellow glSetClearColor(0.0, 0.0, 0.2)  dark blue bg glEnable(LIGHT0)  turn on light glEnable(GL_DEPTH_TEST)  hidden surf.

27 Geometry Pipeline tell it how to interpret geometry glBegin( ) mode = GL_TRIANGLE, GL_POLYGON, etc. feed it vertices glVertex3f(-1.0, 0.0, -1.0) glVertex3f(1.0, 0.0, -1.0) glVertex3f(0.0, 1.0, -1.0) tell it you’re done glEnd()

28 Open GL: Geometric Primitives glPointSize( float size); glLineWidth( float width); glColor3f( float r, float g, float b);....

29 Code Sample void display() { glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); glColor3f(0.0, 1.0, 0.0); glBegin(GL_POLYGON); glVertex3f(0.25, 0.25, -0.5); glVertex3f(0.75, 0.25, -0.5); glVertex3f(0.75, 0.75, -0.5); glVertex3f(0.25, 0.75, -0.5); glEnd(); glFlush(); } more OpenGL as course continues

30 GLUT

31 GLUT: OpenGL Utility Toolkit developed by Mark Kilgard (also from SGI) simple, portable window manager opening windows handling graphics contexts handling input with callbacks keyboard, mouse, window reshape events timing idle processing, idle events designed for small-medium size applications distributed as binaries free, but not open source

32 GLUT Draw World int main(int argc, char **argv) { glutInit( &argc, argv ); glutInit( &argc, argv ); glutInitDisplayMode( GLUT_RGB | glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize( 640, 480 ); glutCreateWindow( "openGLDemo" ); glutDisplayFunc( DrawWorld ); glutIdleFunc(Idle); glClearColor( 1,1,1 ); glutMainLoop(); return 0; // never reached }

33 Event-Driven Programming main loop not under your control vs. procedural control flow through event callbacks redraw the window now key was pressed mouse moved callback functions called from main loop when events occur mouse/keyboard state setting vs. redrawing

34 GLUT Callback Functions // you supply these kind of functions // you supply these kind of functions void reshape(int w, int h); void keyboard(unsigned char key, int x, int y); void mouse(int but, int state, int x, int y); void idle(); void display(); // register them with glut // register them with glut glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMouseFunc(mouse); glutIdleFunc(idle); glutDisplayFunc(display); void glutDisplayFunc (void (*func)(void)); void glutKeyboardFunc (void (*func)(unsigned char key, int x, int y)); void glutIdleFunc (void (*func)()); void glutReshapeFunc (void (*func)(int width, int height));

35 Display Function void DrawWorld() { glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glClear( GL_COLOR_BUFFER_BIT ); angle += 0.05;//animation glRotatef(angle,0,0,1);//animation... // redraw triangle in new position glutSwapBuffers(); } directly update value of angle variable so, why doesn't it spin? only called in response to window/input event!

36 Idle Function void Idle() { angle += 0.05; glutPostRedisplay(); } called from main loop when no user input should return control to main loop quickly update value of angle variable here then request redraw event from GLUT draw function will be called next time through continues to rotate even when no user action

37 Keyboard/Mouse Callbacks do minimal work request redraw for display example: keypress triggering animation do not create loop in input callback! what if user hits another key during animation? shared/global variables to keep track of state display function acts on current variable value