Graphical Objects and Scene Graphs 1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009.

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Presentation transcript:

Graphical Objects and Scene Graphs 1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

2 Objectives Introduce graphical objects Generalize the notion of objects to include lights, cameras, attributes Introduce scene graphs Introduce space partitioning approaches

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

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

5 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Imperative Programming Model Example: rotate a cube The rotation function must know how the cube is represented ­Vertex list ­Edge list Application glRotate cube data results

6 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Object-Oriented Programming Model ApplicationCube Object 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 message

7 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 C/C++ Can try to use C structs to build objects C++ provides better support ­Use class construct ­Can hide implementation using public, private, and protected members in a class ­Can also use friend designation to allow classes to access each other

8 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 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]=………

9 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 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();

10 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Building the Cube Object class cube { public: float color[3]; float matrix[4][4]; // public methods private: // implementation }

11 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 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 such as glVertex

12 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Other Objects Other objects have geometric aspects ­Cameras ­Light sources But we should be able to have nongeometric objects too ­Materials ­Colors ­Transformations (matrices)

13 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Application Code cube mycube; material plastic; mycube.setMaterial(plastic); camera frontView; frontView.position(x,y, z);

14 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 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]; }

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

16 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Scene Graph

17 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Preorder Traversal glPushAttrib glPushMatrix glColor glTranslate glRotate Object1 glTranslate Object2 glPopMatrix glPopAttrib …

18 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Group Nodes Necessary to isolate state chages ­Equivalent to OpenGL 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

19 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Inventor and Java3D Inventor and Java3D provide a scene graph API Scene graphs can also be described by a file (text or binary) ­Implementation independent way of transporting scenes ­Supported by scene graph APIs However, primitives supported should match capabilities of graphics systems ­Hence most scene graph APIs are built on top of OpenGL or DirectX (for PCs)

20 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 VRML Want to have a scene graph that can be used over the World Wide Web Need links to other sites to support distributed data bases Virtual Reality Markup Language ­Based on Inventor data base ­Implemented with OpenGL

Open Scene Graph Supports very complex geometries by adding occulusion culling in first path Supports translucently through a second pass that sorts the geometry First two passes yield a geometry list that is rendered by the pipeline in a third pass 21 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Space Partitioning Organizes and structures the space Makes searching the space more efficient and directed Can significantly improve operation such as collision detection and hidden surface removal 22 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Octree How many collision tests must we do? How can we reduce this? ­Only test objects that are in the same area Update tree for moving objects 23 Angel: Interactive Computer Graphics 5E © Addison-Wesley (In 2D = Quadtree)

Binary Space Partitioning Tree Binary Search Hierarchy of oriented planes + and - halfspaces 24 Angel: Interactive Computer Graphics 5E © Addison-Wesley

BSP Trees As an efficient object representation 25 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

BSP Trees Collisions hidden surface removal ­Only pass triangles through the pipeline that will be visible Made this possible: 26 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009