Demetriou/Loizidou – ACSC330 – Chapter 9 Hierarchical and Object-Oriented Modeling Dr. Giorgos A. Demetriou Dr. Stephania Loizidou Himona Computer Science.

Slides:



Advertisements
Similar presentations
Using GLU/GLUT Objects GLU/GLUT provides very simple object primitives glutWireCube glutWireCone gluCylinder glutWireTeapot.
Advertisements

Hierarchical Modeling I Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
Transformations Objectives Understand how transformations work in 2D and 3D Understand the concept of homogenous coordinate system Understand scene graphs.
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 Better Interactive Programs Ed Angel Professor of Computer Science, Electrical and Computer.
Hierarchical Modeling II Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
Graphical Objects and Scene Graphs CS4395: Computer Graphics 1 Mohan Sridharan Based on slides created by Edward Angel.
Hierarchical Transformations and Models CSE 3541 Matt Boggus.
3D Rendering with JOGL Introduction to Java OpenGL Graphic Library By Ricardo Veguilla
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology 3D Engines and Scene Graphs Spring 2012.
Hierarchical Transformations Hierarchical Models Scene Graphs
Hierarchy, Modeling, and Scene Graphs Angel: Chapter 10 OpenGL Programming and Reference Guides, other sources. ppt from Angel, AW, etc. CSCI 6360/4360.
COMP 175: Computer Graphics March 10, 2015
Objectives Review some advanced topics, including Review some advanced topics, including Chapter 8: Implementation Chapter 8: Implementation Chapter 9:
CSE Real Time Rendering
C O M P U T E R G R A P H I C S Stuff CMSC 435 / 634 Transformations 1/29 Geometric Transformations Readings: Chapters 5-6.
Chapter 10 Bresenham’s Algorithm Data Structures and Graphics or Working with Models.
CSC461 Lecture 11: Interactive Programs Contents and Objectives Picking Writing modes – XOR/Copy Rubberbanding Display list.
Graphical Objects and Scene Graphs 1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009.
Transforms Hierarchical Modeling Scene Graphs Using hierarchical modeling techniques in 3D software design Transforms Local basis Matrix math review Matrices.
C O M P U T E R G R A P H I C S Guoying Zhao 1 / 14 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 14 Going-through.
Data Structures for Scenes, The Basics of Scene Graphs Glenn G. Chappell U. of Alaska Fairbanks CS 481/681 Lecture Notes Friday,
Implementing Scene Graphs, CSG Trees Glenn G. Chappell U. of Alaska Fairbanks CS 481/681 Lecture Notes Monday, January 26, 2004.
Computing & Information Sciences Kansas State University Lecture 20 of 42CIS 636/736: (Introduction to) Computer Graphics Lecture 21 of 42 William H. Hsu.
Week 4 Lecture 1: Hierarchical Modeling Part 1 Based on Interactive Computer Graphics (Angel) - Chapter 10 1 Angel: Interactive Computer Graphics 5E ©
Hierarchical Modeling. Instance Transformation Start with a prototype object (a symbol) Each appearance of the object in the model is an instance – Must.
C O M P U T E R G R A P H I C S Guoying Zhao 1 / 40 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 40 Computer Graphics Hierarchy I.
CS559: Computer Graphics Lecture 15: Hierarchical Modeling and Shading Li Zhang Spring 2008.
1 Better Interactive Programs. 2 Objectives Learn to build more sophisticated interactive programs using ­Picking Select objects from the display Three.
Representation. Objectives Introduce concepts such as dimension and basis Introduce coordinate systems for representing vectors spaces and frames for.
Jul 25, 2014IAT 3551 Scene Graphs.  A data structure that stores information about a graphics scene –Each node has information that structures the interpretation.
111/16/ :14 UML Instance Transformation x y z x y z x y z x y z SRT Model Coordinates.
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.
1 Hierarchical and Object-Oriented Graphics Construct complex models from a set of simple geometric objects Extend the use of transformations to include.
Transformations Tutorial
1/50 CS148: Introduction to Computer Graphics and Imaging Transforms CS148: Introduction to Computer Graphics and Imaging Transforms.
Computer Graphics I, Fall 2008 Hierarchical Modeling II.
Scene Graph & Game Engines. 2 Limitations of Immediate Mode Graphics  When we define a geometric object in an application, upon execution of the code.
CAP 4703 Computer Graphic Methods Prof. Roy Levow Chapter 9.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell Hierarchical Modeling.
University of New Mexico
Attack of the Clones Image source:
Graphical Objects and Scene Graphs Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
Hierarchical Modeling. 2 Objectives Build a tree-structured model of a humanoid figure. Examine various traversal strategies. Build a generalized tree-model.
CS559: Computer Graphics Lecture 13: Hierarchical Modeling and Curves Li Zhang Spring 2010.
Computer Graphics I, Fall 2008 Hierarchical Modeling I.
Vertex Buffer Objects and Transformations Week 4 David Breen Department of Computer Science Drexel University Based on material from Ed Angel, University.
CSCE 441: Computer Graphics: Hierarchical Models Jinxiang Chai.
Hierarchical Models Chapter 9.
IAT 355 Scene Graphs Feb 23, 2017 IAT 355.
Graphical Objects and Scene Graphs
Graphical Objects and Scene Graphs
Using the basic-objects-IFS.js Utility
Modeling and Hierarchy
Hierarchical Modeling II
Hierarchical Transformations Hierarchical Models Scene Graphs
Computer Graphics - Hierarchical Models-
Modeling and Hierarchy
Hierarchical and Object-Oriented Graphics
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
CSCE 441: Computer Graphics: Hierarchical Models
Hierarchical and Object-Oriented Graphics
Hierarchical Modeling I
Hierarchical Modeling & Constructive Solid Geometry
Dr. Chih-Kuo Yeh 葉智國 Computer Graphics Dr. Chih-Kuo Yeh 葉智國
Hierarchical Modeling
CSCE 441: Computer Graphics: Hierarchical Models
Presentation transcript:

Demetriou/Loizidou – ACSC330 – Chapter 9 Hierarchical and Object-Oriented Modeling Dr. Giorgos A. Demetriou Dr. Stephania Loizidou Himona Computer Science Frederick Institute of Technology

Demetriou/Loizidou – ACSC330 – Chapter 9 2 Instance Transformation  Start with a prototype object (a symbol)  Each appearance of the object in the model is an instance  Must scale, orient, position  Defines instance transformation

Demetriou/Loizidou – ACSC330 – Chapter 9 3 Symbol-Instance Table  Can store a model by assigning a number to each symbol and storing the parameters for the instance transformation

Demetriou/Loizidou – ACSC330 – Chapter 9 4 Relationships in Car Model  Symbol-instance table does not show relationships between parts of model  Consider model of car  Chassis + 4 identical wheels  Two symbols  Rate of forward motion determined by rotational speed of wheels

Demetriou/Loizidou – ACSC330 – Chapter 9 5 Structure Through Function Calls car(speed) { chassis() wheel(right_front); wheel(left_front); wheel(right_rear); wheel(left_rear); }  Fails to show relationships well  Look at problem using a graph

Demetriou/Loizidou – ACSC330 – Chapter 9 6 Graphs  Set of nodes and edges (links)  Edge connects a pair of nodes  Directed or undirected  Cycle: directed path that is a loop loop

Demetriou/Loizidou – ACSC330 – Chapter 9 7 Tree  Graph in which each node (except the root) has exactly one parent node  May have multiple children  Leaf or terminal node: no children root node leaf node

Demetriou/Loizidou – ACSC330 – Chapter 9 8 Tree Model of Car

Demetriou/Loizidou – ACSC330 – Chapter 9 9 DAG Model  If we use the fact that all the wheels are identical, we get a directed acyclic graph  Not much different than dealing with a tree

Demetriou/Loizidou – ACSC330 – Chapter 9 10 Modeling with Trees  Must decide what information to place in nodes and what to put in edges  Nodes  What to draw  Pointers to children  Edges  May have information on incremental changes to transformation matrices (can also store in nodes)

Demetriou/Loizidou – ACSC330 – Chapter 9 11 Robot Arm robot arm parts in their own coodinate systems

Demetriou/Loizidou – ACSC330 – Chapter 9 12 Articulated Models  Robot arm is an example of an articulated model  Parts connected at joints  Can specify state of model by giving all joint angles

Demetriou/Loizidou – ACSC330 – Chapter 9 13 Relationships in Robot Arm  Base rotates independently  Single angle determines position  Lower arm attached to base  Its position depends on rotation of base  Must also translate relative to base and rotate about connecting joint  Upper arm attached to lower arm  Its position depends on both base and lower arm  Must translate relative to lower arm and rotate about joint connecting to lower arm

Demetriou/Loizidou – ACSC330 – Chapter 9 14 Required Matrices  Rotation of base: R b  Apply M = R b to base  Translate lower arm relative to base: T lu  Rotate lower arm around joint: R lu  Apply M = R b T lu R lu to lower arm  Translate upper arm relative to upper arm: T uu  Rotate upper arm around joint: R uu  Apply M = R b T lu R lu T uu R uu to upper arm

Demetriou/Loizidou – ACSC330 – Chapter 9 15 OpenGL Code for Robot robot_arm() { glRotate(theta, 0.0, 1.0, 0.0); base(); glTranslate(0.0, h1, 0.0); glRotate(phi, 0.0, 1.0, 0.0); lower_arm(); glTranslate(0.0, h2, 0.0); glRotate(psi, 0.0, 1.0, 0.0); upper_arm(); }

Demetriou/Loizidou – ACSC330 – Chapter 9 16 Tree Model of Robot  Note code shows relationships between parts of model  Can change “look” of parts easily without altering relationships  Simple example of tree model  Want a general node structure for nodes

Demetriou/Loizidou – ACSC330 – Chapter 9 17 Possible Node Structure Code for drawing part or pointer to drawing function linked list of pointers to children matrix relating node to parent

Demetriou/Loizidou – ACSC330 – Chapter 9 18 Generalizations  Need to deal with multiple children  How do we represent a more general tree?  How do we traverse such a data structure?  Animation  How to use dynamically?  Can we create and delete nodes during execution?

Demetriou/Loizidou – ACSC330 – Chapter 9 19 Humanoid Figure

Demetriou/Loizidou – ACSC330 – Chapter 9 20 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

Demetriou/Loizidou – ACSC330 – Chapter 9 21 Tree with Matrices

Demetriou/Loizidou – ACSC330 – Chapter 9 22 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

Demetriou/Loizidou – ACSC330 – Chapter 9 23 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

Demetriou/Loizidou – ACSC330 – Chapter 9 24 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

Demetriou/Loizidou – ACSC330 – Chapter 9 25 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

Demetriou/Loizidou – ACSC330 – Chapter 9 26 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

Demetriou/Loizidou – ACSC330 – Chapter 9 27 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

Demetriou/Loizidou – ACSC330 – Chapter 9 28 Left-Child Right-Sibling Tree

Demetriou/Loizidou – ACSC330 – Chapter 9 29 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

Demetriou/Loizidou – ACSC330 – Chapter 9 30 C Definition of treenode typedef struct treenode { Glfloat m[16]; void (*f)(); struct treenode *sibling; struct treenode *child; } treenode;

Demetriou/Loizidou – ACSC330 – Chapter 9 31 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;

Demetriou/Loizidou – ACSC330 – Chapter 9 32 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 stach

Demetriou/Loizidou – ACSC330 – Chapter 9 33 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); }

Demetriou/Loizidou – ACSC330 – Chapter 9 34 Notes  We must save modelview 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

Demetriou/Loizidou – ACSC330 – Chapter 9 35 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

Demetriou/Loizidou – ACSC330 – Chapter 9 36 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

Demetriou/Loizidou – ACSC330 – Chapter 9 37 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

Demetriou/Loizidou – ACSC330 – Chapter 9 38 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

Demetriou/Loizidou – ACSC330 – Chapter 9 39 Object-Oriented Programming Model  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 ApplicationCube Object message

Demetriou/Loizidou – ACSC330 – Chapter 9 40 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

Demetriou/Loizidou – ACSC330 – Chapter 9 41 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]=………

Demetriou/Loizidou – ACSC330 – Chapter 9 42 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();

Demetriou/Loizidou – ACSC330 – Chapter 9 43 Building the Cube Object class cube { public: float color[3]; float matrix[4][4]; // public methods private: // implementation }

Demetriou/Loizidou – ACSC330 – Chapter 9 44 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

Demetriou/Loizidou – ACSC330 – Chapter 9 45 Other Objects  Other objects have geometric aspects  Cameras  Light sources  But we should be able to have nongeometric objects too  Materials  Colors  Transformations (matrices)

Demetriou/Loizidou – ACSC330 – Chapter 9 46 Application Code cube mycube; material plastic; mycube.setMaterial(plastic); camera frontView; frontView.position(x,y, z);

Demetriou/Loizidou – ACSC330 – Chapter 9 47 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]; }

Demetriou/Loizidou – ACSC330 – Chapter 9 48 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

Demetriou/Loizidou – ACSC330 – Chapter 9 49 Scene Graph

Demetriou/Loizidou – ACSC330 – Chapter 9 50 Preorder Traversal glPushAttrib glPushMatrix glColor glTranslate glRotate Object1 glTranslate Object2 glPopMatrix glPopAttrib …

Demetriou/Loizidou – ACSC330 – Chapter 9 51 Separator 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 separator node, state changes can propagate

Demetriou/Loizidou – ACSC330 – Chapter 9 52 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)

Demetriou/Loizidou – ACSC330 – Chapter 9 53 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