Computer Graphics Bing-Yu Chen National Taiwan University.

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Presentation transcript:

Computer Graphics Bing-Yu Chen National Taiwan University

Introduction to OpenGL  General OpenGL Introduction  An Example OpenGL Program  Drawing with OpenGL  Transformations  Animation and Depth Buffering  Lighting  Evaluation and NURBS  Texture Mapping  Advanced OpenGL Topics  Imaging modified from Dave Shreiner, Ed Angel, and Vicki Shreiner. An Interactive Introduction to OpenGL Programming. ACM SIGGRAPH 2001 Conference Course Notes #54. & ACM SIGGRAPH 2004 Conference Course Notes #29.

Imaging and Raster Primitives  Describe OpenGL ’ s raster primitives: bitmaps and image rectangles  Demonstrate how to get OpenGL to read and render pixel rectangles

Pixel-based primitives  Bitmaps 2D array of bit masks for pixels  update pixel color based on current color  Images 2D array of pixel color information  complete color information for each pixel  OpenGL doesn ’ t understand image formats

Frame Buffer Rasterization (including Pixel Zoom) Per Fragment Operations TextureM emory Pixel-Transfer Operations (and Pixel Map) CPU Pixel Storage Modes glReadPixels(), glCopyPixels() glBitmap(), glDrawPixels() glCopyTex*Image(); Pixel Pipeline  Programmable pixel storage and transfer operations CPU DL Poly. Per Vertex Per Vertex Raster Frag FB Pixel Texture

Positioning Image Primitives glRasterPos3f( x, y, z )  raster position transformed like geometry  discarded if raster position is outside of viewport may need to fine tune viewport for desired results Raster Position

Rendering Bitmaps  glBitmap( width, height, xorig, yorig, xmove, ymove, bitmap ) render bitmap in current color at advance raster position by after rendering width height xorig yorig xmove

Rendering Fonts using Bitmaps  OpenGL uses bitmaps for font rendering each character is stored in a display list containing a bitmap window system specific routines to access system fonts  glXUseXFont()  wglUseFontBitmaps()

Rendering Images  glDrawPixels( width, height, format, type, pixels ) render pixels with lower left of image at current raster position numerous formats and data types for specifying storage in memory  best performance by using format and type that matches hardware

Reading Pixels  glReadPixels( x, y, width, height, format, type, pixels ) read pixels from specified (x,y) position in framebuffer pixels automatically converted from framebuffer format into requested format and type  Framebuffer pixel copy  glCopyPixels( x, y, width, height, type )

Raster Position glPixelZoom(1.0, -1.0); Pixel Zoom glPixelZoom( x, y ) expand, shrink or reflect pixels around current raster position fractional zoom supported

Storage and Transfer Modes  Storage modes control accessing memory byte alignment in host memory extracting a subimage  Transfer modes allow modify pixel values scale and bias pixel component values replace colors using pixel maps

Texture Mapping  Apply a 1D, 2D, or 3D image to geometric primitives  Uses of Texturing simulating materials reducing geometric complexity image warping reflections CPU DL Poly. Per Vertex Per Vertex Raster Frag FB Pixel Texture

Texture Mapping s t x y z image geometry screen

Texture Mapping and the OpenGL Pipeline  Images and geometry flow through separate pipelines that join at the rasterizer “ complex ” textures do not affect geometric complexity geometry pipeline vertices pixel pipeline image rasterizer

Texture Example  The texture (below) is a 256 x 256 image that has been mapped to a rectangular polygon which is viewed in perspective

Applying Textures I  Three steps  specify texture  read or generate image  assign to texture  enable texturing  assign texture coordinates to vertices  specify texture parameters  wrapping, filtering

Applying Textures II specify textures in texture objects set texture filter set texture function set texture wrap mode set optional perspective correction hint bind texture object enable texturing supply texture coordinates for vertex  coordinates can also be generated

Texture Objects  Like display lists for texture images one image per texture object may be shared by several graphics contexts  Generate texture names glGenTextures( n, *texIds );

Texture Objects (cont.)  Create texture objects with texture data and state glBindTexture( target, id );  Bind textures before using glBindTexture( target, id );

Specify Texture Image  Define a texture image from an array of texels in CPU memory  glTexImage2D( target, level, components, w, h, border, format, type, *texels ); dimensions of image must be powers of 2  Texel colors are processed by pixel pipeline pixel scales, biases and lookups can be done CPU DL Poly. Per Vertex Per Vertex Raster Frag FB Pixel Texture

Converting A Texture Image  If dimensions of image are not power of 2  gluScaleImage( format, w_in, h_in, type_in, *data_in, w_out, h_out, type_out, *data_out ); *_in is for source image *_out is for destination image  Image interpolated and filtered during scaling

Specifying a Texture: Other Methods  Use frame buffer as source of texture image uses current buffer as source image glCopyTexImage1D(...) glCopyTexImage2D(...)  Modify part of a defined texture glTexSubImage1D(...) glTexSubImage2D(...) glTexSubImage3D(...)  Do both with glCopyTexSubImage2D(...), etc.

Mapping a Texture  Based on parametric texture coordinates  glTexCoord*() specified at each vertex s t 1, 1 0, 1 0, 01, 0 (s, t) = (0.2, 0.8) (0.4, 0.2) (0.8, 0.4) A BC a b c Texture SpaceObject Space CPU DL Poly. Per Vertex Per Vertex Raster Frag FB Pixel Texture

Generating Texture Coordinates  Automatically generate texture coords glTexGen{ifd}[v]()  specify a plane generate texture coordinates based upon distance from plane  generation modes GL_OBJECT_LINEAR GL_EYE_LINEAR GL_SPHERE_MAP

Tutorial: Texture

Texture Application Methods  Filter Modes minification or magnification special mipmap minification filters  Wrap Modes clamping or repeating  Texture Functions how to mix primitive ’ s color with texture ’ s color  blend, modulate or replace texels

Filter Modes  Example: glTexParameteri( target, type, mode ); TexturePolygon MagnificationMinification PolygonTexture

Mipmapped Textures  Mipmap allows for prefiltered texture maps of decreasing resolutions  Lessens interpolation errors for smaller textured objects  Declare mipmap level during texture definition glTexImage*D( GL_TEXTURE_*D, level, … )  GLU mipmap builder routines gluBuild*DMipmaps( … )  OpenGL 1.2 introduces advanced LOD controls

Wrapping Mode  Example: glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ) glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) texture s t GL_CLAMP wrapping GL_REPEAT wrapping

Texture Functions  Controls how texture is applied glTexEnv{fi}[v]( GL_TEXTURE_ENV, prop, param )  GL_TEXTURE_ENV_MODE modes GL_MODULATE GL_BLEND GL_REPLACE  Set blend color with GL_TEXTURE_ENV_COLOR

Perspective Correction Hint  Texture coordinate and color interpolation either linearly in screen space or using depth/perspective values (slower)  Noticeable for polygons “ on edge ” glHint( GL_PERSPECTIVE_CORRECTION_HINT, hint ) where hint is one of  GL_DONT_CARE  GL_NICEST  GL_FASTEST

Is There Room for a Texture?  Query largest dimension of texture image typically largest square texture doesn ’ t consider internal format size glGetIntegerv( GL_MAX_TEXTURE_SIZE, &size )  Texture proxy will memory accommodate requested texture size? no image specified; placeholder if texture won ’ t fit, texture state variables set to 0  doesn ’ t know about other textures  only considers whether this one texture will fit all of memory

Texture Residency  Working set of textures high-performance, usually hardware accelerated textures must be in texture objects a texture in the working set is resident for residency of current texture, check GL_TEXTURE_RESIDENT state  If too many textures, not all are resident can set priority to have some kicked out first establish 0.0 to 1.0 priorities for texture objects