Hierarchical Modeling. 2 Objectives Build a tree-structured model of a humanoid figure. Examine various traversal strategies. Build a generalized tree-model.

Slides:



Advertisements
Similar presentations
Computer Graphics 2D & 3D Transformation.
Advertisements

Using GLU/GLUT Objects GLU/GLUT provides very simple object primitives glutWireCube glutWireCone gluCylinder glutWireTeapot.
Graphics Pipeline.
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.
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.
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.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
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.
Graphical Objects and Scene Graphs 1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009.
TWO DIMENSIONAL GEOMETRIC TRANSFORMATIONS CA 302 Computer Graphics and Visual Programming Aydın Öztürk
Image Synthesis Rabie A. Ramadan, PhD 2. 2 Java OpenGL Using JOGL: Using JOGL: Wiki: You can download JOGL from.
Transforms Hierarchical Modeling Scene Graphs Using hierarchical modeling techniques in 3D software design Transforms Local basis Matrix math review Matrices.
Demetriou/Loizidou – ACSC330 – Chapter 9 Hierarchical and Object-Oriented Modeling Dr. Giorgos A. Demetriou Dr. Stephania Loizidou Himona Computer Science.
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.
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.
More on Drawable Objects, Hierarchical Objects Glenn G. Chappell U. of Alaska Fairbanks CS 481/681 Lecture Notes Wednesday, January.
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 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.
1 OpenGL Transformations. 2 Objectives Learn how to carry out transformations in OpenGL ­Rotation ­Translation ­Scaling Introduce OpenGL matrix modes.
CS559: Computer Graphics Lecture 13: Hierarchical Modeling and Curves Li Zhang Spring 2010.
Computer Graphics I, Fall 2008 Hierarchical Modeling I.
Geometric Transformations Ceng 477 Introduction to Computer Graphics Computer Engineering METU.
CSCE 441: Computer Graphics: Hierarchical Models Jinxiang Chai.
Hierarchical Models Chapter 9.
IAT 355 Scene Graphs Feb 23, 2017 IAT 355.
Introduction to Computer Graphics with WebGL
Graphical Objects and Scene Graphs
Graphical Objects and Scene Graphs
Using the basic-objects-IFS.js Utility
Modeling and Hierarchy
Hierarchical Modeling II
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
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:

Hierarchical Modeling

2 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 Humanoid Figure

4 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 Tree with Matrices

6 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 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 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, etc. Rather than recomputing MM lua from scratch or using an inverse matrix, use the matrix stack to store M and other matrices as the tree is traversed.

9 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 Analysis The code describes a specific tree and a particular traversal strategy. ­A more general approach is needed. IMPORTANT: 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 General Tree Data Structure Need a data structure to represent tree and an algorithm to traverse the tree 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 Left-Child Right-Sibling Tree

13 Tree node Structure At each node, 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 C Definition of treenode typedef struct treenode { GLfloat m[16]; void (*f)(); struct treenode *sibling; struct treenode *child; } treenode;

15 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 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 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 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 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

Graphical Objects and Scene Graphs

21 Objectives Graphical objects Generalizing the notion of objects to include lights, cameras, attributes Introduction to scene graphs

22 Limitations of Immediate Mode Graphics When a geometric object is defined 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 modified or the same, the code must be re-executed.

23 OpenGL and Objects OpenGL lacks object orientation. Consider, for example, a green sphere: ­Sphere can be modeled with polygons or OpenGL quadrics. ­Its color is determined by the OpenGL state and is not a property of the object. Defies the notion of a physical object. Better objects can be attempted in code using object-oriented languages/techniques.

24 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

25 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

26 C/C++ C structures (struct) can be used 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.

27 Cube Object Suppose that a simple cube object is to be created that can be scaled, oriented, positioned, and have its color set directly through code such as: cube mycube; mycube.color[0]=1.0; mycube.color[1]= mycube.color[2]=0.0; mycube.matrix[0][0]=………

28 Cube Object Functions Functions that act on the cube are required, 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); A way of displaying the cube is also needed: mycube.render();

29 Building the Cube Object class cube { public: float color[3]; float matrix[4][4]; // public methods private: // implementation }

30 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 difficult, but it will invoke the standard OpenGL drawing functions such as glVertex.

31 Other Objects Other objects have geometric aspects: ­Cameras. ­Light sources. But non-geometric objects are also needed: ­Materials. ­Colors. ­Transformations (matrices).

32 Application Code cube mycube; material plastic; mycube.setMaterial(plastic); camera frontView; frontView.position(x, y, z);

33 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]; }

34 Scene Descriptions In the figure model: ­Model can be described either by tree or by equivalent code. ­A generic traversal can be written to display. If all the elements of a scene (cameras, lights,materials, geometry) can be represented as C++ objects, they can be shown in a tree. ­Render scene by traversing this tree.

35 Scene Graph Isolates the state of the subtree beginning at a separator node from the rest of the tree

36 Preorder Traversal glPushAttrib glPushMatrix glColor glTranslate glRotate Object1 glTranslate Object2 glPopMatrix glPopAttrib … Save state Restore state

37 Separator Nodes Necessary to isolate state chages ­Equivalent to OpenGL push/pop. As with the figure model: ­A universal traversal algorithm can be written. ­The order of traversal can matter: If the separator node is not used, state changes can propagate.

38 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 (on PCs).

39 VRML Scene graphs 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. VRML superseded by X3D, the ISO standard for real-time 3D graphics.