“RINGS” PES Institute of Technology and Management Presented by Under the Guidance of Mr. ABHISHEK S A 4PM12CS002 Mr. ASHWIN K KASHYAP 4PM12CS015 Mr. DEVARAJ.

Slides:



Advertisements
Similar presentations
OpenGL CMSC340 3D Character Design & Animation. What is OpenGL? A low-level graphics library specification designed for use with the C and C++ provides…
Advertisements

What is OpenGL? Low level 2D and 3D Graphics Library Competitor to Direct3D (the rendering part of DirectX) Used in: CAD, virtual reality, scientific.
CSC 461: Lecture 51 CSC461 Lecture 5: Simple OpenGL Program Objectives: Discuss a simple program Discuss a simple program Introduce the OpenGL program.
Thraxion: Three Dimensional Action Simulator Justin Gerthoffer, Jon Studebaker, David Colborne, Jeff Stuart, Frederick C. Harris, Jr Department of Computer.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Better Interactive Programs Ed Angel Professor of Computer Science, Electrical and Computer.
Virtual Trackball Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
1 Python Programming: An Introduction to Computer Science Chapter 3 Objects and Graphics.
Based on slides created by Edward Angel
Ch 1 Intro to Graphics page 1CS 367 First Day Agenda Best course you have ever had (survey) Info Cards Name, , Nickname C / C++ experience, EOS experience.
Computer-Based Animation. ● To animate something – to bring it to life ● Animation covers all changes that have visual effects – Positon (motion dynamic)
2. Introduction to the Visual Studio.NET IDE 2. Introduction to the Visual Studio.NET IDE Ch2 – Deitel’s Book.
Using Graphics Libraries Lecture 3 Mon, Sep 1, 2003.
Dr. Sana’a Wafa Al-Sayegh
Chapter 3 Working with Symbols and Interactivity.
Systems Analysis – Analyzing Requirements.  Analyzing requirement stage identifies user information needs and new systems requirements  IS dev team.
INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870
Model View Controller (MVC) Rick Mercer with a wide variety of others 1.
Andy Wilson - GLUT and GLVU - 9/99 - Slide 1 GLUT and GLVU Andy Wilson September 22, 1999.
DEVSView: A DEVS Visualization Tool Wilson Venhola.
Department of Mechanical Engineering, LSUSession VII MATLAB Tutorials Session VIII Graphical User Interface using MATLAB Rajeev Madazhy
IE 411/511: Visual Programming for Industrial Applications
Computer Graphics Lecture 28 Fasih ur Rehman. Last Class GUI Attributes – Windows, icons, menus, pointing devices, graphics Advantages Design Process.
A Spring 2005 CS 426 Senior Project By Group 15 John Studebaker, Justin Gerthoffer, David Colborne CSE Dept., University of Nevada, Reno Advisors (CSE.
OpenGL Shading Language (Advanced Computer Graphics) Ernest Tatum.
USER INTERFACE.
WORKING WITH CALLBACKS Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Angel: Interactive.
OVERVIEW- What is GIS? A geographic information system (GIS) integrates hardware, software, and data for capturing, managing, analyzing, and displaying.
Using OpenGL in Visual C++ Opengl32.dll and glu32.dll should be in the system folder Opengl32.dll and glu32.dll should be in the system folder Opengl32.lib.
© 2011 Delmar, Cengage Learning Chapter 3 Working with Symbols and Interactivity.
Introduction To Microsoft Word C Apply intermediate skills in utilizing word processing software Word processing programs make the writing process.
OpenGl Graphics Programming. Introduction OpenGL is a low-level graphics library specification. It makes available to the programmer a small set of geomteric.
1Computer Graphics Input and Interaction Lecture 8 John Shearer Culture Lab – space 2
FLTK Help Session By Richard Yu Gu CS 638 -Graphics Fall, 1999.
Lecture 3 OpenGL.
1 Input and Interaction. 2 Input Devices Physical input devices Keyboard devices and pointing devices Logical input devices.
Liang, Introduction to Java Programming, Eighth Edition, (c) 2011 Pearson Education, Inc. All rights reserved Event Driven Programming, The.
Computer Graphics I, Fall 2010 Input and Interaction.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Programming with OpenGL Part 1: Background Ed Angel Professor of Computer Science, Electrical.
Computing & Information Sciences Kansas State University Lecture 20 of 42CIS 636/736: (Introduction to) Computer Graphics Lecture 21 of 42 William H. Hsu.
CS 480/680 Computer Graphics Programming with Open GL Part 7: Input and Interaction Dr. Frederick C Harris, Jr. Fall 2011.
Adobe Flash CS3 Revealed Chapter 3 - WORKING WITH SYMBOLS AND INTERACTIVITY.
Program 2 due 02/01  Be sure to document your program  program level doc  your name  what the program does  each function  describe the arguments.
1 Input and Interaction. 2 Objectives Introduce the basic input devices ­Physical Devices ­Logical Devices ­Input Modes Event-driven input Introduce double.
Computer Graphics: Programming, Problem Solving, and Visual Communication Steve Cunningham California State University Stanislaus and Grinnell College.
Macromedia Flash 8 Revealed WORKING WITH SYMBOLS AND INTERACTIVITY.
Graphics Concepts CS 2302, Fall /17/20142 Drawing in Android.
University of New Mexico
Virtual Trackball Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
Computer Graphics Researched via: Student Name: Timothy Rorie Date: 4 / 11 / 11.
Computer Graphics Lecture 02 Fasih ur Rehman. Last Class Introduction to Computer Graphics Areas Application.
1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Programming with OpenGL Part 2: Complete Programs Ed Angel Professor.
GLUT functions glutInit allows application to get command line arguments and initializes system gluInitDisplayMode requests properties for the window.
Programming with OpenGL Part 2: Complete Programs Ed Angel Professor of Emeritus of Computer Science University of New Mexico.
Programming with OpenGL Part 2: Complete Programs Ed Angel Professor of Emeritus of Computer Science University of New Mexico.
Visualization Recreate the ping pong scene in 3D using ball and racket coordinates.
SPACE SHUTTLE LAUNCHING GUIDE Mis. V.R.PRATIMA Mr. ASWIN KUMAR PUNITH.K PAUL SUDEEP.G Submitted by.
1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Working with Callbacks.
Introducing Scratch Learning resources for the implementation of the scenario
1 INTRODUCTION TO COMPUTER GRAPHICS. Computer Graphics The computer is an information processing machine. It is a tool for storing, manipulating and correlating.
Introduction To Modeling and Simulation 1. A simulation: A simulation is the imitation of the operation of real-world process or system over time. A Representation.
OpenGL: The Open Graphics Language Technology and Historical Overview By Ricardo Veguilla.
Better Interactive Programs
Computer Graphics Lecture 33
Introduction to Events
Software engineering USER INTERFACE DESIGN.
The User Interface Lecture 2 Mon, Aug 27, 2007.
Drawing in the plane 455.
Input and Interaction Ed Angel
University of New Mexico
Input and Interaction Ed Angel
Presentation transcript:

“RINGS” PES Institute of Technology and Management Presented by Under the Guidance of Mr. ABHISHEK S A 4PM12CS002 Mr. ASHWIN K KASHYAP 4PM12CS015 Mr. DEVARAJ F V B.E., M.Tech. Assistant Professor Mr. MOHAN H G B.E., M.Tech. Assistant Professor A PRESENTATION ON Department of Computer Science & Engineering

ABSTRACT There are numerous simple ways that particles can interact and determine the forces that act on the particles. We consider a set of particles that is subjected to newton’s laws. Although we can also use other physical laws, the advantage of starting with Newtonian particle is that we can obtain a wide range of behaviors using simple physics. The particle system which aims at showing the behavior of particles within a system which are all Newtonian so their state is described by their positions and velocities. In addition each particle can have its own mass and color. We start by creating a default number of particles that we place randomly within a cube centered at origin with sides of length 2 and assign each a random velocity. We use the idle call back to update the particles position using elapsed time. The positions are updated using the velocity and the velocity is updated by computing the forces on that particle.

AGENDA  Introduction  OpenGL  Rings  Objectives  Design and Implementation  Snapshots  Conclusion and Future Scope  References

INTRODUCTION Computer graphics are graphics created using computers and more generally the representation and manipulation of image data by a computer. The development of computer graphics has made computers easier to interact with, and better for understanding and interpreting many types of data. The study of computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content Developments in computer graphics have had a profound impact on many types of media and have revolutionary animation, movies and the video game industry.

OpenGL OpenGL is a powerful, professional-level system and it would take a manual much thicker than this one to describe all its facilities completely. We have selected a subset of OpenGL – a portion of OpenGL’s functionality which is relevant to the CS2072 Interactive Graphics course, and sufficient to support its programming labs. OpenGL has its origins in the earlier GL (“Graphics Library”) system which was invented by Silicon Graphics Inc. as the means programming their high performance specialized graphics workstations.

RINGS The main purpose of the project is to demonstrate the movement of the rings in a given environment. The user can have a detailed understanding of the project and the nature of the particles by implementing the material provided. The movement of the rings will get affected by different collisions and different forces such as gravitational forces etc. Spring forces are used to keep a group of particles together, repulsive forces push particles from one another and attractive forces pulls particles towards one another.

OBJECTIVES Implementation of our project, “RINGS” using OpenGL toolkit which represents the erratic movement of rings in a graphical system which is more attractive. The implementation can be made still more effective using OpenGL in C++ basis.

DESIGN The design of the project basically includes the standard OpenGL functions which are necessary. The concept of the rings are thoroughly executed so that a layman also could get a detail understanding of the project. The basic computer graphics such as colors, menu, display functions, reshape functions, mouse functions and more are implemented to design the source code. The use of complex concepts is avoided and thus the code is easy to understand and to be implemented.

START CERTIFICATE PRESS THE KEY N TO SEE THE RINGS RIGHT CLICK MOUSE BUTTON TO SEE MENU MENU MORE PARTICLES FEWER PARTICLES FASTER PARTICLES SLOWER PARTICLES SMALLER PARTICLES LARGER PARTICLES STOP Control Flow Diagram

IMPLEMENTATION There will not be any problem with the execution of the project. The project is very informative and thus easy to understand. To implement a number of OpenGL library functions are used. Some of once used along with their descriptions are mentioned below. Functions used in OpenGL  Header Files The Header files used in OpenGL are GL, for which the commands begin with GL. GLUT, the GL Utility Toolkit, opens windows, develops menus, and manages events.

 Built in functions  glMatrixMode(GLenum mode) : specifies which matrix will be affected by subsequent transformations. Mode can be GL_MODELVIEW, GL_PROJECTION, or GL_TEXTURE.  glLoadIdentity( ) : Sets the current transformation matrix to an identity matrix.  glPointSize(GLfloat size) : Sets the point size attributes in pixels.  glutPostRedisplay( ) : Requests that the display callback be executed after the current callback returns.  glutSwapBuffers( ) : Swaps the front and back buffers.

 glutDisplayFunc(void (*(func)(void)): registers the display functions func that is executed when the window need to be redrawn.  glutIdleFunc(void (*f)(void)) : registers the display callback functions f that is executed whenever there are no events to be handled.  User defined functions  float forces( ): This function will help the rings to experience gravity force and get settle in the ground.  Void collision( ): This function will allow the rings to collide at a walls and bounce back.  Void draw( ): This function will create the rings, which look like attractive color rings.  Void main_menu( ): This function will provides all the main menu which are present in the project.

SNAPSHOTS Showing more Rings

Showing fewer Rings

Showing smaller Rings

Showing larger Rings

CONCLUSION There are numerous simple ways that particles can interact and determine the forces that act on the particles. We consider a set of particles that is subjected to newton’s laws. Although there is no reason that we could not use other physical laws or construct a set of our own (virtual) physical laws, the advantage of starting with Newtonian particle is that we can obtain a wide range of behaviors using simple, well understood physics. Some of the most interesting applications of particle system are for simulating complex behavior among the particles. Perhaps a more accurate is that we can produce what appears to be complex behavior using simple rules for how particles interact. One of the attractions of this graphics package named “RINGS” is that we have defined a class of objects based on only a handful of rules and a few parameters.

FUTURE SCOPE This project is designed in 2D perspective, in future it can be re- designed with 3D animation and with some more options.

REFERENCES [1] Edward angel: Interactive Computer Graphics a TOP-DOWN Approach with OpenGL, 2 nd edition, Addison-Wesley, [2] F.S. Hill, Jr. & Stephen M. Kelley: Computer Graphics Using OpenGL, 3 rd edition.

THANK YOU