1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Programming with OpenGL Part 6: Three Dimensions Ed Angel Professor.

Slides:



Advertisements
Similar presentations
1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Programming with OpenGL Part 3: Three Dimensions.
Advertisements

Chapter 6: Vertices to Fragments Part 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley Mohan Sridharan Based on Slides.
Chapter 9: Recursive Methods and Fractals E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley Mohan Sridharan Based on Slides.
Fractals Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts Director, Arts Technology Center University of New.
CSC 461: Lecture 51 CSC461 Lecture 5: Simple OpenGL Program Objectives: Discuss a simple program Discuss a simple program Introduce the OpenGL program.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Programming with OpenGL Part 2: Complete Programs Ed Angel Professor of Computer Science,
1 CSC461 Lecture 7: 3D Programming in OpenGL Objectives: Develop 2D and 3D examples -- Sierpinski gasket: a fractal Develop 2D and 3D examples -- Sierpinski.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 OpenGL Transformations Ed Angel Professor of Computer Science, Electrical and Computer.
Sierpinski Gasket Program
1 Lecture 5 Rendering 3D graphical primitives. 2 3D Rendering Example:
CAP 4703 Computer Graphic Methods Prof. Roy Levow Lecture 2.
Demetriou/Loizidou – ACSC330 – Chapter 2 Graphics Programming Dr. Giorgos A. Demetriou Dr. Stephania Loizidou Himona Computer Science Frederick Institute.
Graphics Systems and OpenGL. Business of Generating Images Images are made up of pixels.
Computer Graphics CS 385 January 31, Fractals Some definitions Object which is self-similar at all scales. Regardless of scale the same level of.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Graphics Programming Chapter 2. CS 480/680 2Chapter 2 -- Graphics Programming Introduction: Introduction: Our approach is programming oriented. Our approach.
Introduction to GL Geb Thomas. Example Code int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode ( GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
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.
1Computer Graphics Programming with OpenGL Three Dimensions – 2 Lecture 7 John Shearer Culture Lab – space 2
Implementation II Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
1 Programming with OpenGL Part 3: Three Dimensions Yuanfeng Zhou Shandong University.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1Computer Graphics Programming with OpenGL Three Dimensions Lecture 06 John Shearer Culture Lab – space 2
Computer Graphics I, Fall 2010 Programming with OpenGL Part 3: Three Dimensions.
1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Programming with OpenGL Review.
1 Chapter 2: Graphics Programming Bryson Payne CSCI 3600 NGCSU.
CS 480/680 Computer Graphics Programming with Open GL Part 6: Three Dimensions Dr. Frederick C Harris, Jr. Fall 2011.
1 Chapter 2 Graphics Programming. 2 Using OpenGL in Visual C++ – 1/3 Opengl32.dll and glu32.dll should be in the system folder Opengl32.lib and glu32.lib.
1 Building Models Ed Angel Professor Emeritus of Computer Science University of New Mexico Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley.
1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Transformations.
1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Programming with OpenGL Part 2: Complete Programs Ed Angel Professor.
Color spaces. Draw Buffers Color models. Mathmatical Protocols for defining colors with numbers  RGB Red, Green, Blue  HSV Hue, Saturation, Value(Brightness)‏
Programming with OpenGL Part 2: Complete Programs Ed Angel Professor of Emeritus of Computer Science University of New Mexico.
Fractals Ed Angel Professor Emeritus of Computer Science
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Programming with OpenGL Part 3: Three Dimensions Ed Angel Professor of Computer Science,
1 Programming with OpenGL Part 2: Complete Programs.
OpenGL API 2D Graphic Primitives Angel Angel: Interactive Computer Graphics5E © Addison-Wesley
31/1/2006Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition)1 CSC345: Advanced Graphics & Virtual Environments Lecture 2: Introduction.
Graphics Graphics Korea University kucg.korea.ac.kr Graphics Programming 고려대학교 컴퓨터 그래픽스 연구실.
CSC Graphics Programming Budditha Hettige Department of Statistics and Computer Science.
Computer Graphics I, Fall Programming with OpenGL Part 2: Complete Programs.
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.
CS 480/680 Computer Graphics Programming with Open GL Part 2: Complete Programs Dr. Frederick C Harris, Jr. Fall 2011.
Data Structures.
OpenGL Transformations
Programming with OpenGL Part 2: Complete Programs
Programming with OpenGL Part 1: Background
Programming with OpenGL Part 3: Three Dimensions
OpenGL API 2D Graphic Primitives
Programming with OpenGL Part 2: Complete Programs
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Building Models Ed Angel Professor Emeritus of Computer Science
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Programming with OpenGL Part 3: Three Dimensions
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Programming with OpenGL Part 2: Complete Programs
Programming with OpenGL Part 2: Complete Programs
Programming with OpenGL Part 2: Complete Programs
Programming with OpenGL Part 6: Three Dimensions
Programming with OpenGL Part 3: Three Dimensions
Programming with OpenGL Part 2: Complete Programs
Programming with OpenGL Part 2: Complete Programs
Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
Programming with OpenGL Part 3: Three Dimensions
Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
Presentation transcript:

1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Programming with OpenGL Part 6: Three Dimensions Ed Angel Professor Emeritus of Computer Science University of New Mexico

2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Objectives Develop a more sophisticated three- dimensional example ­Sierpinski gasket: a fractal Introduce hidden-surface removal

3 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Three-dimensional Applications In OpenGL, two-dimensional applications are a special case of three-dimensional graphics Going to 3D ­Not much changes ­Use vec3, glUniform3f ­Have to worry about the order in which primitives are rendered or use hidden-surface removal

4 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Sierpinski Gasket (2D) Start with a triangle Connect bisectors of sides and remove central triangle Repeat

5 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Example Five subdivisions

6 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 The gasket as a fractal Consider the filled area (black) and the perimeter (the length of all the lines around the filled triangles) As we continue subdividing ­the area goes to zero ­but the perimeter goes to infinity This is not an ordinary geometric object ­It is neither two- nor three-dimensional It is a fractal (fractional dimension) object

7 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Gasket Program #include /* initial triangle */ point2 v[3] ={point2(-1.0, -0.58), point2(1.0, -0.58), point2 (0.0, 1.15)}; int n; /* number of recursive steps */

8 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Draw one triangle void triangle( point2 a, point2 b, point2 c) /* display one triangle */ { static int i =0; points[i] = a; points[i] = b; points[i] = c; i += 3; }

9 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Triangle Subdivision void divide_triangle(point2 a, point2 b, point2 c, int m) { /* triangle subdivision using vertex numbers */ point2 ab, ac, bc; if(m>0) { ab = (a + b )/2; ac = (a + c)/2; bc = (b + c)/2; divide_triangle(a, ab, ac, m-1); divide_triangle(c, ac, bc, m-1); divide_triangle(b, bc, ac, m-1); } else(triangle(a,b,c)); /* draw triangle at end of recursion */ }

10 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 display and init Functions void display() { glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, NumVertices); glFlush(); } void myinit() { vec2 v[3] = {point2(……. divide_triangles(v[0], v[1], v[2], n);. }

11 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 main Function int main(int argc, char **argv) { n=4; glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB); glutInitWindowSize(500, 500); glutCreateWindow(“2D Gasket"); glutDisplayFunc(display); myinit(); glutMainLoop(); }

12 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Moving to 3D We can easily make the program three- dimensional by using point3 v[3] and we start with a tetrahedron

13 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley D Gasket We can subdivide each of the four faces Appears as if we remove a solid tetrahedron from the center leaving four smaller tetrahedra Code almost identical to 2D example

14 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Almost Correct Because the triangles are drawn in the order they are specified in the program, the front triangles are not always rendered in front of triangles behind them get this want this

15 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Hidden-Surface Removal We want to see only those surfaces in front of other surfaces OpenGL uses a hidden-surface method called the z-buffer algorithm that saves depth information as objects are rendered so that only the front objects appear in the image

16 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Using the z-buffer algorithm The algorithm uses an extra buffer, the z-buffer, to store depth information as geometry travels down the pipeline It must be ­Requested in main.c glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH) ­Enabled in init.c glEnable(GL_DEPTH_TEST) ­Cleared in the display callback glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

17 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Surface vs Volume Subdvision In our example, we divided the surface of each face We could also divide the volume using the same midpoints The midpoints define four smaller tetrahedrons, one for each vertex Keeping only these tetrahedrons removes a volume in the middle See text for code

18 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Volume Subdivision