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Modeling and Hierarchy

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1 Modeling and Hierarchy
Chapter 10

2 Introduction: In this chapter we explore multiple approaches to developing and working with models of geometric objects. We extend the use of transformations from Chapter 4 to include hierarchical relationships among the objects. The techniques that we develop are appropriate for applications, such as robotics and figure animation, where the dynamic behavior of the objects is characterized by relationships among the parts of the model. CS 480/680 Chapter Modeling

3 The notion of hierarchy is a powerful one and is an integral part of object oriented methodologies.
We extend our hierarchical model of objects to hierarchical models of whole scenes, including cameras, lights, and material properties. Such models allow us to extend our graphics APIs to more objet-oriented systems and gives us insight in how to use graphics over networks and distributed environments, such as the Web. CS 480/680 Chapter Modeling

4 1. Symbols and Instances Our first concern is how to store a model that may include many sophisticated objects. There are two immediate issues: How do we define a complex object How do we represent a collection of these objects. We can take a non hierarchical approach to modeling regarding these objects as symbols, and modeling our world as a collection of symbols CS 480/680 Chapter Modeling

5 Symbols are usually represented at a convenient size and orientation.
For example: a cylinder In OpenGL we have to set up the appropriate transformation from the frame of the symbol to the world coordinate frame to apply it to the model-view matrix before we execute the code for the symbol. CS 480/680 Chapter Modeling

6 For example: the instance transformation
M = TRS is a concatenation of a translation, a rotation, and a scale And the OpenGL program often contains this code: glMatrixMode(GL_MODELVIEW); glLaodIdentity(); glTranslatef(...); glRotatef(...); glScalef(...); glutSolidCylinder(...)’ CS 480/680 Chapter Modeling

7 We can also think of such a model in the form of a table
The table shows no relationship among the objects. However, it does contain everything we need to draw the objects. We could do a lot of things with this data structure, but its flatness limits us. CS 480/680 Chapter Modeling

8 2. Hierarchical Models Suppose we wish to build an automobile that we can animate We can build it from the chassis, and 4 wheels CS 480/680 Chapter Modeling

9 Two frames of our animation could look like this:
We could calculate how far the wheel moved, and have code that looks like calculate(speed, distance); draw_right_front_wheel(speed, dist); draw_left_front_wheel(speed, dist); draw_right_rear_wheel(speed, dist); draw_left_rear_wheel(speed, dist); draw_chassis(speed, dist); CS 480/680 Chapter Modeling

10 BUT this is the kind of code we do NOT want....
It is linear, and it shows none of the relationships between the 5 objects. There are two types of relationships we wish to convey First, we cannot separate the movement of the car from the movement of the wheels If the car moves forward, the wheels must turn. Second, we would like to note that all the wheels are identical and just located and oriented differently. We typically do this with a graph. Def: node, edge, root, leaf, ... CS 480/680 Chapter Modeling

11 Graph Set of nodes and edges (links) Edge connects a pair of nodes
Directed or undirected Cycle: directed path that is a loop loop CS 480/680 Chapter Modeling

12 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 CS 480/680 Chapter Modeling

13 Tree Model of a car CS 480/680 Chapter Modeling

14 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 CS 480/680 Chapter Modeling

15 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) CS 480/680 Chapter Modeling

16 3. A Robot Arm Robotics provides many opportunities for developing hierarchical models. Consider this arm It consists of 3 parts CS 480/680 Chapter Modeling

17 The mechanism has 3 degrees of freedom, each of which can be described by a joint angle between the components In our model, each joint angle determines how to position a component with respect to the component to which it is attached CS 480/680 Chapter Modeling

18 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 CS 480/680 Chapter Modeling

19 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 CS 480/680 Chapter Modeling

20 Required Matrices Rotation of base: Rb Apply M = Rb to base
Translate lower arm relative to base: Tlu Rotate lower arm around joint: Rlu Apply M = Rb Tlu Rlu to lower arm Translate upper arm relative to upper arm: Tuu Rotate upper arm around joint: Ruu Apply M = Rb Tlu Rlu Tuu Ruu to upper arm CS 480/680 Chapter Modeling

21 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(); } CS 480/680 Chapter Modeling

22 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 CS 480/680 Chapter Modeling

23 Possible Node Structure
Code for drawing part or pointer to drawing function linked list of pointers to children matrix relating node to parent CS 480/680 Chapter Modeling

24 Generalizations Need to deal with multiple children Animation
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? CS 480/680 Chapter Modeling

25 4. Trees and Traversals Here we have a box-like representation of a human figure and a tree representation. CS 480/680 Chapter Modeling

26 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 Mlla positions left lower arm with respect to left upper arm CS 480/680 Chapter Modeling

27 Tree with Matrices CS 480/680 Chapter Modeling

28 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 CS 480/680 Chapter Modeling

29 Transformation Matrices
There are 10 relevant matrices M positions and orients entire figure through the torso which is the root node Mh positions head with respect to torso Mlua, Mrua, Mlul, Mrul position arms and legs with respect to torso Mlla, Mrla, Mlll, Mrll position lower parts of limbs with respect to corresponding upper limbs CS 480/680 Chapter Modeling

30 4.1 A Stack-Based Traversal
Set model-view matrix to M and draw torso Set model-view matrix to MMh and draw head For left-upper arm need MMlua and so on Rather than recomputing MMlua from scratch or using an inverse matrix, we can use the matrix stack to store M and other matrices as we traverse the tree CS 480/680 Chapter Modeling

31 Traversal Code figure() {
glPushMatrix() // save present model-view matrix torso(); glRotate3f(…); // update model-view matrix for head head(); glPopMatrix(); // recover original model-view matrix glPushMatrix(); // save it again glTranslate3f(…); // update model-view matrix glRotate3f(…); // for left upper arm left_upper_arm(); glPopMatrix(); // recover and save original glPushMatrix(); // model-view matrix again ... CS 480/680 Chapter Modeling

32 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 CS 480/680 Chapter Modeling

33 5. Use of Tree Data Structures
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 CS 480/680 Chapter Modeling

34 Left-Child Right-Sibling Tree
CS 480/680 Chapter Modeling

35 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 CS 480/680 Chapter Modeling

36 C Definition of treenode
typedef struct treenode { Glfloat m[16]; void (*f)(); struct treenode *sibling; struct treenode *child; } treenode; CS 480/680 Chapter Modeling

37 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; CS 480/680 Chapter Modeling

38 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 CS 480/680 Chapter Modeling

39 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); } CS 480/680 Chapter Modeling

40 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 CS 480/680 Chapter Modeling

41 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 CS 480/680 Chapter Modeling

42 6. Animation This section discusses basic animation
It then introduces kinematics and inverse kinematics. CS 480/680 Chapter Modeling

43 7. Graphical Objects 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 CS 480/680 Chapter Modeling

44 7.1 Methods, Attributes, and Messages
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 CS 480/680 Chapter Modeling

45 Imperative Programming Model
Example: rotate a cube The rotation function must know how the cube is represented Vertex list Edge list cube data Application glRotate results CS 480/680 Chapter Modeling

46 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 Application Cube Object message CS 480/680 Chapter Modeling

47 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 CS 480/680 Chapter Modeling

48 7.2 A 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]=……… CS 480/680 Chapter Modeling

49 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(); CS 480/680 Chapter Modeling

50 Building the Cube Object
class cube { public: float color[3]; float matrix[4][4]; // public methods private: // implementation } CS 480/680 Chapter Modeling

51 7.3 Implementing the Cube Object
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 CS 480/680 Chapter Modeling

52 7.5 Geometric Objects Suppose that we now want to build an object-oriented graphics systems. What objects should we include? Points, vectors, polygons, rectangles, and triangles CS 480/680 Chapter Modeling

53 Other objects have geometric aspects
Cameras Light sources But we should be able to have non-geometric objects too Materials Colors Transformations (matrices) CS 480/680 Chapter Modeling

54 Application Code cube mycube; material plastic;
mycube.setMaterial(plastic); camera frontView; frontView.position(x ,y, z); CS 480/680 Chapter Modeling

55 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]; } CS 480/680 Chapter Modeling

56 8. Scene Graphs 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 CS 480/680 Chapter Modeling

57 CS 480/680 Chapter Modeling

58 Preorder Traversal glPushAttrib glPushMatrix glColor glTranslate
glRotate Object1 Object2 glPopMatrix glPopAttrib CS 480/680 Chapter Modeling

59 Separator Nodes Necessary to isolate state changes
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 CS 480/680 Chapter Modeling

60 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) CS 480/680 Chapter Modeling

61 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 CS 480/680 Chapter Modeling

62 9. A Simple Scene Graph API
In this section the author develops a scene graph API Geometry Nodes Cameras Lights and Materials Transformations CS 480/680 Chapter Modeling

63 10. Scene Graph There are full scene graph API’s out there
Open Scene Graph (OSG) Open SG CS 480/680 Chapter Modeling

64 11. Graphics and the Web The world wide web has had an enormous effect on virtually all communications and computer applications. This section takes a graphics-oriented approach to see what extensions are needed to develop web applications. Protocols, HTML, VRML, Java and applets are discussed. CS 480/680 Chapter Modeling

65 12. Other Tree Structures The polygonal representations of objects that we have used has many strengths and a few weaknesses. This section covers other representations that attempt to deal with those weaknesses CSG Trees Shade Trees BSP Trees Quadtrees and Octrees CS 480/680 Chapter Modeling

66 Summary and Notes The speed at which modern hardware can render geometric objects has opened up the possibilities of a variety of modeling systems. As users of computer graphics, we need a large arsenal of techniques f we are to make full use of our graphics systems. CS 480/680 Chapter Modeling

67 We have presented the basic themes that apply to most approaches to modeling.
One is the use of hierarchy to incorporate relationships among objects in a scene. We have seen that we can use fundamental data structures, such as trees and DAGs, to represent such relationships And traversing these data structures becomes part of the rendering process. CS 480/680 Chapter Modeling

68 Suggested Readings Hierarchical transformations through the use of a matrix stack were described in the graphics literature almost 30 years ago [New83]. The PHIGS API [ANSI88] was the first to incorporate them as part of a standard package. Scene graphs are the heart of Open Inventor [Wer94]. The Open Inventor database format was the basis for VRML [Har96] CS 480/680 Chapter Modeling

69 Exercises -- Due next class
CS 480/680 Chapter Modeling


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