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Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
Frames & Geometry Angel Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Objectives Discuss frames Introduce simple data structures for building polygonal models Vertex lists Edge lists OpenGL vertex arrays Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Homogeneous Coordinates
The homogeneous coordinates form for a three dimensional point [x y z] is given as p =[x’ y’ z’ w] T =[wx wy wz w] T We return to a three dimensional point (for w0) by xx’/w yy’/w zz’/w If w=0, the representation is that of a vector Note that homogeneous coordinates replaces points in three dimensions by lines through the origin in four dimensions For w=1, the representation of a point is [x y z 1] Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Homogeneous Coordinates and Computer Graphics
Homogeneous coordinates are key to all computer graphics systems All standard transformations (rotation, translation, scaling) can be implemented with matrix multiplications using 4 x 4 matrices Hardware pipeline works with 4 dimensional representations For orthographic viewing, we can maintain w=0 for vectors and w=1 for points For perspective we need a perspective division Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Change of Coordinate Systems
Consider two representations of a the same vector with respect to two different bases. The representations are a=[a1 a2 a3 ] b=[b1 b2 b3] where v=a1v1+ a2v2 +a3v3 = [a1 a2 a3] [v1 v2 v3] T =b1u1+ b2u2 +b3u3 = [b1 b2 b3] [u1 u2 u3] T Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Representing second basis in terms of first
Each of the basis vectors, u1,u2, u3, are vectors that can be represented in terms of the first basis v u1 = g11v1+g12v2+g13v3 u2 = g21v1+g22v2+g23v3 u3 = g31v1+g32v2+g33v3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Matrix Form The coefficients define a 3 x 3 matrix and the bases can be related by see text for numerical examples M = a=MTb Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Change of Frames We can apply a similar process in homogeneous coordinates to the representations of both points and vectors Any point or vector can be represented in either frame We can represent Q0, u1, u2, u3 in terms of P0, v1, v2, v3 u2 u1 v2 Consider two frames: (P0, v1, v2, v3) (Q0, u1, u2, u3) Q0 P0 v1 u3 v3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Representing One Frame in Terms of the Other
Extending what we did with change of bases u1 = g11v1 + g12v2 + g13v3 u2 = g21v1 + g22v2 + g23v3 u3 = g31v1 + g32v2 + g33v3 Q0 = g41v1 + g42v2 + g43v3 + g44P0 defining a 4 x 4 matrix M = Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Working with Representations
Within the two frames any point or vector has a representation of the same form a=[a1 a2 a3 a4 ] in the first frame b=[b1 b2 b3 b4 ] in the second frame where a4 = b4 = 1 for points and a4 = b4 = 0 for vectors and The matrix M is 4 x 4 and specifies an affine transformation in homogeneous coordinates a=MTb Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Affine Transformations
Every linear transformation is equivalent to a change in frames Every affine transformation preserves lines However, an affine transformation has only 12 degrees of freedom because 4 of the elements in the matrix are fixed and are a subset of all possible 4 x 4 linear transformations Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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The World and Camera Frames
When we work with representations, we work with n-tuples or arrays of scalars Changes in frame are then defined by 4 x 4 matrices In OpenGL, the base frame that we start with is the world frame Eventually we represent entities in the camera frame by changing the world representation using the model-view matrix Initially these frames are the same (M=I) Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Moving the Camera If objects are on both sides of z=0, we must move camera frame M = Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
Geometric Modeling Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Representing a Mesh Consider a mesh There are 8 nodes and 12 edges 5 interior polygons 6 interior (shared) edges Each vertex has a location vi = (xi yi zi) e2 v5 v6 e3 e9 e8 v8 v4 e1 e11 e10 v7 e4 e7 v1 e12 v2 v3 e6 e5 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Simple Representation
Define each polygon by the geometric locations of its vertices Leads to OpenGL code such as Inefficient and unstructured Consider moving a vertex to a new location Must search for all occurrences glBegin(GL_POLYGON); glVertex3f(x1, y1, z1); glVertex3f(x6, y6, z6); glVertex3f(x7, y7, z7); glEnd(); Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Inward and Outward Facing Polygons
The order {v1, v6, v7} and {v6, v7, v1} are equivalent in that the same polygon will be rendered by OpenGL but the order {v1, v7, v6} is different The first two describe outwardly facing polygons Use the right-hand rule = counter-clockwise encirclement of outward-pointing normal OpenGL can treat inward and outward facing polygons differently Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Geometry vs Topology Generally it is a good idea to look for data structures that separate the geometry from the topology Geometry: locations of the vertices Topology: organization of the vertices and edges Example: a polygon is an ordered list of vertices with an edge connecting successive pairs of vertices and the last to the first Topology holds even if geometry changes Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Vertex Lists Put the geometry in an array Use pointers from the vertices into this array Introduce a polygon list x1 y1 z1 x2 y2 z2 x3 y3 z3 x4 y4 z4 x5 y5 z5. x6 y6 z6 x7 y7 z7 x8 y8 z8 v1 v7 v6 P1 P2 P3 P4 P5 v8 v5 v6 topology geometry Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Shared Edges Vertex lists will draw filled polygons correctly but if we draw the polygon by its edges, shared edges are drawn twice Can store mesh by edge list Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Edge List v1 v2 v7 v6 v8 v5 v3 e1 e8 e3 e2 e11 e6 e7 e10 e5 e4 e9 e12 x1 y1 z1 x2 y2 z2 x3 y3 z3 x4 y4 z4 x5 y5 z5. x6 y6 z6 x7 y7 z7 x8 y8 z8 e1 e2 e3 e4 e5 e6 e7 e8 e9 v1 v6 Note polygons are not represented Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Modeling a Cube Model a color cube for rotating cube program Define global arrays for vertices and colors GLfloat vertices[][3] = {{-1.0,-1.0,-1.0},{1.0,-1.0,-1.0}, {1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0}, {1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}}; GLfloat colors[][3] = {{0.0,0.0,0.0},{1.0,0.0,0.0}, {1.0,1.0,0.0}, {0.0,1.0,0.0}, {0.0,0.0,1.0}, {1.0,0.0,1.0}, {1.0,1.0,1.0}, {0.0,1.0,1.0}}; Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Drawing a polygon from a list of indices
Draw a quadrilateral from a list of indices into the array vertices and use color corresponding to first index void polygon(int a, int b, int c , int d) { glBegin(GL_POLYGON); glColor3fv(colors[a]); glVertex3fv(vertices[a]); glVertex3fv(vertices[b]); glVertex3fv(vertices[c]); glVertex3fv(vertices[d]); glEnd(); } Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Draw cube from faces void colorcube( ) { polygon(0,3,2,1); polygon(2,3,7,6); polygon(0,4,7,3); polygon(1,2,6,5); polygon(4,5,6,7); polygon(0,1,5,4); } 5 6 2 1 7 4 3 Note that vertices are ordered so that we obtain correct outward facing normals Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Efficiency The weakness of our approach is that we are building the model in the application and must do many function calls to draw the cube Drawing a cube by its faces in the most straight forward way requires 6 glBegin, 6 glEnd 6 glColor 24 glVertex More if we use texture and lighting Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Vertex Arrays OpenGL provides a facility called vertex arrays that allows us to store array data in the implementation Six types of arrays supported Vertices Colors Color indices Normals Texture coordinates Edge flags We will need only colors and vertices Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Initialization Using the same color and vertex data, first we enable glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); Identify location of arrays glVertexPointer(3, GL_FLOAT, 0, vertices); glColorPointer(3, GL_FLOAT, 0, colors); data array data contiguous 3d arrays stored as floats Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Mapping indices to faces
Form an array of face indices Each successive four indices describe a face of the cube Draw through glDrawElements which replaces all glVertex and glColor calls in the display callback GLubyte cubeIndices[24] = {0,3,2,1,2,3,7,6 0,4,7,3,1,2,6,5,4,5,6,7,0,1,5,4}; Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
Drawing the cube Method 1: Method 2: number of indices what to draw for(i=0; i<6; i++) glDrawElements(GL_POLYGON, 4, GL_UNSIGNED_BYTE, &cubeIndices[4*i]); format of index data start of index data glDrawElements(GL_QUADS, 24, GL_UNSIGNED_BYTE, cubeIndices); Draws cube with 1 function call!! Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009
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