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3D Graphics - Current Technologies Open GLOpen GL (Open Graphics Language) –SGI Silicon Graphics Direct 3DDirect 3D –Microsoft Direct X Technology Java3DJava3D –Sun MicroSystems RDXRDX (Realistic Display Mixer) –Intel MMX Technologies
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Open GL Platform Independent 3D APIPlatform Independent 3D API Texture MappingTexture Mapping Z-BufferingZ-Buffering Double BufferingDouble Buffering Lighting EffectsLighting Effects Smooth ShadingSmooth Shading Material PropertiesMaterial Properties Alpha BlendingAlpha Blending Transformation matricesTransformation matrices
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OpenGL GLUTGLUT (OpenGL Utility Toolkit) –Window system independent API for binding OpenGL API. (No need to learn Win32API,MFC, Xlib or Motif) –Very Simple to use. –Reduces learning and code overhead for OpenGL applications. –Features supported Multiple windows for OpenGL rendering. Callback driven event processing. An `idle' routine and timers. Utility routines to generate various solid and wire frame objects. Support for bitmap and stroke fonts. Miscellaneous window management functions.
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Direct X - DirectDraw Very Fast - DirectDraw bypasses GDI and directly accesses video memory on graphics card (via surface object) PRIMARYSURFACE - direct access to display memory area. OFFSCREENSURFACE - offscreen “behind the scene drawing area”
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Display Architecture in Win95 Windows Application Graphics Device Interface (GDI) Video for Windows (VFW) Active Movie (Win95) Direct3D Retained Mode DIBENG Emulator Direct Video Windows Device Driver Interface (DDI) DirectDraw & Direct3D Hardware Abstraction Layer (HAL) / Device Driver Interface Graphics Device Realistic Display Mixer (RDX) Direct3D Immediate Mode DirectDraw Hardware Emulation Layer (HEL) Direct3D Hardware Emulation Layer (HEL)
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Direct3D - Modes of Operation Direct3D Retained ModeDirect3D Retained Mode –Sophisticated Geometry Engine to create entire scene to be manipulated with high level API calls. - Functionality comes at performance cost (similar to OpenGL). Direct3D Immediate ModeDirect3D Immediate Mode –A device independent way for accessing low-level hardware acceleration (however programmers must design their own geometry and lighting modules). –Very Fast! But difficult to program!
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Direct3D Advantages:Advantages: Faster than OpenGL (Direct hardware accelaration) Used in Games Disadvantages:Disadvantages: Platform Dependent (PC Windows platform) Very difficult use (steep learning curve) with large code overhead incomparison to OpenGL.
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Java3D API Provides a Java 3D API that sits on top of OpenGL. Advantages:Advantages: – Platform Independent –Ability to distribute over the web (3D Applets) –Small Code size (similar to OpenGL overhead) –Also-Magician is a front-end to OpenGL –Java Language:-NO Pointers->No Headaches!!!!!! Disadvantages:Disadvantages: –Slow (Java Byte code is interpreted by the Java Virtual Machine, which then talks to Lower Level OpenGLLayer
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Comparison
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References OPENGLProgramming for Windows 95/NT DIRECTX, RDX, RSX, MMX TECHNOLOGY (High perf API, Rohan Coelho) High PerformaceWindows Graphics Programing www.mesa3d.org http://www.microsoft.com.../directx/dxm/help/da/frameset/cpp_right.htm http://cc.usu.edu/~sljwm/index.html http://cc.usu.edu/~sljwm/OpenGL.html http://trant.sgi.com/opengl/toolkits/glut-3.5/progs/mui/mui.html http://www.rezio.com/d3d/ http://www.cmlab.csie.ntu.edu.tw/~robin/JavaGL/ htttp://java.sun.com http://www.opengl.org/ http://trant.sgi.com/opengl/toolkits/glut-3.5/progs/progs.html http://java3d.sdsc.edu/ http://www.jars.com http://www.wksoftware.com/publications/mcd_icd.html http://reality.sgi.com/mjk_asd/glut3/glut3.html http://ceu.fi.udc.es/SAL/F/3/index.shtml
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INSTALLATION FOR Windows DRIVERS required for Demos: OpenGL: SGI OpenGL drivers for Windows95 ================================ http://www.opengl.org/Downloads/DevDownloads.html ---ftp://ftp.microsoft.com/softlib/mslfiles/opengl95.exe ---http://www.berkelium.com/OpenGL/sgi-opengl.html MESA OpenGL Implementation =========================== http://www.mesa3d.org/download.html GLUT: ===== You can compile and re-build libraries given original GLUT source code, or just download necessary binaris, DLLS etc avaliable at the following links: Reccommended to download complete GLUT src and compile libraries (VC++ recommeded)..includes very nice OpenGL demos, like: Ideas (SGI) Atlantis Chess Manymore.... http://www.opengl.org/Documentation/GLUT.html //Good links http://reality.sgi.com/mjk_asd/glut3/glut3.html
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DirectX + RDX ============= This links to Intels Download area for RDX SDK + samples and includes binary donwload for DirectX 3a. http://developer.intel.com/ial/rdx/download.htm http://developer.intel.com/ial/rdx/demos.htm DirectX6 ======== Microsoft has DirectX V6 out but is only available via purchasing its CD from microsoft (approx $12.50 inc S/H). http://www.microsoft.com/directx/resources/dx61sdk.htm (SDK includes sample code + demos) Java3D + JDK1.2 =============== Import Note to set-up classpaths correclty for JDK1.2 installation. http://java.sun.com/products/jdk/1.2/ //includes demo prgs for Java 2d + java 3D http://java.sun.com/products/java-media/3D/ All These SDK/Driver installations were necessary to show the demos during the presentation.
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