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Hierarchical Modeling

Hierarchical Modeling. Objectives. Build a tree-structured model of a humanoid figure. Examine various traversal strategies. Build a generalized tree-model structure that is independent of the particular model. Humanoid Figure. Building the Model.

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Hierarchical Modeling

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  1. Hierarchical Modeling

  2. Objectives • Build a tree-structured model of a humanoid figure. • Examine various traversal strategies. • Build a generalized tree-model structure that is independent of the particular model.

  3. Humanoid Figure

  4. 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 leg with respect to left upper arm.

  5. Tree with Matrices

  6. 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.

  7. 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.

  8. 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, etc. • Rather than recomputing MMlua from scratch or using an inverse matrix, use the matrix stack to store M and other matrices as the tree is traversed.

  9. Traversal Code figure() { glPushMatrix() torso(); glRotate3f(…); head(); glPopMatrix(); glPushMatrix(); glTranslate3f(…); glRotate3f(…); left_upper_arm(); glPopMatrix(); glPushMatrix(); save present model-view matrix update model-view matrix for head recover original model-view matrix save it again update model-view matrix for left upper arm recover and save original model-view matrix again rest of code

  10. Analysis • The code describes a specific tree and a particular traversal strategy. • A more general approach is needed. • IMPORTANT: 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.

  11. General Tree Data Structure • Need a data structure to represent tree and an algorithm to traverse the tree 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.

  12. Left-Child Right-Sibling Tree

  13. Tree node Structure • At each node, 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.

  14. C Definition of treenode typedef struct treenode { GLfloat m[16]; void (*f)(); struct treenode *sibling; struct treenode *child; } treenode;

  15. 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;

  16. Notes • The position of figure is determined by 11 joint angles stored intheta[11] • Animate by changing the angles and redisplaying • We form the required matrices usingglRotateandglTranslate • 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

  17. 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); }

  18. 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

  19. 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

  20. Graphical Objectsand Scene Graphs

  21. Objectives • Graphical objects • Generalizing the notion of objects to include lights, cameras, attributes • Introduction to scene graphs

  22. Limitations of Immediate Mode Graphics • When a geometric object is defined 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 modified or the same, the code must be re-executed.

  23. OpenGL and Objects • OpenGL lacks object orientation. • Consider, for example, a green sphere: • Sphere can be modeled with polygons or OpenGL quadrics. • Its color is determined by the OpenGL state and is not a property of the object. • Defies the notion of a physical object. • Better objects can be attempted in code using object-oriented languages/techniques.

  24. Imperative Programming Model • Example: rotate a cube: • The rotation function must know how the cube is represented: • Vertex list. • Edge list. cube data glRotate Application results

  25. 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

  26. C/C++ • C structures (struct) can be used 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.

  27. Cube Object • Suppose that a simple cube object is to be created that can be scaled, oriented, positioned, and have its color set directly through code such as: cube mycube; mycube.color[0]=1.0; mycube.color[1]= mycube.color[2]=0.0; mycube.matrix[0][0]=………

  28. Cube Object Functions • Functions that act on the cube are required, 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); • A way of displaying the cube is also needed: mycube.render();

  29. Building the Cube Object class cube { public: float color[3]; float matrix[4][4]; // public methods private: // implementation }

  30. The Implementation • 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 difficult, but it will invoke the standard OpenGL drawing functions such as glVertex.

  31. Other Objects • Other objects have geometric aspects: • Cameras. • Light sources. • But non-geometric objects are also needed: • Materials. • Colors. • Transformations (matrices).

  32. Application Code cube mycube; material plastic; mycube.setMaterial(plastic); camera frontView; frontView.position(x, y, z);

  33. 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]; }

  34. Scene Descriptions • In the figure model: • Model can be described either by tree or by equivalent code. • A generic traversal can be written to display. • If all the elements of a scene (cameras, lights,materials, geometry) can be represented as C++ objects, they can be shown in a tree. • Render scene by traversing this tree.

  35. Scene Graph Isolates the state of the subtree beginning at a separator node from the rest of the tree

  36. Preorder Traversal glPushAttrib glPushMatrix glColor glTranslate glRotate Object1 glTranslate Object2 glPopMatrix glPopAttrib … Save state Restore state

  37. Separator Nodes • Necessary to isolate state chages • Equivalent to OpenGL push/pop. • As with the figure model: • A universal traversal algorithm can be written. • The order of traversal can matter: • If the separator node is not used, state changes can propagate.

  38. 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 (on PCs).

  39. VRML • Scene graphs 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. • VRML superseded by X3D, the ISO standard for real-time 3D graphics.

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