1 / 36

Chapter 4

Chapter 4. 10 February 2004. Agenda. Program 2 – Due 2/17 Chapter 4 – transformations GLUT solids. OpenGL Buffers. Color can be divided into front and back for double buffering Alpha Depth Stencil Accumulation. Double Buffering. Animating Using Double Buffering.

napua
Télécharger la présentation

Chapter 4

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Chapter 4 10 February 2004

  2. Agenda • Program 2 – Due 2/17 • Chapter 4 – transformations • GLUT solids

  3. OpenGL Buffers • Color • can be divided into front and back for double buffering • Alpha • Depth • Stencil • Accumulation

  4. Double Buffering

  5. Animating Using Double Buffering • Request a double buffered color buffer glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE); • Clear color buffer • glClear(GL_COLOR_BUFFER_BIT); • Render Scene • Request swap of front and back buffers • glutSwapBuffers(); • Repeat steps 2-4 for animation.

  6. Depth Buffering

  7. 3D Coords --> Raster coords • Transformations • Clipping • Viewport transformation.

  8. Transformations • Prior to rendering: view, locate and orient • eye / camera position • 3D geometry • Manage the matrices • including the matrix stack • Combine (composite) transformations

  9. Camera Analogy

  10. Stages of Vertex Transformation

  11. Transformations • 45-degree counterclockwise rotation about the origin around the z-axis • a translation down the x-axis

  12. Order of transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMultMatrixf(N); /* apply transformation N */ glMultMatrixf(M); /* apply transformation M */ glMultMatrixf(L); /* apply transformation L */ glBegin(GL_POINTS); glVertex3f(v); /* draw transformed vertex v */ glEnd(); • transformed vertex is NMLv

  13. Translation • void glTranslate{fd} (TYPE x, TYPE y, TYPE z); • Multiplies the current matrix by a matrix that moves (translates) an object by the given x, y, and z values

  14. Rotation • void glRotate{fd}(TYPE angle, TYPE x, TYPE y, TYPE z); • Multiplies the current matrix by a matrix that rotates an object in a counterclockwise direction about the ray from the origin through the point (x, y, z). The angle parameter specifies the angle of rotation in degrees.

  15. Scale • void glScale{fd} (TYPEx, TYPE y, TYPEz); • Multiplies the current matrix by a matrix that stretches, shrinks, or reflects an object along the axes.

  16. Vectors • N tuple of real numbers (n = 2 for 2D, n = 3 for 3D) • Directed line segment • Example • Velocity vector (speed and direction) • Operations • Addition • Multiplication by a scalar • Dot product

  17. Vectors 1 2 3 2 + 3 = 5 3 4 7

  18. 1 3 1 Matrices • Rectangular array of numbers • A vector in 3 space is a n x 1 matrix or column vector. • Multiplication 1 0 0 0 0 1 0 0 x 0 0 0 0 0 0 1/k 1 Cos α 0 sin α 0 0 1 0 m -sin α 0 cos α n 0 0 0 1

  19. Matrix Multiplication • A is an n x m matrix with entries aij • B is an m x p matrix with entries bij • AB is an n x p matrix with entries cij m • cij = ais bsj s=1

  20. 2D Transformations • Translation: Pf = T + P xf = xo + dx yf = yo + dy • Rotation: Pf = R · P xf = xo * cos - yo *sin yf = xo * sin + yo *cos • Scale: Pf = S · P xf = sx * xo yf = sy * yo

  21. Homogeneous Coordinates • Want to treat all transforms in a consistent way so they can be combined easily • Developed in geometry (‘46 in cambridge) and applied to graphics • Add a third coordinate to a point (x, y, w) • (x1, y1, w1) is the same point as (x2, y2, w2) if one is a multiple of another • Homogenize a point by dividing by w

  22. Homogeneous Coordinates 1 0 dx x 0 1 dy · y 0 0 1 1

  23. Homogeneous Coordinates sx 0 0 x 0 sy 0 · y 0 0 1 1

  24. Homogeneous Coordinates Cos -sin0 x sin cos0 · y 0 0 1 1

  25. Combining 2D Transformations • Rotate a house about the origin • Rotate the house about one of its corners • translate so that a corner of the house is at the origin • rotate the house about the origin • translate so that the corner returns to its original position

  26. GLUT Solids • Sphere • Cube • Cone • Torus • Dodecahedron • Octahedron • Tetrahedron • Icosahedron • Teapot

  27. glutSolidSphere and glutWireSphere • void glutSolidSphere(GLdouble radius, GLint slices, GLint stacks); • radius - The radius of the sphere. • slices - The number of subdivisions around the Z axis (similar to lines of longitude). • stacks - The number of subdivisions along the Z axis (similar to lines of latitude).

  28. glutSolidCube and glutWireCube • void glutSolidCube(GLdouble size); • size – length of sides

  29. glutSolidCone and glutWireCone • void glutSolidCone(GLdouble base, GLdouble height, GLint slices, GLint stacks); • base - The radius of the base of the cone. • height - The height of the cone. • slices - The number of subdivisions around the Z axis. • stacks - The number of subdivisions along the Z axis.

  30. glutSolidTorus and glutWireTorus • void glutSolidTorus(GLdouble innerRadius,GLdouble outerRadius, GLint nsides, GLint rings); • innerRadius - Inner radius of the torus. • outerRadius - Outer radius of the torus. • nsides - Number of sides for each radial section. • rings - Number of radial divisions for the torus.

  31. glutSolidDodecahedron and glutWireDodecahedron • void glutSolidDodecahedron(void);

  32. glutSolidOctahedron and glutWireOctahedron . • void glutSolidOctahedron(void);

  33. glutSolidTetrahedron and glutWireTetrahedron • void glutSolidTetrahedron(void);

  34. glutSolidIcosahedron and glutWireIcosahedron • void glutSolidIcosahedron(void);

  35. glutSolidTeapot and glutWireTeapot • void glutSolidTeapot(GLdouble size); • size - Relative size of the teapot.

  36. Homework for next week. • Program 2 due 2/17 • Study for Test on Chapters 1-4, 2/19

More Related