Last Time. Modeling intro Polygonal modeling Ways of representing polygonal meshes Indexing schemes (indirection) LevelofDetail. Today. Modeling techniques Homework 6 out yesterday, due April 20 No lecture April 22. Problems with Polygons. Interaction is a problem
Related searches for last time
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.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
Move body
Draw body
left arm
l
Rotate about shoulder
Draw upper arm
Translate (l,0,0)
Rotate about origin of
lower arm
Draw lower arm
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
RenderNode(tree)
glPushMatrix()
Apply node transformation
Draw node contents
RenderNode(children)
glPopMatrix()
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
list_id = glGenLists(1);
glNewList(list_id, GL_COMPILE);
glBegin(GL_TRIANGLES);
draw some stuff
glEnd();
glEndList();
And later
glCallList(list_id);
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004

Fill it in!
scale
translate

cube
scale
translate
scale
translate
cylinder
cylinder
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
Vector3 points[2][8];
int start_i = 0;
int end_i = 1;
for ( int i = 0 ; i < 8 ; i++ )
points[start_i][i] = TorusPoint(7,i);
for ( int j = 0 ; j < 8 ; j++ ) {
glBegin(GL_TRIANGLE_STRIP);
for ( int i = 0 ; i < 8 ; i++ ) {
glVertex3fv(points[start_i][i];
points[end_i][i] = TorusPoint[j][i];
glVertex3fv(points[end_i][i];
}
glVertex3fv(points[start_i][0]);
glVertex3fv(points[end_i][0]);
glEnd();
int temp = start_i; start_i = end_i; end_i = temp;
}
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
top left
top right
bot left
bot right
Octree principle is the same, but there are 8 children
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
Rendered with POVray. Not everything is a blob, but the characters are.
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004
© University of Wisconsin, CS559 Spring 2004