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Graphics Programming

Graphics Programming. Basic of computer graphics with OpenGL. Handful graphics function. OpenGL : by silicon graphics PHIGS : P rogrammer’s H ierarchical G raphics S ystem GKS : G raphics K ernel S ystem JAVA-3D/JOGL By Sun micro-system DirectX: Microsoft corp. Why 3D.

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Graphics Programming

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  1. Graphics Programming Basic of computer graphics with OpenGL

  2. Handful graphics function • OpenGL : • by silicon graphics • PHIGS : • Programmer’s Hierarchical Graphics System • GKS : • Graphics Kernel System • JAVA-3D/JOGL • By Sun micro-system • DirectX: Microsoft corp.

  3. Why 3D

  4. Former graphics model • Pen plotter model • Useful for drawing 2D large diagram • API ex. LOGO, GKS, and PostScript • Unsuitable for 3D model : need sophisticated math to user moveto(0,0); lineto(1,0); lineto(1,1); lineto(0,1); lineto(0,0); moveto(0,1); lineto(0.5,1.866); lineto(1.5,1.866); lineto(1.5, 0.866); lineto(1,0); moveto(1,1); lineto(1.5, 1.866);

  5. Coordinate Systems • CG system is unable define exactly unit like cm, inch etc • CG is a device independent system • Current coordinate is user coordinate = world coordinate • It should be match with CRT coordinate system (Raster coordinate)

  6. Graphics function properties • 7 groups of function • Primitive: What is object ? • low level objects or atomic entities, ex. point, polygon etc, • Attribute • How the appear: fill, bold character • Viewing • How we saw the image • Transformation • Transform of object: rotate, move • Input • Deal with the devices: keyboard, mouse etc. • Control function • Multiwindow, multiprocessing environment handling. • Inquiry function • Information providing for different API

  7. Pipeline and State Machine • Entire graphics system thinking as a state machine • There are 2 types of Graphics functions • Things that define primitives • Things that changes the state

  8. The OpenGL Interface • Begin with “gl” • Stored in library and referred to as GL • There are • Graphics Utility Library (GLU) • GLU Toolkit (GLUT) • GLX or WGL : glue for GL to OS • Defined in standard header folder “GL” filename “glut.h”

  9. Primitives and Attributes • API should contain small set of primitives that every hardware can be supported • Ex. Line, polygons, text • Variety of primitive such as circle, curves, surface and solids able to build sophisticated object but few hardware supported • OpenGL takes an intermediate • Support 2 classes of primitives • Geometricprimitives : pass through a geometric pipeline • Raster primitives: pass through pixel pipeline

  10. Geometric • Able to manipulated • Raster • Lack of geometric properties

  11. The 2D Modeling • Special case of 3D • Suppose z=0, every point refer to (x, y,0) • Generally object created from set points • In graphics system , the word “vertex” more preferred that “point” • OpenGL function form glVertex*(); where *: nt or ntv , 2 or 3 characters form n : number of dimension ( 2, 3 or 4) t : data type (ingeter, float, double, v for pointer) • Ex. glVertex2i(); /* vertex for 2D integer type*/ • The data type may change to GL type instead of C • Ex. GLfloat = float in C • Note: • All of them have already defined in header fine <GL\glut.h>

  12. OpenGL Object form • Defined object in glBegin-glEnd loop • 2 kinds of primitives that is used to defined object • No interior, eg. points, line • Have surface, eg. polygon glBegin(type); glVertex*(…); . . . glEnd(); C command for defining object Difference type of object form

  13. Polygon Basics • Close object that has interior • Able to use as curve surface • Number of generated polygons per time is used as graphics performance • Display either only edges or fill • Correct properties should be simple, convex, and flat • 3D polygon is unnecessarily flat polygons displaying nonsimple polygon simple polygon convex property Filled objects

  14. Convex object properties • 3D convex object: 3 vertices are not collinear • Safe for rendering if use triangle • Hardware and software often support

  15. Polygon display mode • GL_POLYGONS • Edges are perform line loop and close • Edges has no with • define either fill or edges using glPolygonMode • If both, draw twice

  16. Special types polygon • Triangles and Quadrilaterals (GL_TRIANGLES, GL_QUADS) • Strips and Fans (GL_TRIANGLE_STRIP, GL_QUAD_STRIP, GL_TRIANGLE_FAN)

  17. Sample object:Generating a Sphere • assign to be polygons and used GL_QUAD_STRIP • Use longitude and latitude schemes for the middle body • For pole uses GL_TRIANGLE_FAN • C=M_PI/180.0; //degrees to radians, M_PI = 3.14159… • for (phi = -80.0; phi <= 80.0; phi += 20.0) { • glBegin(GL_QUAD_STRIP); • for (theta = -180.0; theta <= 180.0; theta += 20.0) { • x=sin(c*theta)*cos(c*phi); • y=cos(c*theta)*cos(c*phi); • z=sin(c*phi); • glVertex3d(x,y,z); • x=sin(c*theta)*cos(c*(phi+20.0)); • y=cos(c*theta)*cos(c*(phi+20.0)); • z=sin(c*(phi+20.0)); • glVertex3d(x,y,z); • } • glEnd(); • }

  18. x=y=0; // North pole modeling • z = 1; • glBegin(GL_TRIANGLE_FAN); • glVertex3d(x,y,z); • c=M_Pi/180.0; • z=sin(c*80.0); • for(theta=-180.0; theta<=180.0;theta+=20.0){ • x=sin(c*theta)*cos(c*80.0); • y=cos(c*theta)*cos(c*80.0); • } • glVertex3d(x,y,z); • glEnd(); • x=y=0,z=-1; // South pole modeling • glBegin(GL_TRIANGLE_FAN); • glVertex3d(x,y,z); • z = -sin(c*80.0); • for(theta = -180.0; theta <= 180.0; theta=20.0){ • x=sin(c*theta)*cos(c*80.0); • y=cos(c*theta)*cos(c*80.0); • glVertex3d(x,y,z); • } • glEnd();

  19. Text 2 types of text • Stroke Text • Constructed via using graphic primitives • Able to transform like other primitives • Raster Text • Character are defined as rectangle of bits block

  20. Stroke text • Consume a lot of memories • Postscript as an example • Raster text • Rapidly be placed in buffer by using bit-block-transfer (bitblt) operation • Operate only character sizing • Often store in ROM (hardware) • Portability is limited by particular font • GLUT provide 8x8 pixels function • glutBitmapCharacter(GLUT_BITMAP_8_BY_13, C) C: ASCII character number • Character is placed in the present position of screen

  21. Curved Objects • Create by using 2 approach • Use the primitive except points • n side polygon instead of circle • Approximate sphere with polyhedron • Curved surface by a mesh of convex polygon • Use mathematical definition • Quadric surfaces and parametric polynomial curved and surfaces • example: • Define sphere by center and a point on surface • Cubic Polynomial is defined by 4 points • OpenGL able to do both

  22. Attributes • About how primitive display • Line : display color, type of line (dash, solid) • Concern with immediate mode: display as soon as they are defined

  23. Color • Most interesting of perception and computer graphics • Base on three color theory • If using additive color model - c = T1R+T2G+T3B • C: color that we trying to match • T1, T2, T3: strength of intensity, the tristimulus value

  24. Human Visual System • Our visual system do a continuous perception • Depends on 3 types of cone cell • Visually indistinguishable if they have the same tristimulus value • CRT is an example of additive color system Ai: brain perception value Si: cone cell sensitivity Viewing a point as a color solid cube

  25. Subtractive color model • The complementary of additive color model • Start with white surface • If white light hit the surface, color will be absorb except the object color which are reflect • Ex. painting and printing • Complementary color: cyan, magenta, yellow subtractive color model additive color model

  26. RGB-color model • Use separate buffer for each color • Each pixel has 3 bytes (24 bits) for each color • 16 Million shade of color • OpenGL function • glColor3f(r, g, b); • ex. Red • glColor3f(1.0, 0.0, 0.0);

  27. RGBA, the 4 color model • A: Alpha channel • Store in frame buffer like RGB • For creating effect ex. fog, combining images. • OpenGL treat as opacity or transparency • Ex. OpenGL command for 4 color model • glClearColor(1.0, 1.0, 1.0, 1.0); • White color and opaque

  28. Indexed Color • Difficult to support in hardware • Higher memory requirements but now memory is cheaper • Use color tray of artist as principle • Infinite color can be produced from different quantity of primary colors

  29. OpenGL indexed color function glIndex(element); • Select color out of table glutSetcolor(intcolor, GLfloat red, GLfloat blue, GLfloat green); • Set color entry to map the color table

  30. Color Attributes • For RGB mode glClearColor(1.0, 1.0, 1.0); /* clear to white */ glColor3f(1.0, 0.0, 0.0); /* setting point to red */ glPointSize(2.0); /* 2 pixel wide */ Note: If 2 display differ in pixel size, rendered images may appear slightly different

  31. Viewing • Method for objects appear on screen • Use synthetic camera concept • Fix lens and fix location • Picture would be distort like real world • If we need to take an elephant picture, camera should far enough to take all information

  32. 2D Viewing • Base on the 2D rectangular area • Know as viewing rectangle or clipping rectangle • Be a special case of 3D viewing ex. plane at z=0 • Default in 2x2x2 volume, origin at the center and bottom-left corner is at (-1.0, -1.0)

  33. Orthographic View • 2D view the orthographic projection of 3D • Function void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far); // near, far: distance which are measured from camera /* orthographic projection from 3D */ void gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top); /* 2D equivalent to glOrtho but near and far set to -1.0, 1.0 */ • Unlike camera, it is able to view behind object

  34. Matrix Modes • Between graphic pipeline state, any transformation • 2 important matrices: • model-view • Projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, 500.0, 0.0, 500.0); glMatrixMode(GL_MODELVIEW);

  35. Control function • Concern about software environment between software and platform • Different platform will have different interfacing • GLUT also provide the utility : see further

  36. Windows interfacing • Window : a rectangular area of our display, max = CRT screen • Window default origin: (0,0) at lower-left corner like CRT but mouse at top-left • OpenGL function (GLUT function) for window glutInit (int *argcp, char **argv); glutCreateWindow(char *title); /* given the window title */

  37. Change the display setup glutInitDisplayMode(GLUT_RGB| GLUT_DEPTH | GLUT_DOUBLE); GLUT_RGB: define RGB color mode GLUT_DEPTH: a depth buffer for hidden-surface removal GLUT_DOUBLE: number of buffer Double/Single default: RGB color, no hidden surface removal, single buffering glutInitWindowSize(480, 640); glutInitWindowPosition(0,0)

  38. Aspect ratio • Ratio of rectangle’s width to its height • If glOrtho and glutInitWindowSize are not specified the same size, object are distort.

  39. View port • A rectangular area of the display window • Setting a view port void glViewport(GLint x, GLint y, GLsizei w, GLsizei h);

  40. Service function: main, display and myinit • glutMainLoop(); /* begin an event-processing loop, let the window waiting for kill process */ • void glutDisplayFunc(void *(func)(void)); /* call to the redisplay function name func */ #include <GL/glut.h> void main(int argc, char**argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB ); glutInitWindowSize(500, 500); glutInitWindowPosition(0, 0); glutCreateWindow("Simple OpenGL example"); glutDisplayFunc(display); myinit(); glutMainLoop(); } Program template

  41. Program structure consisting • myinit : setup user options to state variables dealing with viewing and attributes-parameters

  42. Example program:Sierspinski Gasket Proceeding of Sierspinski • Pick a random initial point in triangle • Select vertex • Finding the halfway point between initial point and random vertex • Mark and display new point • Replace the initial point with this new point • Return to step 2

  43. Pseudo code • main() { • Initialize_the_system(); • for(some_number_of_points) { • pt = generate_a_point(); • display_the_point(pt); • } • cleanup(); • } Sierpinski gasket

  44. Array with OpenGL // For 3D vertex, 2D is a special case GLfloat vertex[3]; /* define array */ // Then we can use glVertex3fv(vertex); /* pass by reference */ // Defining geometric object in Begin and End fn. statement glBegin(GL_LINES); glVertex2f(x1, y1); glVertex2f(x2, y2); glEnd();

  45. The same data able to define another object // define a pair of points glBegin(GL_POINTS); glVertex2f(x1, y1); glVertex2f(x2, y2); geEnd();

  46. Using a 2 elements array to carry a point // By defining new data type with 2 element array typedef GLfloat point2[2]; // point2[0] carry x data // point2[1] carry y data when use point2 vertices[3]; // that means vertices[0][0], vertices[1][0], vertices[2][0] // carry x value vertices[0][1], vertices[1][1], vertices[2][1] // carry y value point2 vertices[3] = {{0.0, 0.0}, {250.0, 500.0}, {500,0}}

  47. Graphics Example Sierspinski • Thing need to do • Coloring • Locate the image • Define size • Window creating • Image clipping • Image duration 5000 random point 2D Sierspinski

  48. Triangular gasket • There is no point in the middle triangle • The same observation can be applied to the other 3 triangles and so on • Another method to fill the area is use triangle polygon instead of point • Strategy • Start with a triangle which subdivide the area to 4 triangles • Remove the middle one • Repeat to other triangles until the size of the removing triangle is small enough. Let say 1 pixel • This is the recursive program • See program

  49. typedef float point2[2]; /* initial triangle */ point2 v[]={{-1.0, -0.58}, {1.0, -0.58}, {0.0, 1.15}}; void triangle( point2 a, point2 b, point2 c) { /* display one triangle */ glBegin(GL_TRIANGLES); glVertex2fv(a); glVertex2fv(b); glVertex2fv(c); glEnd(); } void divide_triangle(point2 a, point2 b, point2 c, int m) { /* triangle subdivision using vertex numbers */ point2 v0, v1, v2; int j; if (m>0) { for(j=0; j<2; j++) v0[j]=(a[j]+b[j])/2; for(j=0; j<2; j++) v1[j]=(a[j]+c[j])/2; for(j=0; j<2; j++) v2[j]=(b[j]+c[j])/2; divide_triangle(a, v0, v1, m-1); divide_triangle(c, v1, v2, m-1); divide_triangle(b, v2, v0, m-1); } else /* draw triangle at end of recursion */ triangle(a,b,c); }

  50. void display(void) { glClear(GL_COLOR_BUFFER_BIT); divide_triangle(v[0], v[1], v[2], n); glFlush(); } with 4 level recursion with 5 level recursion

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