1 / 25

CS 497: Computer Graphics

CS 497: Computer Graphics. James Money. Implementing Perspective Projections.

Download Presentation

CS 497: Computer Graphics

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. CS 497: Computer Graphics James Money

  2. Implementing Perspective Projections The basis of almost all current 3D graphics engines are polygonal based systems. Therefore, today we will concentrate on developing the polygonal engine basics for your next project with one major exception: Clipping in 4D. We will discuss that tomorrow.

  3. What is a polygon? • A polygon is a closed series of points connected by straight lines. • In our case, the polygon is planar. • That means all points exist on a plane. • A polygon is filled by flooding the interior of the connecting points. Filled Not Filled Polygons

  4. How does we represent a polygon? • Way 1: Set of Points • Way 2: Pointers to the vertexes that make up the points. • Way 3: A list of edges that point to vertices. We will use Way 2 for our engine. It will come clear soon, why we use that method.

  5. Polygon 1 Vertex 1 Vertex 2 Vertex 3 Polygon 2 Vertex 1 Vertex 2 Vertex 3 Vertex 4 Vertex A X,Y,Z values List of polygons sharing this vertex Vertex B Vertex C Vertex D Vertex E Vertex Pointer Representation

  6. Vertex Object This object has: • A Point3D object • A pointer to a list of polygons(Polygon3D**) • The number of polygons in that list that are valid. • The max number of polygons that can be in the list. • A pointer to the next vertex, or NULL.

  7. Vertex Object Class Vertex{ public: Vertex(int num=10); Vertex(double xVal, double yVal, double zVal); Vertex(Vertex &v); ~Vertex(); Polygon3D * GetNthPolygon(int index); void SetNthPolygon(int index, Polygon3D * poly); void AddPolygon(Polygon3D *poly); void DeletePolygon(Polygon3D *poly); int GetNumPolygons(void) { return numItems; }; Vertex *next; private: Point3D pt; Polygon3D **list; int maxNum,numItems; };

  8. Vertex Object Vertex::Vertex(int num=10){ pt.x=pt.y=pt.z=0; maxNum=num; numItems=0; list=new Polygon3D * [maxNum]; if (!list) return; for(int i=0;i<maxNum;i++) list[i]=NULL; next=NULL; } Vertex::~Vertex(){ if (list) delete[] list; list=NULL; maxNum=numItems=0; next=NULL; }

  9. Vertex Object void Vertex::AddPolygon(Polygon3D *poly){ if (!list) return; for(int i=0;i<numItem;i++) if (list[i]==poly) return; if (numItems>=maxNum){ Polygon3D **temp; maxNum*=2; temp=new Polygon3D * [maxNum]; if (!temp) return; for(int j=0;j<numItems;j++) temp[j]=list[j]; for(int k=numItems;k<maxNum;k++) temp[k]=NULL; delete[] list; list=temp; } numItems++; list[numItems-1]=poly; }

  10. Vertex Object void Vertex::DeletePolygon(Polygon3D *poly){ if (!list) return; for(int i=0;i<numItem;i++) if (list[i]==poly){ for(int j=i+1;j<numItems;j++)list[j-1]=list[j]; numItems--; return; } } Polygon3D * Vertex::GetNthPolygon(int index){ if (index>=numItem) return NULL; if (!list) return NULL; return list[index]; }

  11. Vertex Object void Vertex::SetNthPolygon(int index, Polygon3D * poly){ if (index>=numItem) return; if (!list) return; list[index]=poly; } Vertex::Vertex(double xVal, double yVal, double zVal){ pt.x=xVal; pt.y=yVal; pt.z=zVal; maxNum=10; numItems=0; list=new Polygon3D * [maxNum]; if (!list) return; for(int i=0;i<maxNum;i++) list[i]=NULL; next=null; }

  12. Vertex Object Vertex::Vertex(Vertex &v){ maxNum=v.maxNum; numItem=v.numItems; pt.x=v.pt.x; pt.y=v.pt.y; pt.z=v.pt.z; list=new Polygon3D * [maxNum]; if (!list) return; for(int i=0;i<numItems;i++) list[i]=v.list[i]; next=v.next; }

  13. VertexList Object This object has: • The number of vertices in the list. • The max number of vertices in list. • A pointer to a list of Vertices(Vertex **). • A hashing function that locates a vertex quickly in the list.

  14. Hashing? What’s that? Flattened Hash Browns? The list we made is a hash table. We use the hash function to return us a index number into the table given the Vertex. If the index it gives us is not correct, we follow the next vertex pointer until we find the correct vertex.

  15. Hash Tables Null Hash Table Entries Null Our hash function does this for a table of 1000 entries: int VertexList::Hash(Vertex &v){ return (v.x%1000 + v.y%100 + v.z%10); } In General: v.x%tblSz + v.y%(tblSz/10) + v.z%(tblSz/100); Vertex 1 Null Null Vertex 2 Vertex 3 Null Null

  16. VertexList Object class VertexList{ public: VertexList(int size); ~VertexList(); Vertex * FindVertex(double x,y,z); Vertex * AddVertex(double x,y,z); void DeleteVertex(double x,y,z); private: int tblSize,maxNum; Vertex **list; };

  17. VertexList Object Our object is created by: VertexList::VertexList(int size){ tblSz=size; maxNum=(tblSz - 1) + (tblSz/10 - 1) + (tblSz/100 - 1); list=new Vertex * [maxNum]; if (!list) return; for(int i=0;i<maxNum;i++) list[i]=NULL; }

  18. VertexList Object VertexList::~VertexList(){ if (list){ for(int i=0;i<numItems;i++) if (list[i]){ Vertex *item=list[i]; while (item){ Vertex *next=item->next; delete item; item=next; } } delete[] list; } list=NULL; tblSz=0; maxNum=0; }

  19. VertexList Object Our object has a search function: Vertex * FindVertex(double x,y,z){ int index=hash(x,y,z); Vertex *item; if (!list) return NULL; item=list[index]; while (item){ if ((item->pt.x==x) && (item->pt.y==y) &&(item->pt.z==z)) return item; item=item->next; } return NULL; }

  20. Vertex * AddVertex(double x,y,z){ int index=hash(x,y,z); Vertex *item,*prev; if (!list) return NULL; item=list[index]; prev=NULL; while (item){ if ((item->pt.x==x) && (item->pt.y==y) &&(item->pt.z==z)) return item; prev=item; item=item->next; } Vertex *newItem=new Vertex(x,y,z); if (prev==NULL) vertexlist[index]=newItem; else prev->next=newItem; return newItem; }

  21. void DeleteVertex(double x,y,z){ int index=hash(x,y,z); Vertex *item,*prev; if (!list) return; item=list[index]; prev=NULL; while (item){ if ((item->pt.x==x) && (item->pt.y==y) &&(item->pt.z==z)) break; prev=item; item=item->next; } if (!item) return; if (!prev) vertexlist[index]=item->next; else prev->next=item->next; delete item; }

  22. VertexList Object Now we can add a vertex to the list, and it will not be duplicated. All we have to do with the returned Vertex is add our polygon to the polygon list. We’ve saved a lot of space with the method as well: no duplicated points!

  23. Polygon3D Object So now what is a polygon? • A list of vertex pointers that point to entries in the VertexList Hash Table. • Functions for creation and destruction. • Functions to transform, normalize, clip, and map out points to our drawing window. • Functions to add points to the list of vertices. • Functions to fill and draw the polygon.

  24. class Polygon3D{ Polygon3D(VertexList *list,int num=5); Polygon3D(Polygon3D &poly); ~Polygon3D(); AddPoint(double x,y,z); Fill(HDC hDC,COLORREF color); Draw(HDC hDC,COLORREF color); Fill(HDC hDC, COLORREF (*ColorFunc )(double x,y,z)); private: void Transform(Graphics3D &g); void Normalize(Graphics3D &g); void Clip(Graphics3D &g); void Map(Graphics3D &g); Vertex **pts; VertexList *hashTable; int numPoints,maxNum,numClippedPoints,maxClippedPoints; Vector *TransformedPts,*NormalizedPts,*ClippedPts; Point3D *pts2D; Vector *Normal,*TransformedNormal; };

  25. Polygon3D Object For the destructor we must: • Delete the references to that polygon in each vertex. • If there are no more polygons in the vertex, delete the vertex from the hash table and the vertex itself. • Delete all the other data structures normally.

More Related