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Computer Graphics CSCE 441: Learn 2D and 3D Graphics

Join this class to explore the world of computer graphics, covering topics like 2D graphics, fractals, 3D graphics, ray tracing, and more.

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Computer Graphics CSCE 441: Learn 2D and 3D Graphics

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  1. Computer Graphics CSCE 441 Dr. Scott Schaefer

  2. Staff • Instructor • Dr. Scott Schaefer • HRBB 527B • Office Hours: 9:00am-10:00am T/R (or by appointment) • TA • Hang Li • ETB 2016 • Office Hours: 1:30pm-3:30pm M/T/R

  3. Websites • Course Page http://courses.cs.tamu.edu/schaefer/441_Fall2017 • Piazza Discussion Board http://piazza.com/tamu/fall2017/csce441/home

  4. Why did you take this class?

  5. Games

  6. Movies

  7. Visualization

  8. Industrial Design

  9. What will you learn in this class? • 2D Graphics • Drawing lines, polygons • Fractals • 3D Graphics • Transformations • Lighting • Ray Tracing • Solid Modeling • Splines/Subdivision

  10. What you’re expected to know • Programming Experience • Assignments in C/C++ • Simple Mathematics Graphics is mathematics made visible

  11. How much math? • General geometry/linear algebra • Matrices • Multiplication, inversion, determinant • Vectors • Dot product, cross product, linear independence

  12. First Homework Assignment! • Linear Algebra Test http://projects.cs.tamu.edu/keyser/LAtest/ • Complete before September 8, 2017 • Take as many times as you like • Must get at least 90% correct Grade = ActualGrade * (exam 90% ? 1 : 0 )

  13. Other Assignments • Simple Painting Program • Polygon Drawing • Fractals and Iterated Affine Transformations • 3D Rasterization and Hidden Surfaces • Ray Tracing

  14. More on Assignments • Turn in code via CSNET (get an account if you don’t already have one) • Due by 11:59pm on day specified • Code, solution file, proj file and Win32 executable • Make your code readable (comment) • You may discuss concepts, but coding is individual (no “team coding” or web)

  15. Grading • 60% Assignments • 15% Midterm • 25% Final

  16. Late Policy • Penalty = m: number of minutes late percentage penalty days late

  17. Textbooks

  18. Suggested Reading

  19. Introduction to OpenGL • What is OpenGL? Computer-graphics API (application programming interface) • Developed by SGI in 1992 • Efficient, streaming interface • 250+ function calls for drawing 2D and 3D graphics • Hardware independent • Operating system independent • Direct3D alternative API from Microsoft

  20. Introduction to OpenGL • What OpenGL is NOT • No commands for windowing • No commands for obtaining user input • No commands for anything except drawing on the screen

  21. A Smidgen of OpenGL Code # include <whateverYouNeed.h> Main() { IntializeAWindowPlease(); glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT); glColor3f ( 1.0, 1.0, 1.0); glOrtho (0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glBegin (GL_POLYGON); glVertex3f (0.25, 0.25, 0.0); glVertex3f (0.75, 0.25, 0.0); glVertex3f (0.75, 0.75, 0.0); glVertex3f (0.25, 0.75, 0.0); glEnd(); glFlush(); UpdateTheWindowAndCheckForEvents(); }

  22. A Smidgen of OpenGL Code Sets the color for clearing the screen # include <whateverYouNeed.h> Main() { IntializeAWindowPlease(); glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT); glColor3f ( 1.0, 1.0, 1.0); glOrtho (0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glBegin (GL_POLYGON); glVertex3f (0.25, 0.25, 0.0); glVertex3f (0.75, 0.25, 0.0); glVertex3f (0.75, 0.75, 0.0); glVertex3f (0.25, 0.75, 0.0); glEnd(); glFlush(); UpdateTheWindowAndCheckForEvents(); }

  23. A Smidgen of OpenGL Code Clears the screen # include <whateverYouNeed.h> Main() { IntializeAWindowPlease(); glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT); glColor3f ( 1.0, 1.0, 1.0); glOrtho (0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glBegin (GL_POLYGON); glVertex3f (0.25, 0.25, 0.0); glVertex3f (0.75, 0.25, 0.0); glVertex3f (0.75, 0.75, 0.0); glVertex3f (0.25, 0.75, 0.0); glEnd(); glFlush(); UpdateTheWindowAndCheckForEvents(); }

  24. A Smidgen of OpenGL Code Sets the current drawing color to white # include <whateverYouNeed.h> Main() { IntializeAWindowPlease(); glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT); glColor3f ( 1.0, 1.0, 1.0); glOrtho (0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glBegin (GL_POLYGON); glVertex3f (0.25, 0.25, 0.0); glVertex3f (0.75, 0.25, 0.0); glVertex3f (0.75, 0.75, 0.0); glVertex3f (0.25, 0.75, 0.0); glEnd(); glFlush(); UpdateTheWindowAndCheckForEvents(); }

  25. A Smidgen of OpenGL Code Sets the window coordinates to (0,0,-1) – (1,1,1) # include <whateverYouNeed.h> Main() { IntializeAWindowPlease(); glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT); glColor3f ( 1.0, 1.0, 1.0); glOrtho (0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glBegin (GL_POLYGON); glVertex3f (0.25, 0.25, 0.0); glVertex3f (0.75, 0.25, 0.0); glVertex3f (0.75, 0.75, 0.0); glVertex3f (0.25, 0.75, 0.0); glEnd(); glFlush(); UpdateTheWindowAndCheckForEvents(); }

  26. A Smidgen of OpenGL Code # include <whateverYouNeed.h> Main() { IntializeAWindowPlease(); glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT); glColor3f ( 1.0, 1.0, 1.0); glOrtho (0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glBegin (GL_POLYGON); glVertex3f (0.25, 0.25, 0.0); glVertex3f (0.75, 0.25, 0.0); glVertex3f (0.75, 0.75, 0.0); glVertex3f (0.25, 0.75, 0.0); glEnd(); glFlush(); UpdateTheWindowAndCheckForEvents(); } Starts drawing a polygon

  27. A Smidgen of OpenGL Code # include <whateverYouNeed.h> Main() { IntializeAWindowPlease(); glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT); glColor3f ( 1.0, 1.0, 1.0); glOrtho (0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glBegin (GL_POLYGON); glVertex3f (0.25, 0.25, 0.0); glVertex3f (0.75, 0.25, 0.0); glVertex3f (0.75, 0.75, 0.0); glVertex3f (0.25, 0.75, 0.0); glEnd(); glFlush(); UpdateTheWindowAndCheckForEvents(); } Specifies the vertices of the polygon

  28. A Smidgen of OpenGL Code # include <whateverYouNeed.h> Main() { IntializeAWindowPlease(); glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT); glColor3f ( 1.0, 1.0, 1.0); glOrtho (0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glBegin (GL_POLYGON); glVertex3f (0.25, 0.25, 0.0); glVertex3f (0.75, 0.25, 0.0); glVertex3f (0.75, 0.75, 0.0); glVertex3f (0.25, 0.75, 0.0); glEnd(); glFlush(); UpdateTheWindowAndCheckForEvents(); } Ends the polygon

  29. A Smidgen of OpenGL Code # include <whateverYouNeed.h> Main() { IntializeAWindowPlease(); glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT); glColor3f ( 1.0, 1.0, 1.0); glOrtho (0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glBegin (GL_POLYGON); glVertex3f (0.25, 0.25, 0.0); glVertex3f (0.75, 0.25, 0.0); glVertex3f (0.75, 0.75, 0.0); glVertex3f (0.25, 0.75, 0.0); glEnd(); glFlush(); UpdateTheWindowAndCheckForEvents(); } Flushes all commands to ensure polygon is drawn

  30. OpenGL Command Formats glVertex3fv( v ) Prefix Initial capital letters Data Type Vector Number of components b - byte ub - unsigned byte s - short us - unsigned short i - int ui - unsigned int f - float d - double omit “v” for scalar form glVertex2f( x, y ) 2 - (x,y) 3 - (x,y,z) 4 - (x,y,z,w)

  31. GL_LINES GL_POLYGON GL_LINE_STRIP GL_LINE_LOOP GL_POINTS GL_TRIANGLES GL_QUADS GL_TRIANGLE_FAN GL_TRIANGLE_STRIP GL_QUAD_STRIP OpenGL Geometric Primitives • All geometric primitives are specified by vertices

  32. OpenGL Drawing Functions glBegin (GL_POINTS); glVertex2iv (p1); glVertex2iv (p2); glVertex2iv (p3); glVertex2iv (p4); glVertex2iv (p5); glVertex2iv (p6); glEnd(); P6 P5 P1 P4 P2 P3

  33. OpenGL Drawing Functions glBegin (GL_LINES); glVertex2iv (p1); glVertex2iv (p2); glVertex2iv (p3); glVertex2iv (p4); glVertex2iv (p5); glVertex2iv (p6); glEnd(); P6 P5 P1 P4 P2 P3

  34. OpenGL Drawing Functions glBegin (GL_LINE_STRIP); glVertex2iv (p1); glVertex2iv (p2); glVertex2iv (p3); glVertex2iv (p4); glVertex2iv (p5); glVertex2iv (p6); glEnd(); P6 P5 P1 P4 P2 P3

  35. OpenGL Drawing Functions glBegin (GL_LINE_LOOP); glVertex2iv (p1); glVertex2iv (p2); glVertex2iv (p3); glVertex2iv (p4); glVertex2iv (p5); glVertex2iv (p6); glEnd(); P6 P5 P1 P4 P2 P3

  36. OpenGL Drawing Functions glBegin (GL_POLYGON); glVertex2iv (p1); glVertex2iv (p2); glVertex2iv (p3); glVertex2iv (p4); glVertex2iv (p5); glVertex2iv (p6); glEnd(); P6 P5 P1 P4 P2 P3

  37. OpenGL Drawing Functions glBegin (GL_TRIANGLES); glVertex2iv (p1); glVertex2iv (p2); glVertex2iv (p6); glVertex2iv (p3); glVertex2iv (p4); glVertex2iv (p5); glEnd(); P6 P5 P1 P4 P2 P3

  38. OpenGL Drawing Functions glBegin (GL_TRIANGLES_STRIP); glVertex2iv (p1); glVertex2iv (p2); glVertex2iv (p6); glVertex2iv (p3); glVertex2iv (p5); glVertex2iv (p4); glEnd(); P6 P5 P1 P4 P2 P3

  39. OpenGL Drawing Functions glBegin (GL_TRIANGLES_FAN); glVertex2iv (p1); glVertex2iv (p2); glVertex2iv (p3); glVertex2iv (p4); glVertex2iv (p5); glVertex2iv (p6); glEnd(); P6 P5 P1 P4 P2 P3

  40. OpenGL Drawing Functions glBegin (GL_QUADS); glVertex2iv (p1); glVertex2iv (p2); glVertex2iv (p3); glVertex2iv (p4); glVertex2iv (p5); glVertex2iv (p6); glVertex2iv (p7); glVertex2iv (p8); glEnd(); P8 P1 P4 P5 P2 P6 P3 P7

  41. OpenGL Drawing Functions glBegin (GL_QUADS_STRIP); glVertex2iv (p1); glVertex2iv (p2); glVertex2iv (p4); glVertex2iv (p3); glVertex2iv (p5); glVertex2iv (p6); glVertex2iv (p8); glVertex2iv (p7); glEnd(); P8 P1 P4 P5 P2 P6 P3 P7

  42. OpenGL-Related Libraries • GLU (OpenGL Utility Library) • - Part of OpenGL • - Provides higher-level drawing routines such as • Spheres, NURBS, tessellators, quadric shapes, etc…

  43. OpenGL-Related Libraries • GLU (OpenGL Utility Library) • - Part of OpenGL • - Provides higher-level drawing routines such as • Spheres, NURBS, tessellators, quadric shapes, etc… • GLUT (OpenGL Utility Toolkit) - perform system-level I/O with the host operating system - cross platform • - portable windowing API • - not officially part of OpenGL

  44. GLUT: OpenGLUtility Toolkit • Application Structure • Configure and open window • Initialize OpenGL state • Register input callback functions • render • resize • input: keyboard, mouse, etc. • Enter event processing loop

  45. Sample Program void main( int argc, char* argv[]) { glutInit (&argc, argv); glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB ); glutInitWindowSize (250, 250); glutInitWindowPosition (100, 100); glutCreateWindow ( "HELLO"); init(); glutDisplayFunc ( display ); glutMainLoop(); } /* OpenGL Initialization */ /* callback function */

  46. GLUT Callback Functions • Routine to call when something happens • window resized, user input, window needs drawing, etc… • “Register” callbacks with GLUT glutDisplayFunc( display ); glutIdleFunc( idle ); glutKeyboardFunc( keyboard ); glutMouseFunc( mouse );

  47. Assignment 1 – Simple OpenGL/GLUT Application • Build a simple OpenGL/GLUT application • Designed to get you started using OpenGL and callbacks for interaction • Full description available on course webpage http://courses.cs.tamu.edu/schaefer/441_Fall2017

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