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UB I 516 Advanced Computer Graphics

UB I 516 Advanced Computer Graphics. Introduction to OpenGL. OpenGL Programming Guide. Intro to OpenGL. OpenGL operates as an infinite loop Put things in the scene (points, colored lines, textured polys) Describe the camera (location, orientation, field of view)

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UB I 516 Advanced Computer Graphics

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  1. UBI 516 Advanced Computer Graphics Introduction to OpenGL OpenGL Programming Guide

  2. Intro to OpenGL • OpenGL operates as an infinite loop • Put things in the scene (points, colored lines, textured polys) • Describe the camera (location, orientation, field of view) • Listen for keyboard/mouse events • Render – draw the scene

  3. Intro to OpenGL • OpenGL has a “state” • There are a lot of ways your OpenGL program can be configured • The current configuration is stored in OpenGL’s state • Be aware that OpenGL commands affect the program’s state rather than redirect its logical execution

  4. The Graphics Pipeline and State Machines • Graphic system as a state machine, a black box that contains a finite-state machine. • Machine may change the state, • Or cause to produce a visible output. • An example state : • We set a color, • That remains the present coloruntil it is changed.

  5. The OpenGL Interface MS windows extension MS windowssystem GLX X window system GLUT :Graphics utility toolkit (glut~) - interface with the windowsystem- #include <GL/glut.h> OpenGL application program Frame buffer (video card) GLU :Graphics utility library (glu~) - Contain code for common objects such as spheres, teapot, etc.- #include <GL/glu.h> GL :OpenGL functions(gl~)- #include <GL/gl.h>

  6. Software • Hide the details • User should not need to worry about how graphics are displayed on monitor • User doesn’t need to know about how a line is converted into pixels and drawn on screen (hardware dependent) • User doesn’t need to rebuild the basic tools of a 3D scene • Virtual camera, light sources, polygon drawing • OpenGL does this for you…

  7. Software • Hide the details • User doesn’t need to know how to read the data coming from the mouse • User doesn’t need to know how to read the keystrokes • OpenGL Utility Toolkit (GLUT) does this for you…

  8. OpenGL Design Goals • SGI’s design goals for OpenGL: • High-performance (hardware-accelerated) graphics API • Some hardware independence • Natural, terse API with some built-in extensibility • OpenGL has become a standard (competing with DirectX) because: • It doesn’t try to do too much • Only renders the image, doesn’t manage windows, etc. • No high-level animation, modeling, sound (!), etc. • It does enough • Useful rendering effects + high performance • Open source and promoted by SGI (& Microsoft, half-heartedly)

  9. The Big Picture • Who gets control of the main control loop? • GLUT – the code that controls the window and refresh • Must be responsive to windowing system and OS • OpenGL – the code that controls what is drawn • Must be responsive to the program that specifies where objects are located. If something moves, I want to see it.

  10. Intro to OpenGL • OpenGL uses matrices • Matrix describes camera type • Matrix describes current configuration of the 3D space • Explanation…

  11. Intro to OpenGL • OpenGL coordinate system • right-handed • Hold out your right hand and hold your thumb, index, and middle fingers orthogonal to one another • Call your thumb the x-axis, index = y-axis, and middle = axis • This is the OpenGL coordinate system • The camera defaults to look down negative z-axis

  12. Intro to OpenGL • So… • X-axis = thumb = 1, 0, 0 • Y-axis = index = 0, 1, 0 • Z-axis = middle = 0, 0, 1 • Camera defaults to look down negative z-axis • Let’s say we want it to look down x-axis

  13. Intro to OpenGL • Coordinate system transformation so camera looks down x-axis • If x-axis  negative z-axis • x  -z • y  y • z  x

  14. Intro to OpenGL • The a i matrix defines the transformation • Why store the transformation matrix and not the final desired matrix? =

  15. Intro to OpenGL • The transformation will be applied to many points • If the following transformation moves the axes • The same transformation moves vertices • Example: (1, 1, -1)  (-1, 1, -1) = 

  16. Intro to OpenGL • This important matrix is stored as the MODELVIEW matrix • The MODELVIEW matrix is so important OpenGL maintains a stack of these matrices • You have control of this stack with the glPushMatrix and glPopMatrix commands • (The matrix is actually 4x4, but we will study the details to understand why in the future) • Note OpenGL preserves a similar matrix to describe the camera type and this is called the PROJECTION_MATRIX

  17. Introduction to OpenGL • What’s hard about this assignment? • Managing the MODELVIEW stack • We’ll use: • glLoadIdentity(); • glTranslatef(GLfloat x, y, z); • glRotatef(GLfloat degrees, x, y, z); • glScalef (GLfloat x, y, z); • glPushMatrix(), glPopMatrix();

  18. Modeling Transformations • glTranslate (x, y, z) • Post-multiplies the current matrix by a matrix that moves the object by the given x-, y-, and z-values • glRotate (theta, x, y, z) • Post-multiplies the current matrix by a matrix that rotates the object in a counterclockwise direction about the ray from the origin through the point (x, y, z)

  19. Modeling Transformations • glScale (x, y, z) • Post-multiplies the current matrix by a matrix that stretches, shrinks, or reflects an object along the axes

  20. Modeling Transformations • It is important that you understand the order in which OpenGL concatenates matrices • glMatrixMode (MODELVIEW); • glLoadIdentity(); • glMultMatrix(N); • glMultMatrix(M); • glMultMatrix(L); • glBegin(POINTS); • glVertex3f(v); • glEnd(); Modelview matrix successively contains: I(dentity), N, NM, NML The transformed vertex is: NMLv = N(M(Lv))

  21. Manipulating Matrix Stacks • Observation: Certain model transformations are shared among many models • We want to avoid continuously reloading the same sequence of transformations • glPushMatrix ( ) • push all matrices in current stack down one level and copy topmost matrix of stack • glPopMatrix ( ) • pop the top matrix off the stack

  22. Matrix Manipulation - Example • Drawing a car with wheels and lugnuts draw_wheel( ); for (j=0; j<5; j++) { glPushMatrix (); glRotatef(72.0*j, 0.0, 0.0, 1.0); glTranslatef (3.0, 0.0, 0.0); draw_bolt ( ); glPopMatrix ( ); }

  23. Matrix Manipulation – Example Grand, fixed coordinate system draw_wheel( ); for (j=0; j<5; j++) { glPushMatrix (); glRotatef(72.0*j, 0.0, 0.0, 1.0); glTranslatef (3.0, 0.0, 0.0); draw_bolt ( ); glPopMatrix ( ); R RT RTv Global – Bottom Up Start Rot Trans

  24. Matrix Manipulation – Example Local coordinate system draw_wheel( ); for (j=0; j<5; j++) { glPushMatrix (); glRotatef(72.0*j, 0.0, 0.0, 1.0); glTranslatef (3.0, 0.0, 0.0); draw_bolt ( ); glPopMatrix ( ); R RT RTv Local – Top Down Start Rot Trans

  25. OpenGL: Conventions • Functions in OpenGL start with gl • Most functions just gl (e.g., glColor()) • Functions starting with glu are utility functions (e.g., gluLookAt()) • Functions starting with glx are for interfacing with the X Windows system (e.g., in gfx.c)

  26. OpenGL: Conventions • Function names indicate argument type and number • Functions ending with f take floats • Functions ending with i take ints • Functions ending with b take bytes • Functions ending with ub take unsigned bytes • Functions that end with v take an array. • Examples • glColor3f() takes 3 floats • glColor4fv() takes an array of 4 floats

  27. OpenGL: Conventions • Variables written in CAPITAL letters • Example: GLUT_SINGLE, GLUT_RGB • usually constants • use the bitwise or command (x | y) to combine constants

  28. OpenGL: Simple Use • Open a window and attach OpenGL to it • Set projection parameters (e.g., field of view) • Setup lighting, if any • Main rendering loop • Set camera pose with gluLookAt() • Camera position specified in world coordinates • Render polygons of model • Simplest case: vertices of polygons in world coordinates

  29. OpenGL: Simple Use • Open a window and attach OpenGL to it • glutCreateWindow()

  30. OpenGL: Perspective Projection • Set projection parameters (e.g., field of view) • Typically, we use a perspective projection • Distant objects appear smaller than near objects • Vanishing point at center of screen • Defined by a view frustum (draw it) • Other projections: orthographic, isometric

  31. Setting up Camera • glMatrixMode(GL_MODELVIEW); • glLoadIdentity(); • gluLookAt( eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ); • eye[XYZ]: camera position in world coordinates • look[XYZ]: a point centered in camera’s view • up[XYZ]: a vector defining the camera’s vertical • Creates a matrix that transforms points in world coordinates to camera coordinates • Camera at origin • Looking down -Z axis • Up vector aligned with Y axis

  32. OpenGL: Perspective Projection • In OpenGL: • Projections implemented by projection matrix • gluPerspective() creates a perspective projection matrix: glSetMatrix(GL_PROJECTION); glLoadIdentity(); //load an identity matrix gluPerspective(vfov, aspect, near, far); • Parameters to gluPerspective(): • vfov: vertical field of view • aspect: window width/height • near, far: distance to near & far clipping planes

  33. OpenGL: Lighting • Setup lighting, if any • Simplest option: change the current color between polygons or vertices • glColor() sets the current color • Or OpenGL provides a simple lighting model: • Set parameters for light(s) • Intensity, position, direction & falloff (if applicable) • Set material parameters to describe how light reflects from the surface • Won’t go into details now; check the red book if interested

  34. OpenGL: Specifying Geometry • Geometry in OpenGL consists of a list of vertices in between calls to glBegin() and glEnd() • A simple example: telling GL to render a triangle glBegin(GL_POLYGON); glVertex3f(x1, y1, z1); glVertex3f(x2, y2, z2); glVertex3f(x3, y3, z3); glEnd(); • Usage: glBegin(geomtype) where geomtype is: • Points, lines, polygons, triangles, quadrilaterals, etc...

  35. Primitive Types • GL_POINTS • GL_LINE • {S | _STRIP | _LOOP} • GL_TRIANGLE • {S | _STRIP | _FAN} • GL_QUAD • {S | _STRIP} • GL_POLYGON

  36. p0 p7 p1 p6 p2 p5 p3 p4 Points in OpenGL glBegin(GL_POINTS); glVertex2fv(p0); glVertex2fv(p1); glVertex2fv(p2); glVertex2fv(p3); glVertex2fv(p4); glVertex2fv(p5); glVertex2fv(p6); glVertex2fv(p7); glEnd();

  37. p0 p1 p7 p6 p2 p5 p3 p4 Lines in OpenGL (1/3) • Line Segments glBegin(GL_LINES); glVertex2fv(p0); glVertex2fv(p1); glVertex2fv(p2); glVertex2fv(p3); glVertex2fv(p4); glVertex2fv(p5); glVertex2fv(p6); glVertex2fv(p7); glEnd();

  38. p0 p1 p7 p6 p2 p5 p3 p4 Lines in OpenGL (2/3) • Polylines – Line Strip glBegin(GL_LINE_STRIP); glVertex2fv(p0); glVertex2fv(p1); glVertex2fv(p2); glVertex2fv(p3); glVertex2fv(p4); glVertex2fv(p5); glVertex2fv(p6); glVertex2fv(p7); glEnd();

  39. p0 p1 p7 p6 p2 p5 p3 p4 Lines in OpenGL (3/3) • Polylines – Line Loop glBegin(GL_LINE_LOOP); glVertex2fv(p0); glVertex2fv(p1); glVertex2fv(p2); glVertex2fv(p3); glVertex2fv(p4); glVertex2fv(p5); glVertex2fv(p6); glVertex2fv(p7); glEnd();

  40. Polygon Basics (1/2) • Definition • Object that is closed as a line loop, but that has an interior • Simple Polygon • No pair of edges of a polygon cross each other Simple Nonsimple

  41. Polygon Basics (2/2) • Convexity • If all points on the line segment between any two points inside the object, or on its boundary, are inside the object p1 p2 convex concave Convex Objects

  42. Polygon Rendering Options • Rendered as points, lines, or filled • Front and back faces can be rendered separately using glPolygonMode(face, mode)face : GL_FRONT, GL_BACK or GL_FRONT_AND_BACKmode : GL_POINT, GL_LINE or GL_FILL. • glPolygonStipple( ) overlays a MacPaint-style overlayonthe polygon • glEdgeFlag(bool) specifies polygon edges that can be drawn in line modebool : GL_FALSE orGL_TRUE • Normal vectors: normalized is better, but glEnable(GL_NORMALIZE) will guarantee it

  43. OpenGL: Specifying Normals • Calling glNormal() sets the normal vectorfor the following vertices, till next glNormal() • So flat-shaded lighting requires:glShadeModel(GL_FLAT);glNormal3f(Nx, Ny, Nz);glVertex3fv(v0);glVertex3fv(v1);glVertex3fv(v2); • While smooth-shaded requires: • (Of course, lighting requires additional setup…) • glShadeModel(GL_SMOOTH);glNormal3f(N0x, N0y, N0z); glVertex3fv(v0); • glNormal3f(N1x, N1y, N1z); glVertex3fv(v1); • glNormal3f(N2x, N2y, N2z); glVertex3fv(v2);

  44. Polygonalization Hints • Keep orientations (windings) consistent • Best to use triangles (guaranteed planar) • Keep polygon number to minimum • Put more polygons on silhouettes • Avoid T-intersections to avoid cracks • Use exact coordinates for closing loops E BAD OK B B D A A C C

  45. p0 p1 p7 p6 p2 p5 p3 p4 Polygons in OpenGL (1/6) • Polygon glBegin(GL_POLYGON); glVertex2fv(p0); glVertex2fv(p1); glVertex2fv(p2); glVertex2fv(p3); glVertex2fv(p4); glVertex2fv(p5); glVertex2fv(p6); glVertex2fv(p7); glEnd();

  46. p0 p1 p7 p6 p2 p5 p3 p4 Polygons in OpenGL (2/6) • Quadrilaterals glBegin(GL_QUADS); glVertex2fv(p0); glVertex2fv(p1); glVertex2fv(p2); glVertex2fv(p3); glVertex2fv(p4); glVertex2fv(p5); glVertex2fv(p6); glVertex2fv(p7); glEnd();

  47. p0 p1 p7 p6 p2 p5 p3 p4 Polygons in OpenGL (3/6) • Quadstrip glBegin(GL_QUAD_STRIP); glVertex2fv(p1); glVertex2fv(p2); glVertex2fv(p3); glVertex2fv(p0); glVertex2fv(p4); glVertex2fv(p7); glVertex2fv(p5); glVertex2fv(p6); glEnd();

  48. p0 p1 p7 p6 p2 p5 p3 p4 Polygons in OpenGL (4/6) • Triangles glBegin(GL_TRIANGLES); glVertex2fv(p0); glVertex2fv(p1); glVertex2fv(p2); glVertex2fv(p3); glVertex2fv(p4); glVertex2fv(p5); glVertex2fv(p6); glVertex2fv(p7); glEnd();

  49. p0 p1 p7 p6 p2 p5 p3 p4 Polygons in OpenGL (5/6) • Triangle Strip glBegin(GL_TRIANGLE_STRIP); glVertex2fv(p0); glVertex2fv(p7); glVertex2fv(p1); glVertex2fv(p6); glVertex2fv(p2); glVertex2fv(p5); glVertex2fv(p3); glVertex2fv(p4); glEnd();

  50. p0 p1 p7 p6 p2 p5 p3 p4 Polygons in OpenGL (6/6) • Triangle Fan glBegin(GL_TRIANGLE_FAN); glVertex2fv(p0); glVertex2fv(p1); glVertex2fv(p2); glVertex2fv(p3); glVertex2fv(p4); glVertex2fv(p5); glVertex2fv(p6); glVertex2fv(p7); glEnd();

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