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Learn about front and back lighting, convex sets and hulls, triangulation, and the importance of orientation in computer graphics. Explore rendering techniques, culling, and the behavior of curves in 2D space.
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front and back lighting • convex sets, convex hull • triangulation • why triangulation matters • orientation • drawing curves Class 18
Lighting: front, back, or both litTriangle.cpp glLightModel*(GL_LIGHT_MODEL_TWO_SIDED, GL_TRUE); • a) use the GL_BACK (or GL_FRONT_AND_BACK) parameter values to color back-facing polygons • b) reverse the specified vertex normal for back-facing polygons. • front: specify vertices counterclockwise
litTriangle.cpp • try setting glColor3f( 1, 1, 0); //yellow • try disabling lighting
Chapter 7Convex set S If P and Q are points of S, then the segment connecting P and Q is also in S Does a triangle have to be convex? Does a quadrilateral have to be convex?
Convex Hull The smallest convex set containing a set S in the convex hull of S.
The Intersection of convex sets is convex.The Union of convex sets is NOT necessarily convex
If S={P1,P2, ... , Pk},then the convex hull of S is the set of all convex combinations of S.
Chapter 8Triangulation Suppose T is a collection of triangles and an object X is the union of these triangles. Let s and t be any two triangles from this collection. Good: s & t don't intersect s & t intersect at a vertex of each s & t intersect at a whole edge of each
Examples: ✓ ✓ X ✓ X
Answer: The rendering depends on the order you render the triangles.
If an object is made from a good triangulation then the image is independent of the order in which the triangles are rendered.
Trouble with non-convex polygons instead of triangles. Makes a fan around the first vertex. Which is first vertex?
Make sure polygons are convex (and coplanar)! • GL_QUAD • GL_POLYGON • GL_QUAD_STRIP
Chapter 9Orientation Front VS Back
THU triangle on transparency • What do you see from each side? T H U
What does the viewer see? • For each primitive, does the viewer see the vertices : • CCW - counter clockwise: FRONT facing • CW - clockwise: BACK facing • (CCW is default FRONT, can be changed with glFrontFace(GL_CW) )
Orientation of P,Q,R as viewed from the origin D = det PX QX RX PY QY RY PZ QZ RZ If D>0 then PQR looks Clockwise If D<0 then PQR looks Counter Clockwise
Consistent Orientation of a Triangulation: Any two triangles that share an edge order the edge oppositely. consistent inconsistent
Run threeQuarterSphere.cpp • one hemisphere, solid outside • one overlapping hemisphere, lines outside
Culling • Inside a closed sphere see one side of triangles only • Outside, see the other side, only. • culling - don't draw those we can't see • Need to tell OpenGL
glCullFace(face) • face GL_FRONT, GL_BACK, GL_FRONT_AND_BACK • face says which are NOT to be rendered. • Also need glEnable(GL_CULL_FACE);
sphereInBox1.cpp • Note what happens when box is opened. • Show where the culling code is. • cull some other faces – have them try – with ball, box, lid, front or back • do experiment
Discuss behavior under transformation.Order preserving, order reversing,glFrontFace(GL_CW)
curves in 2-space plane curve: x = f(t) y = g(t) t∈[a,b] or (-∞, b], [a, ∞), (-∞, ∞)
curveDrawerMJB.cpp • run • endpoints • number of intervals and interval size • y = x*x
curveDrawerMJB.cpp modifications y=sin(x) • x=t y=sin(t) • pick good a and b • pick good MAX and MIN
curveDrawerMJB.cpp modifications circle • x=cos(t) y=sin(t) • pick good a and b • pick good MAX and MIN