1 / 39

Hierarchical Modeling

Hierarchical Modeling. Computer Graphics I. Objectives. Build a tree-structured model of a humanoid figure. Examine various traversal strategies. Build a generalized tree-model structure that is independent of the particular model. Humanoid Figure. Building the Model.

nedgington
Download Presentation

Hierarchical Modeling

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. Hierarchical Modeling Computer Graphics I

  2. Objectives • Build a tree-structured model of a humanoid figure. • Examine various traversal strategies. • Build a generalized tree-model structure that is independent of the particular model.

  3. Humanoid Figure

  4. Building the Model • Can build a simple implementation using quadrics: ellipsoids and cylinders • Access parts through functions • torso() • left_upper_arm() • Matrices describe position of node with respect to its parent. • Mlla positions left lower leg with respect to left upper arm.

  5. Tree with Matrices

  6. Display and Traversal • The position of the figure is determined by 11 joint angles (two for the head and one for each other part). • Display of the tree requires a graph traversal: • Visit each node once. • Display function at each node that describes the part associated with the node, applying the correct transformation matrix for position and orientation.

  7. Transformation Matrices • There are 10 relevant matrices • M positions and orients entire figure through the torso which is the root node. • Mh positions head with respect to torso. • Mlua, Mrua, Mlul, Mrul position arms and legs with respect to torso. • Mlla, Mrla, Mlll, Mrll position lower parts of limbs with respect to corresponding upper limbs.

  8. Stack-based Traversal • Set model-view matrix to M and draw torso. • Set model-view matrix to MMh and draw head. • For left-upper arm need MMlua, etc. • Rather than recomputing MMlua from scratch or using an inverse matrix, use the matrix stack to store M and other matrices as the tree is traversed.

  9. Traversal Code figure() { glPushMatrix() torso(); glRotate3f(…); head(); glPopMatrix(); glPushMatrix(); glTranslate3f(…); glRotate3f(…); left_upper_arm(); glPopMatrix(); glPushMatrix(); save present model-view matrix update model-view matrix for head recover original model-view matrix save it again update model-view matrix for left upper arm recover and save original model-view matrix again rest of code

  10. Analysis • The code describes a specific tree and a particular traversal strategy. • A more general approach is needed. • IMPORTANT: The sample code does not include state changes, such as changes to colors. • May also want to use glPushAttrib and glPopAttrib to protect against unexpected state changes affecting later parts of the code.

  11. General Tree Data Structure • Need a data structure to represent tree and an algorithm to traverse the tree Use a left-child right sibling structure. • Uses linked lists. • Each node in data structure is two pointers. • Left: next node. • Right: linked list of children.

  12. Left-Child Right-Sibling Tree

  13. Tree node Structure • At each node, need to store: • Pointer to sibling. • Pointer to child. • Pointer to a function that draws the object represented by the node. • Homogeneous coordinate matrix to multiply on the right of the current model-view matrix. • Represents changes going from parent to node. • In OpenGL this matrix is a 1D array storing matrix by columns.

  14. C Definition of treenode typedef struct treenode { GLfloat m[16]; void (*f)(); struct treenode *sibling; struct treenode *child; } treenode;

  15. Defining the torso node treenode torso_node, head_node, lua_node, … ; /* use OpenGL functions to form matrix */ glLoadIdentity(); glRotatef(theta[0], 0.0, 1.0, 0.0); /* move model-view matrix to m */ glGetFloatv(GL_MODELVIEW_MATRIX, torso_node.m) torso_node.f = torso; /* torso() draws torso */ Torso_node.sibling = NULL; Torso_node.child = &head_node;

  16. Notes • The position of figure is determined by 11 joint angles stored intheta[11] • Animate by changing the angles and redisplaying • We form the required matrices usingglRotateandglTranslate • More efficient than software • Because the matrix is formed in model-view matrix, we may want to first push original model-view matrix on matrix stack

  17. Preorder Traversal void traverse(treenode *root) { if(root == NULL) return; glPushMatrix(); glMultMatrix(root->m); root->f(); if(root->child != NULL) traverse(root->child); glPopMatrix(); if(root->sibling != NULL) traverse(root->sibling); }

  18. Notes • We must save model-view matrix before multiplying it by node matrix • Updated matrix applies to children of node but not to siblings which contain their own matrices • The traversal program applies to any left-child right-sibling tree • The particular tree is encoded in the definition of the individual nodes • The order of traversal matters because of possible state changes in the functions

  19. Dynamic Trees • If we use pointers, the structure can be dynamic typedef treenode *tree_ptr; tree_ptr torso_ptr; torso_ptr = malloc(sizeof(treenode)); • Definition of nodes and traversal are essentially the same as before but we can add and delete nodes during execution

  20. Graphical Objectsand Scene Graphs

  21. Objectives • Graphical objects • Generalizing the notion of objects to include lights, cameras, attributes • Introduction to scene graphs

  22. Limitations of Immediate Mode Graphics • When a geometric object is defined in an application, upon execution of the code, the object is passed through the pipeline. • It then “disappears” from the graphical system. • To redraw the object, either modified or the same, the code must be re-executed.

  23. OpenGL and Objects • OpenGL lacks object orientation. • Consider, for example, a green sphere: • Sphere can be modeled with polygons or OpenGL quadrics. • Its color is determined by the OpenGL state and is not a property of the object. • Defies the notion of a physical object. • Better objects can be attempted in code using object-oriented languages/techniques.

  24. Imperative Programming Model • Example: rotate a cube: • The rotation function must know how the cube is represented: • Vertex list. • Edge list. cube data glRotate Application results

  25. Object-Oriented Programming Model • In this model, the representation is stored with the object. • The application sends a message to the object • The object contains functions (methods) which allow it to transform itself. Application Cube Object message

  26. C/C++ • C structures (struct) can be used to build objects. • C++ provides better support: • Use class construct. • Can hide implementation using public, private, and protected members in a class. • Can also use friend designation to allow classes to access each other.

  27. Cube Object • Suppose that a simple cube object is to be created that can be scaled, oriented, positioned, and have its color set directly through code such as: cube mycube; mycube.color[0]=1.0; mycube.color[1]= mycube.color[2]=0.0; mycube.matrix[0][0]=………

  28. Cube Object Functions • Functions that act on the cube are required, such as: mycube.translate(1.0, 0.0,0.0); mycube.rotate(theta, 1.0, 0.0, 0.0); setcolor(mycube, 1.0, 0.0, 0.0); • A way of displaying the cube is also needed: mycube.render();

  29. Building the Cube Object class cube { public: float color[3]; float matrix[4][4]; // public methods private: // implementation }

  30. The Implementation • Can use any implementation in the private part such as a vertex list. • The private part has access to public members and the implementation of class methods can use any implementation without making it visible. • Render method is difficult, but it will invoke the standard OpenGL drawing functions such as glVertex.

  31. Other Objects • Other objects have geometric aspects: • Cameras. • Light sources. • But non-geometric objects are also needed: • Materials. • Colors. • Transformations (matrices).

  32. Application Code cube mycube; material plastic; mycube.setMaterial(plastic); camera frontView; frontView.position(x, y, z);

  33. Light Object class light { // match Phong model public: boolean type; //ortho or perspective boolean near; float position[3]; float orientation[3]; float specular[3]; float diffuse[3]; float ambient[3]; }

  34. Scene Descriptions • In the figure model: • Model can be described either by tree or by equivalent code. • A generic traversal can be written to display. • If all the elements of a scene (cameras, lights,materials, geometry) can be represented as C++ objects, they can be shown in a tree. • Render scene by traversing this tree.

  35. Scene Graph Isolates the state of the subtree beginning at a separator node from the rest of the tree

  36. Preorder Traversal glPushAttrib glPushMatrix glColor glTranslate glRotate Object1 glTranslate Object2 glPopMatrix glPopAttrib … Save state Restore state

  37. Separator Nodes • Necessary to isolate state chages • Equivalent to OpenGL push/pop. • As with the figure model: • A universal traversal algorithm can be written. • The order of traversal can matter: • If the separator node is not used, state changes can propagate.

  38. Inventor and Java3D • Inventor and Java3D provide a scene graph API. • Scene graphs can also be described by a file (text or binary). • Implementation independent way of transporting scenes. • Supported by scene graph APIs. • However, primitives supported should match capabilities of graphics systems. • Hence most scene graph APIs are built on top of OpenGL or DirectX (on PCs).

  39. VRML • Scene graphs can be used over the World Wide Web. • Need links to other sites to support distributed data bases. • Virtual Reality Markup Language • Based on Inventor data base. • Implemented with OpenGL. • VRML superseded by X3D, the ISO standard for real-time 3D graphics.

More Related