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CSCI 6360/4360

Hierarchy, Modeling, and Scene Graphs Angel: Chapter 10 OpenGL Programming and Reference Guides, other sources. ppt from Angel, AW, etc. CSCI 6360/4360. Overview. Angel chapter on hierarchy and modeling …

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CSCI 6360/4360

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  1. Hierarchy, Modeling,and Scene GraphsAngel: Chapter 10OpenGL Programming and Reference Guides, other sources.ppt from Angel, AW, etc. CSCI 6360/4360

  2. Overview • Angel chapter on hierarchy and modeling … • Presents ideas essentially “intuitive” to those trained in use of object oriented paradigm • Detailed explication of translation of procedural OpenGL ideas to hierarchical (object oriented) formulation • … pretty straightforward • Scene graphs - • From c/c++ perspective of OpenGL - “bleeding edge” of software • Lacks standards • Open source formulation of OpenGL - … • Vendors have their own “toolkits” – nVidia, … • From truly object oriented perspective – “couldn’t be more natural” • Only way to do it in Java – Java3d

  3. Overview • Examine the limitations of linear modeling • Symbols and instances • Introduce hierarchical models • Articulated models • Robots • Introduce Tree and DAG models • But, don’t worry it (almost) all goes away with the various scene graph implementations and tools

  4. Instances • Start with a prototype object (a symbol) • Each appearance of the object in the model is an instance • Must scale, orient, position • Defines instance transformation • Can store a model by assigning a number to each symbol and storing the parameters for the instance transformation • Symbol-instance table

  5. Structure Through Function Calls • Symbol-instance table does not show relationships between parts of model • Consider model of car • Chassis + 4 identical wheels • Two symbols • Rate of forward motion determined by rotational speed of wheels • Structure Through Function Calls car(speed) { chassis() wheel(right_front); wheel(left_front); wheel(right_rear); wheel(left_rear); } • Fails to showrelationships well • Look at problem using a graph

  6. Graphs, Trees, Models • Graph • Set of nodes and edges (links) • Edge connects a pair of nodes • Directed or undirected • Cycle: directed path that is a loop • Tree • Graph in which each node (except the root) has exactly one parent node • May have multiple children • Leaf or terminal node: no children • Tree Model of Car • DAG Model • If we use the fact that all the wheels are identical, we get a directed acyclic graph • Not much different than dealing with tree root node leaf node loop

  7. Modeling with Trees • Must decide what information to place in nodes and what to put in edges • Nodes • What to draw • Pointers to children • Edges • May have information on incremental changes to transformation matrices (can also store in nodes)

  8. Angel Example: Robot Arm parts in their own coodinate systems robot arm • Robot arm is an example of an articulated mode • Parts connected at joints • Can specify state of model by • giving all joint angles

  9. Relationships in Robot Arm • Base rotates independently • Single angle determines position • Lower arm attached to base • Its position depends on rotation of base • Must also translate relative to base and rotate about connecting joint • Upper arm attached to lower arm • Its position depends on both base and lower arm • Must translate relative to lower arm and rotate about joint connecting to lower arm • Rotation of base: Rb • Apply M = Rbto base • Translate lower arm relative to base: Tlu • Rotate lower arm around joint: Rlu • Apply M = RbTluRluto lower arm • Translate upper arm relative to upper arm: Tuu • Rotate upper arm around joint: Ruu • Apply M = RbTluRluTuuRuuto upper arm

  10. Required Matrices and Code • robot_arm() • { • glRotate(theta, 0.0, 1.0, 0.0); • base(); // draw • glTranslate(0.0, h1, 0.0); • glRotate(phi, 0.0, 1.0, 0.0); • lower_arm(); // draw • glTranslate(0.0, h2, 0.0); • glRotate(psi, 0.0, 1.0, 0.0); • upper_arm(); // draw • } • Rotation of base: Rb • Apply M = Rb to base • Translate lower arm relative to base: Tlu • Rotate lower arm around joint: Rlu • Apply M = Rb Tlu Rlu to lower arm • Translate upper arm relative to upper arm: Tuu • Rotate upper arm around joint: Ruu • Apply M = Rb Tlu Rlu Tuu Ruu to upper arm

  11. Tree Model of Robot robot_arm() { glRotate(theta, 0.0, 1.0, 0.0); base(); // draw glTranslate(0.0, h1, 0.0); glRotate(phi, 0.0, 1.0, 0.0); lower_arm(); // draw glTranslate(0.0, h2, 0.0); glRotate(psi, 0.0, 1.0, 0.0); upper_arm(); // draw } • Code shows relationships between parts of model • Can change “look” of parts easily without altering relationships • Simple example of tree model • Want a general node structure for nodes

  12. Possible Node Structure robot_arm() { glRotate(theta, 0.0, 1.0, 0.0); base(); // draw glTranslate(0.0, h1, 0.0); glRotate(phi, 0.0, 1.0, 0.0); lower_arm(); // draw glTranslate(0.0, h2, 0.0); glRotate(psi, 0.0, 1.0, 0.0); upper_arm(); // draw } Code for drawing part or pointer to drawing function linked list of pointers to children matrix relating node to parent

  13. Generalizations • Need to deal with multiple children • How to represent a more general tree • How to traverse such a data structure • Animation • How to use dynamically • How to create and delete nodes during execution • Will consider building a model – of a humanoid figure

  14. Building the Model • 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

  15. Building the Model • 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

  16. 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

  17. Transformation MatricesDetail • 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

  18. Stack-based TraversalDetail • Set model-view matrix to M and draw torso • Set model-view matrix to MMh and draw head • For left-upper arm need MMlua and so on • Rather than recomputing MMlua from scratch or using an inverse matrix, we can use the matrix stack to store M and other matrices as we traverse the tree

  19. Traversal CodeDetail figure() { glPushMatrix() // save present model-view matrix torso(); glRotate3f(…); // update model-view matrix for head head(); glPopMatrix(); // recover original model-view matrix glPushMatrix(); // save it again glTranslate3f(…); // update model-view matrix for left upper arm glRotate3f(…); left_upper_arm(); glPopMatrix(); // recover and save original model-view matrix gain glPushMatrix(); :

  20. Preorder TraversalDetail 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); }

  21. NotesDetails figure() { glPushMatrix() torso(); glRotate3f(…); head(); glPopMatrix(); glPushMatrix(); glTranslate3f(…); glRotate3f(…); left_upper_arm(); glPopMatrix(); glPushMatrix(); : • 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 • Traversal program applies to any left-child right-sibling tree • The particular tree is encoded in the definition of individual nodes • Order of traversal matters because of possible state changes in the functions

  22. OpenGL and Objects • OpenGL lacks an object orientation • Consider, for example, a green sphere • We can model the sphere with polygons or use OpenGL quadrics • Its color is determined by the OpenGL state and is not a property of the object • Defies our notion of a physical object • We can try to build better objects in code using object-oriented languages/techniques

  23. Imperative vs. Object-Oriented Programming Models • Imperative programming model • Example: rotate a cube • The rotation function must know how the cube is represented • Vertex list • Edge list • In object-oriented 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” cube data cube data glRotate glRotate Application Application results results

  24. Angel - C/C++ • Can try to use C structs 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 • Chapter has long example of creating graphics objects • In fact would use a tool

  25. Scene Graphs • Recall figure model … • Could describe model either by tree or by equivalent code • Could write a generic traversal to display • Can represent all elements of a scene (cameras, lights, materials, geometry) as C++ objects and should be able to show them in a tree • Render scene by traversing this tree • Scene graph

  26. Scene Graph API • Open Scene Graph (OSG), • Cross-platform, supports culling, sorting, level of detail • Inventor, Java3D, Nvidia scene graph (NVSG), VRML • 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 (for PCs)

  27. OSG and Viewer

  28. OSG

  29. End • .

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