Cse Vi Computer Graphics and Visualization 10cs65 Notes
Cse Vi Computer Graphics and Visualization 10cs65 Notes
10CS65
SYLLABUS
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PART - A
UNIT - 1
INTRODUCTION: Applications of computer graphics; A graphics system; Images:
Physical and synthetic; Imaging systems; The synthetic camera model; The programmers
interface; Graphics architectures; Programmable pipelines; Performance characteristics.
Graphics Programming: The Sierpinski gasket; Programming two-dimensional applications.
7 Hours
UNIT - 2
THE OPENGL: The OpenGL API; Primitives and a6ributes; Color; Viewing; Control
functions; The Gasket program; Polygons and recursion; The three-dimensional gasket;
Plo8ng implicit functions.
6 Hours
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UNIT - 3
INPUT AND INTERACTION: Interaction; Input devices; Clients and servers; Display lists;
Display lists and modeling; Programming event-driven input; Menus; Picking; A simple
CAD program; Building interactive models; Animating interactive programs; Design of
interactive programs; Logic operations.
7 Hours
UNIT - 4
GEOMETRIC OBJECTS AND TRANSFORMATIONS 1: Scalars, points, and vectors;
Three-dimensional primitives; Coordinate systems and frames; Modeling a colored cube;
Affine transformations; Rotation, translation and scaling.
6 Hours
PART - B
UNIT - 5
GEOMETRIC OBJECTS AND TRANSFORMATIONS 2: Transformations in
homogeneous coordinates; Concatenation of transformations; OpenGL transformation
matrices; Interfaces to three-dimensional applications; Quaternions.
5 Hours
UNIT - 6
VIEWING: Classical and computer viewing; Viewing with a computer; Positioning of the
camera; Simple projections; Projections in OpenGL; Hidden-surface removal; Interactive
mesh displays; Parallel-projection matrices; Perspective-projection matrices; Projections and
shadows.
7 Hours
UNIT - 7
LIGHTING AND SHADING: Light and ma6er; Light sources; The Phong lighting model;
Computation of vectors; Polygonal shading; Approximation of a sphere by recursive
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REFERENCE BOOKS:
1. Computer Graphics Using OpenGL F.S. Hill,Jr. 2nd Edition, Pearson 1.
Education, 2001.
2. Computer Graphics James D Foley, Andries Van Dam, Steven K Feiner, John F
Hughes, Addison-wesley 1997.
3. Computer Graphics - OpenGL Version Donald Hearn and Pauline Baker, 2nd
Edition, Pearson Education, 2003.
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TABLE OF CONTENTS
Page No.
UNIT - 1
INTRODUCTION
1.1
1.2
A graphics system
1.3
1.4
Imaging systems
1.5
1.6
1.7
Graphics architectures
1.8
1.9
Graphics Programming:
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8-19
UNIT - 2
THE OPENGL
2.1
2.2
2.3
Color; Viewing
2.4
Control functions
2.5
2.6
2.7
2.8
20-30
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31-47
3.2
Input devices
3.3
3.4
Display lists
3.5
3.6
3.7
Menus; Picking
3.8
3.9
3.10
3.11
3.12
Logic operations
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3.1
UNIT-3
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UNIT-4
GEOMETRIC
TRANSFORMATIONS I
4.1
Scalars
OBJECTS
4.2
4.3
Three-dimensional primitives
4.4
4.5
4.6
Affine transformations
4.7
AND
48-59
UNIT 5
GEOMETRIC OBJECTS AND
TRANSFORMATIONS II
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5.2
Concatenation of transformations
5.3
5.4
5.5
Quaternions.
VIEWING
Classical and computer viewing
6.2
6.3
6.4
Simple projections
6.5
Projections in OpenGL
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6.6
Hidden-surface removal
6.7
6.8
Parallel-projection matrices
6.9
Perspective-projection matrices
6.10
UNIT - 7
68-78
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6.1
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UNIT - 6
61-67
5.1
7.1
7.2
7.3
Computation of vectors
7.4
Polygonal shading
79-87
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7.6
7.7
7.8
7.9
Global illumination.
8.2
8.3
Clipping
88-97
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UNIT - 8 IMPLEMENTATION
8.1
Basic implementation strategies
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7.5
Line-segment clipping
Polygon clipping
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8.4
Rasterization
8.5
Bresenhams algorithm
8.6
Polygon rasterization
8.7
Hidden-surface removal
8.8
Antialiasing
8.9
Display considerations.
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PART - A
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UNIT - 1
7 Hours
INTRODUCTION
Applications of computer graphics
A graphics system
Images:
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Programmable pipelines
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Performance characteristics
Graphics Programming:
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UNIT -1
Graphics Systems and Models
1.1
Design
Simulation & Animation
1.2
Graphics systems
A Graphics system has 5 main elements:
Input Devices
Memory
Frame Buffer
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Output Devices
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Processor
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User Interfaces
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A Frame buffer is implemented either with special types of memory chips or it can be a part
of system memory.
In simple systems the CPU does both normal and graphical processing.
Graphics processing - Take specifications of graphical primitives from application program
and assign values to the pixels in the frame buffer It is also known as Rasterization or scan
conversion.
Output Devices
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The most predominant type of display has been the Cathode Ray Tube (CRT).
Electron Gun emits electron beam which strikes the phosphor coating to emit light.
Deflection Plates controls the direction of beam. The output of the computer is
converted by digital-to-analog converters o voltages across x & y deflection plates.
Refresh Rate In order to view a flicker free image, the image on the screen has to be
retraced by the beam at a high rate (modern systems operate at 85Hz)
2 types of refresh:
Noninterlaced display: Pixels are displayed row by row at the refresh rate.
Interlaced display: Odd rows and even rows are refreshed alternately.
1.3
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One way to form an image is to follow rays of light from a point source finding which
rays enter the lens of the camera. However, each ray of light may have multiple interactions
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1.4
Imaging systems
It is important to study the methods of image formation in the real world so that this could be
utilized in image formation in the graphics systems as well.
1. Pinhole camera:
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yp= -y/z/d
zp= d
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Only three values (the tristimulus values) are sent to the brain
1.5
The paradigm which looks at creating a computer generated image as being similar to
forming an image using an optical system.
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Clipping window
In case of image formation using optical systems, the image is flipped relative to the
object.
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In synthetic camera model this is avoided by introducing a plane in front of the lens
viewed.
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The angle of view of the camera poses a restriction on the part of the object which can be
This limitation is moved to the front of the camera by placing a Clipping Window in the
projection plane.
Programers interface :
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1.6
A user interacts with the graphics system with self-contained packages and input devices. E.g.
A paint editor.
This package or interface enables the user to create or modify images without having to write
programs. The interface consists of a set of functions (API) that resides in a graphics library
The application programmer uses the API functions and is shielded from the details of
its implementation.
The device driver is responsible to interpret the output of the API and converting it
into a form understood by the particular hardware.
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In order to obtain images of objects close to the real world, we need 3-D object model.
To follow the synthetic camera model discussed earlier, the API should support:
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Primitives: simple geometric objects having a simple relation between a list of vertices
Simple prog to draw a triangular polygon :
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glBegin(GL_POLYGON)
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
glVertex3f(0.0, 0.0, 1.0);
glEnd( );
Film Plane has a height & width & can be adjusted independent of orientation of lens.
Function call for camera orientation :
gluLookAt(cop_x,cop_y,cop_z,at_x,at_y,at_z,up_x,up_y,up_z);
gluPerspective(field_of_view,aspect_ratio,near,far);
Lights and materials :
Types of lights
Spot lights
Color properties
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Material properties
Scattering
Rendering
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Modeling
The interface can be a file with the model and additional info for final rendering.
Graphics Architectures
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1.7
Combination of hardware and software that implements the functionality of the API.
Early Graphics system :
Host
DAC
Output Device
Here the host system runs the application and generates vertices of the image.
Display processor architecture :
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Display processor assembles instructions to generate image once & stores it in the
Display List. This is executed repeatedly to avoid flicker.
The whole process is independent of the host system.
1.8
Programmable Pipelines
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Graphics Pipeline :
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Latency : time taken from the first stage till the end result is produced.
Process objects one at a time in the order they are generated by the application
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Much of the work in the pipeline is in converting object representations from one
coordinate system to another
Object coordinates
Screen coordinates
Primitive Assembly
Vertices must be collected into geometric objects before clipping and rasterization can take
place
Line segments
Polygons
Clipping
Just as a real camera cannot see the whole world, the virtual camera can only see part of the
world or object space
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Objects that are not within this volume are said to be clipped out of the scene
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Rasterization :
assigned colors
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If an object is not clipped out, the appropriate pixels in the frame buffer must be
Rasterizer produces a set of fragments for each object
Fragments are potential pixels
Have a location in frame bufffer
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Fragments are processed to determine the color of the corresponding pixel in the
frame buffer
1.9
Hidden-surface removal
Graphics Programming
3. Find the location halfway between the initial point & the randomly selected vertex.
4. Display the new point.
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or
#define GLfloat float.
GLfloat vertex[3]
E.g. prog :
glBegin(GL_LINES);
glVertex3f(x1,y1,z1);
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glVertex3f(x2,y2,z2);
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glVertex3fv(vertex)
glEnd();
int rand();
glBegin(GL_POINTS);
for (k=0;k<5000;k++){
j=rand()%3;
}
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glEnd();
glFlush();
}
Coordinate Systems :
One of the major advances in the graphics systems allows the users to work on any
coordinate systems that they desire.
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The actual coordinate system on the output device is known as the screen coordinates.
The graphics system is responsible to map the users coordinate to the screen
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coordinate.
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UNIT - 2
6 Hours
THE OPENGL
Control functions
The Gasket program
Polygons and recursion
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Viewing
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Color
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UNIT-2
THE OPENGL
2.1
This interface consists of about 150 distinct commands that you use to specify the objects
and operations needed to produce interactive three-dimensional applications.
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The following list briefly describes the major graphics operations which OpenGL performs to
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2. Arrange the objects in three-dimensional space and select the desired vantage point for
viewing the composed scene.
3. Calculate the color of all the objects. The color might be explicitly assigned by the
application, determined from specified lighting conditions, obtained by pasting a texture onto
the objects, or some combination of these three actions.
4. Convert the mathematical description of objects and their associated color information to
pixels on the screen. This process is called rasterization.
2.2
OpenGL functions
Primitive functions : Defines low level objects such as points, line segments, polygons
etc.
Attribute functions : Attributes determine the appearance of objects
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Polygon mode
Display as filled
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Display vertices
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Display edges
Input functions : Allows us to deal with a diverse set of input devices like keyboard,
mouse etc
Control functions : Enables us to initialize our programs, helps in dealing with any
errors during execution of the program.
Query functions : Helps query information about the properties of the particular
implementation.
The entire graphics system can be considered as a state machine getting inputs from the
application prog.
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visible output.
2 types of graphics functions :
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2.3
Geometric primitives (vertices, line segments..) they pass through the geometric
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pipeline
Raster primitives (arrays of pixels) passes through a separate pipeline to the frame
buffer.
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Line segments
GL_LINES
GL_LINE_STRIP
GL_LINE_LOOP
Polygons :
Polygons :Object that has a border that can be described by a line loop & also has a well
defined interior
Flat All the vertices forming the polygon lie in the same plane . E.g. a triangle.
Polygon Issues
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OpenGL will produce output if these conditions are violated but it may not be
what is desired
Approximating a sphere
2.4
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Z(,)=sin
The sphere shown is constructed using quad strips.
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The poles of the sphere are constructed using triangle fans as can be seen in the diagram
Graphics Text :
Stroke text Like any other geometric object, vertices are used to define line
segments & curves that form the outline of each character.
Raster text Characters are defined as rectangles of bits called bit blocks.
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bit-block-transfer : the entire block of bits can be moved to the frame buffer using a single
function call.
2.5
Color
3 color theory If 2 colors produce the same tristimulus values, then they are visually
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indistinguishable.
Additive color model Adding together the primary colors to get the percieved colors.
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E.g. CRT.
Subtractive color model Colored pigments remove color components from light that is
striking the surface. Here the primaries are the complimentary colors : cyan, magenta and
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yellow.
RGB color
Note in glColor3f the color values range from 0.0 (none) to 1.0 (all), whereas in
glColor3ub the values range from 0 to 255
The color as set by glColor becomes part of the state and will be used until changed
Colors and other attributes are not part of the object but are assigned when the
object is rendered
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glColor
glVertex
glColor
glVertex
RGBA color system :
Memory inexpensive
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This would render the window white since all components are equal to 1.0, and is opaque
2.6
Viewing
The default viewing conditions in computer image formation are similar to the settings on a
basic camera with a fixed lens
The Orthographic view
Direction of Projection : When image plane is fixed and the camera is moved far from
the plane, the projectors become parallel and the COP becomes direction of
projection
OpenGL Camera
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OpenGL places a camera at the origin in object space pointing in the negative z
direction
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The default viewing volume is a box centered at the origin with a side of length 2
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Orthographic view
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In the default orthographic view, points are projected forward along the z axis onto theplane
z=0
z=0
Model-view
Projection
The values of these matrices are part of the state of the system.
In OpenGL, projection is carried out by a projection matrix (transformation)
There is only one set of transformation functions so we must set the matrix mode first
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glMatrixMode (GL_PROJECTION)
Transformation functions are incremental so we start with an identity matrix and alter it with
a projection matrix that gives the view volume
glLoadIdentity();
2.7
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environment).
The position of the window is with reference to the origin. The origin (0,0) is the top
left corner of the screen.
glutInit allows application to get command line arguments and initializes system
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o Single buffering
glutWindowSize in pixels
We may obtain undesirable output if the aspect ratio of the viewing rectangle
(specified by glOrtho), is not same as the aspect ratio of the window (specified by
glutInitWindowSize)
Viewport A rectangular area of the display window, whose height and width can be
adjusted to match that of the clipping window, to avoid distortion of the images.
void glViewport(Glint x, Glint y, GLsizei w, GLsizei h) ;
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In our application, once the primitive is rendered onto the display and the application
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The function myinit() is used to set the OpenGL state variables dealing with viewing and
attributes.
Control Functions
glutInit(int *argc, char **argv) initializes GLUT and processes any command line
arguments (for X, this would be options like -display and -geometry). glutInit() should be
called before any other GLUT routine.
glutInitDisplayMode(unsigned int mode) specifies whether to use an RGBA or colorindex color model. You can also specify whether you want a single- or double-buffered
window. (If youre working in color-index mode, youll want to load certain colors into
the color map; use glutSetColor() to do this.)
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glutInitWindowSize(int width, int size) specifies the size, in pixels, of your window.
int glutCreateWindow(char *string) creates a window with an OpenGL context. It
returns a unique identifier for the new window. Be warned: Until glutMainLoop() is
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called.
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UNIT - 3
7 Hours
INPUT AND INTERACTION
Interaction
Input devices
Clients and servers
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Display lists
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UNIT - 3
INPUT AND INTERACTION
3.1
Interaction
Project Sketchpad :
Ivan Sutherland (MIT 1963) established the basic interactive paradigm that characterizes
interactive computer graphics:
User sees an object on the display
User points to (picks) the object with an input device (light pen, mouse,
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trackball)
Repeat
Input devices
Devices can be described either by
o Physical properties
Mouse
Keyboard
Trackball
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3.2
o Logical Properties
An object identifier
Modes
Request or event
Devices such as the data tablet return a position directly to the operating system
Devices such as the mouse, trackball, and joy stick return incremental inputs (or
velocities) to the operating system
Roll of trackball
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Logical Devices
Consider the C and C++ code
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o A number (an int) is returned to the program regardless of the physical device
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Graphical input is more varied than input to standard programs which is usually
numbers, characters, or bits
Two older APIs (GKS, PHIGS) defined six types of logical input
Input Modes
Input devices contain a trigger which can be used to send a signal to the operating
system
o Button on mouse
When triggered, input devices return information (their measure) to the system
o Mouse returns position information
o Keyboard returns ASCII code
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Request Mode
Input provided to program only when user triggers the device
Typical of keyboard input
Can erase (backspace), edit, correct until enter (return) key (the trigger) is
Event Mode
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depressed
Most systems have more than one input device, each of which can be triggered at an
arbitrary time by a user
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Each trigger generates an event whose measure is put in an event queue which can be
examined by the user program
Event Types
3.3
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3.4
Display Lists
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The Display Processor in modern graphics systems could be considered as a graphics server.
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Retained mode - The host compiles the graphics program and this compiled set is
maintained in the server within the display list.
The redisplay happens by a simple function call issued from the client to the server
It avoids network clogging
glNewList(PNT, GL_COMPILE);
glBegin(GL_POINTS);
glVertex2f(1.0,1.0);
glEnd();
glEndList();
GL_COMPILE Tells the system to send the list to the server but not to display the
contents
GL_COMPILE_AND_EXECUTE Immediate display of the contents while the list
is being constructed.
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Each time the point is to be displayed on the server, the function is executed.
glCallList(PNT);
glCallLists function executes multiple lists with a single function call
The most efficient way of defining text is to define the font once, using a display list
for each char, and then store the font on the server using these display lists
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void OurFont(char c)
{
{
case O :
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switch(c)
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glBegin(GL_QUAD_STRIP)
glEnd();
break;
}
Fonts in GLUT
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parts of a model
glTranslatef();
#define EYE 1
glCallList(EYE);
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glNewList(EYE);
/* code to draw eye */
glEndList();
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# define FACE 2
glNewList(FACE);
/* Draw outline */
glTranslatef(..)
glCallList(EYE);
3.6
Pointing Devices :
A mouse event occurs when one of the buttons of the mouse is pressed or released
void myMouse(int button, int state, int x, int y)
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Window Events
Most windows system allows user to resize window.
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glMatrixMode(GL_PROJECTION);
glLoadIdentity();
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glLoadIdentity();
/* adjust viewport */
glViewport(0,0,w,h);
Keyboard Events
When a keyboard event occurs, the ASCII code for the key that generated the event and the
mouse location are returned.
E.g.
if (key==q || key==Q)
exit(0);
}
Callback : glutKeyboardFunc(myKey);
GLUT provides the function glutGetModifiers function enables us to define
functionalities for the meta keys
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At the end of each execution of the main loop, GLUT uses this flag to determine if the
display function will be executed.
The function ensures that the display will be drawn only once each time the program
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happening.
Idle callback : glutIdleFunc(function name)
Window Management
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To set a particular window as the current window where the image has to be rendered
glutSetWindow(id);
3.7
Menus
Three steps
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menu_id = glutCreateMenu(mymenu);
glutAddmenuEntry(clear Screen, 1);
gluAddMenuEntry(exit, 2);
glutAttachMenu(GLUT_RIGHT_BUTTON);
Menu callback
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if(id == 1) glClear();
if(id == 2) exit(0);
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Add submenus by
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3.8
Picking
In principle, it should be simple because the mouse gives the position and we should be
able to determine to which object(s) a position corresponds
Practical difficulties
Rendering Modes
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As we just described it, selection mode wont work for picking because every
primitive in the view volume will generate a hit
Change the viewing parameters so that only those primitives near the cursor are in the
altered view volume
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GLint viewport[4];
if (button == GLUT_LEFT_BUTTON && state== GLUT_DOWN)
{
/* initialize the name stack */
glPushName(0);
glSelectBuffer(SIZE, nameBuffer)l
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glInitNames();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
glLoadIdentity();
draw_objects(GL_SELECT);
glMatrixMode(GL_PROJECTION);
hits = glRenderMode(GL_RENDER);
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processHits(hits, nameBuff);
/* normal render */
glutPostRedisplay();
}
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if (mode == GL_SELECT)
glLoadName(1);
glColor3f(1.0,0.0,0.0)
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glRectf(-0.5,-0.5,1.0,1.0);
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if (mode == GL_SELECT)
glLoadName(2);
glColor3f(0.0,0.0,1.0)
glRectf(-1.0,-1.0,0.5,0.5);
3.9
Building blocks : equilateral triangle, square, horizontal and vertical line segments.
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float color[3];
} object;
Define array of 100 objects & index to last object in the list.
object table[100];
int last_object;
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table[last_object].x = x0;
table[last_object].y = y0;
..
last_object ++;
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table[last_object].color[0] = red;
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for (i=0;i<last_object;i++)
{
switch(table[i].type)
{
case 0: break;
case 1:
{
glColor3fv(table[i].color);
triangle(table[i].x,table[i].y);
break;
..
In order to add code for deleting an object, we include some extra information in the
object structure:
float bb[2][2];
bb[0][0] = x0-1.0;
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bb[0][1] = y0-1.0;.
3.10
The points x=cos , y=sin always lies on a unit circle regardless of the value of .
In order to increase by a fixed amount whenever nothing is happening, we use the
idle function
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void(idle)
{
theta+ =2;
glutPostRedisplay();
}
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In order to turn the rotation feature on and off, we can include a mouse function as
follows :
Double Buffering
We have 2 color buffers for our disposal called the Front and the Back buffers.
Front buffer is the one which is always displayed.
Back buffer is the one on which we draw
Function call to swap buffers :
glutSwapBuffers();
By default openGl writes on to the back buffer.
But this can be controlled using
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glDrawBuffer(GL_BACK);
glDrawBuffer(FRONT_AND_BACK);
Writing Modes
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XOR write
o Cannot write temporary lines this way because we cannot recover what was
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x =y
Hence, if we use XOR mode to write a line, we can draw it a second time and
line is erased!
Rubberbanding
For line can use first mouse click to fix one endpoint and then use motion
callback to continuously update the second endpoint
Each time mouse is moved, redraw line which erases it and then draw line
from fixed first position to to new second position
XOR in OpenGL
There are 16 possible logical operations between two bits
Dept. of CSE, SJBIT
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glEnable(GL_COLOR_LOGIC_OP)
glLogicOp(GL_XOR)
glLogicOp(GL_COPY) (default)
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UNIT - 4
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Affine transformations
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UNIT - 4
6 Hrs
GEOMETRIC OBJECTS AND TRANSFORMATIONS I
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Geometric Objects.
The basic geometric objects and relationship among them can be described using the three
Points:
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Scalars are objects that obey a set of rules that are abstraction of the operations
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of ordinary arithmetic.
Thus, addition and multiplication are defined and obey the usual rules such as
commutativity and associativity and also every scalar has multiplicative and
additive inverses.
Vector:
Another basic object which has both direction and magnitude, however, vector
does not have a fixed location in space.
Directed line segment shown in figure below connects two points has both
direction i.e, orientation and magnitude i.e., its length so it is called as a vector
because of vectors does not have fixed position, the directed line segments shown in figure
below are identical because they have the same direction and magnitude.
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Vector lengths can be altered by the scalar components, so the line segment A shown in
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A=2B
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We can also combine directed line segments as shown in figure below by using the head and
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tail rule
D=A+B
We obtained new vector D from two vectors A and B by connecting head of A to tail of B.
Magnitude and direction of vector D is determined from the tail of A to the head of B, we can
call D has sum of A and B, so we can write it as D=A+B.
Consider the two directed line segments A and E shown in figure below with the same length
but opposite direction. We can define the vector E in terms of A as E =-A, so the vector E is
called inverse vector of A. The sum of vectors A and E is called Zero vector, which is
denoted as 0, that has a zero magnitude and orientation is undefined.
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The purpose of the graphics pipeline is to create images and display them on your
screen. The graphics pipeline takes geometric data representing an object or scene
(typically in three dimensions) and creates a two-dimensional image from it.
Your application supplies the geometric data as a collection of vertices that form
polygons, lines, and points.
The resulting image typically represents what an observer or camera would see from a
particular vantage point.
As the geometric data flows through the pipeline, the GPU's vertex processor
transforms the constituent vertices into one or more different coordinate systems, each
of which serves a particular purpose. Cg vertex programs provide a way for you to
program these transformations yourself.
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Figure 4-1 illustrates the conventional arrangement of transforms used to process vertex
positions. The diagram annotates the transitions between each transform with the coordinate
space used for vertex positions as the positions pass from one transform to the next.
4.3
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modeling the cube by assuming that vertices of the case are available through an array of
vertices i.e,
GLfloat Vertices [8][3] =
{{-1.0, -1.0, -1.0},{1.0, -1.0, -1.0}, {1.0, 1.0, -1.0},{-1.0, 1.0, -1.0} {-1.0, -1.0, 1.0}, {1.0, -
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{{-1.0, -1.0, -1.0},{1.0, -1.0, -1.0}, {1.0, 1.0, -1.0},{-1.0, 1.0, -1.0} {-1.0, -1.0, 1.0}, {1.0, 1.0, 1.0}, {1.0, 1.0, 1.0}, {-1.0, 1.0, 1.0}}
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We can use the list of points to specify the faces of the cube. For example one face is
glBegin (GL_POLYGON);
glEnd ();
When we are defining the 3D polygon, we have to be careful about the order in which we
specify the vertices, because each polygon has two sides. Graphics system can display either
or both of them. From the cameras perspective, we need to distinguish between the two faces
of a polygon. The order in which the vertices are specified provides this information. In the
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above example we used the order 0,3,2,1 for the first face. The order 1,0,2,3 would be same
because the final vertex in polygon definition is always linked back to the first, but the order
0,1,2,3 is different.
We call face outward facing, if the vertices are traversed in a counter clockwise order, when
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By specifying front and back carefully, we will can eliminate faces that are not visible.
OpenGL can treat inward and outward facing polygons differently.
Data structures for object representation
It is better to use the data structure that separate the geometry from the topology. [The
geometry stands for locations of the vertices and topology stands for organization of the
vertices and edges]. We use a structure, the vertex list (shown in Fig. below) that is both
simple and useful.
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The data specifying the location of the vertices contain the geometry and can be stored as a
simple list or array, such as in vertices the vertex list. The top level entity is a cube and is
composed of six faces. Each face consists of four ordered vertices. Each vertex can be
specified indirectly through its index. This can be represented like figure shown above..
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six faces, taking care to make them all outward facing as follows.
GLfloatVertices [8] [3] = {{-1.0, -1.0, -1.0}, {1.0, -1.0, -1.0}, {1.0, 1.0, -1.0}, {-1.0, 1.0, -1.0}
{-1.0, -1.0, 1.0}, {1.0, -1.0, 1.0}, {1.0, 1.0, 1.0}, {-1.0, 1.0, 1.0}}
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GLfloat color [8] [3] = {{0.0, 0.0, 0.0}, {1.0, 0.0, 0.0}, {1.0, 1.0, 0.0}, {0.0, 1.0, 0.0}, {0.0,
0.0, 1.0}, {1.0, 0.0, 1.0}, {1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}};
void quad (int a, int b, int c, int d)
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{
glBegin (GL_QUADS);
glcolor3fv (colors[a]);
glVertex3fv(vertices[a]);
glcolor3fv(colors[b]);
glVertex3fv(vertices[b]);
glcolor3fv(colors[c]);
glVertex3fv (vertices[c]);
glcolor3fv (colors[d]);
glVertex3fv(vertices[d]);
glEnd();
}
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Void colorcube ()
{
quad (0,3,2,1);
quad (2,3,7,6);
quad (0, 4,7,3);
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Vertex arrays
Although we used vertex lists to model the cube, it requires many openGL function calls. For
example, the above function make 60 openGL calls: six faces, each of which needs a glBegin,
a glEnd, four calls to glColor, and four calls to glVertex. Each of which involves overhead &
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Vertex arrays provide a method for encapsulating the information in data structure such that
we can draw polyhedral objects with only few function calls.
There are three steps in using vertex arrays
The first two steps are called initialization part and the third step is called display callback.
OpenGL allows many different types of arrays; here we are using two such arrays called
color and vertex arrays. The arrays can be enabled as follows.
glEnableClientstate (GL_COLOR_ARRAY)
glEnableClientstate (GL_VERTEX_ARRAY).
The arrays are same as before. Next, we identify where the arrays are as follows.
Dept. of CSE, SJBIT
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the data. Next, provide information in data structure about the relationship between the
vertices the faces of the cube by specifying an array that holds the 24 ordered vertex indices
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glDrawElements which replaces all glVertex & glcolor calls in the display.
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1) for (i=0;,i<6;i++)
Affine transformations
By defining only the B matrix, this transformation can carry out pure translation:
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Pure rotation uses the A matrix and is defined as (for positive angles being clockwise
rotations):
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Here, we are working in image coordinates, so the y axis goes downward. Rotation formula
can be defined for when the y axis goes upward.
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(Note that several different affine transformations are often combined to produce a resultant
transformation. The order in which the transformations occur is significant since a translation
followed by a rotation is not necessarily equivalent to the converse.)
Since the general affine transformation is defined by 6 constants, it is possible to define this
transformation by specifying the new output image locations
coordinate
pairs. (In practice, many more points are measured and a least squares
method is used to find the best fitting transform.)
4.5
Translation
void glTranslate{fd} (TYPE x, TYPE y, TYPE z);
Multiplies the current matrix by a matrix that moves (translates) an object by the given x, y,
and z values
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Rotation
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Scaling
Equations :
Translation: Pf = T + P
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xf = xo + dx
yf = yo + dy
Rotation: Pf = R P
xf = xo * cos - yo *sin
yf = xo * sin + yo *cos
Scale: Pf = S P
xf = sx * xo
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yf = sy * yo
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PART - B
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UNIT - 5
5 Hrs
Concatenation of transformations
OpenGL transformation matrices
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Quaternions.
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four-component <x, y, z, w> form. This type of four-component position vector is called
a homogeneous position. When we express a vector position as an <x, y, z> quantity, we
assume that there is an implicit 1 for its w component.
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Mathematically, the w value is the value by which you would divide the x, y,
and z components to obtain the conventional 3D (nonhomogeneous) position, as shown in
Equation 4-1.
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Homogeneous positions are also handy for representing directions and curved
surfaces described by rational polynomials.
Concatenation of transformations
Rotate a house about the origin
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All these operations could be carried out at once by multiplying the corresponding matrices
and obtaining one single matrix which would then be multiplied with the projection matrix
of the object to obtain the final result.
World Space
Object space for a particular object gives it no spatial relationship with respect to other
objects. The purpose of world space is to provide some absolute reference for all the objects
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in your scene. How a world-space coordinate system is established is arbitrary. For example,
you may decide that the origin of world space is the center of your room. Objects in the
room are then positioned relative to the center of the room and some notion of scale (Is a
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unit of distance a foot or a meter?) and some notion of orientation (Does the positive y-axis
point "up"? Is north in the direction of the positive x-axis?).
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The way an object, specified in object space, is positioned within world space is by means of
a modeling transform. For example, you may need to rotate, translate, and scale the 3D
model of a chair so that the chair is placed properly within your room's world-space
coordinate system. Two chairs in the same room may use the same 3D chair model but have
different modeling transforms, so that each chair exists at a distinct location in the room.
You can mathematically represent all the transforms in this chapter as a 4x4 matrix. Using
the properties of matrices, you can combine several translations, rotations, scales, and
projections into a single 4x4 matrix by multiplying them together. When you concatenate
matrices in this way, the combined matrix also represents the combination of the respective
transforms. This turns out to be very powerful, as you will see.
If you multiply the 4x4 matrix representing the modeling transform by the object-space
position in homogeneous form (assuming a 1 for the w component if there is no
explicit w component), the result is the same position transformed into world space. This
same matrix math principle applies to all subsequent transforms discussed in this chapter.
Figure 4-2 illustrates the effect of several different modeling transformations. The left side
of the figure shows a robot modeled in a basic pose with no modeling transformations
applied. The right side shows what happens to the robot after you apply a series of modeling
transformations to its various body parts. For example, you must rotate and translate the
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right arm to position it as shown. Further transformations may be required to translate and
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rotate the newly posed robot into the proper position and orientation in world space.
Eye Space
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Ultimately, you want to look at your scene from a particular viewpoint (the "eye"). In the
coordinate system known as eye space(or view space), the eye is located at the origin of the
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coordinate system. Following the standard convention, you orient the scene so the eye is
looking down one direction of the z-axis. The "up" direction is typically the
positive y direction..
The transform that converts world-space positions to eye-space positions is the view
transform. Once again, you express the view transform with a 4x4 matrix.
The typical view transform combines a translation that moves the eye position in world
space to the origin of eye space and then rotates the eye appropriately. By doing this, the
view transform defines the position and orientation of the viewpoint.
Figure 4-3 illustrates the view transform. The left side of the figure shows the robot from
Figure 4-2 along with the eye, which is positioned at <0, 0, 5> in the world-space coordinate
system. The right side shows them in eye space. Observe that eye space positions the origin
at the eye. In this example, the view transform translates the robot in order to move it to the
correct position in eye space. After the translation, the robot ends up at <0, 0, -5> in eye
space, while the eye is at the origin. In this example, eye space and world space share the
positive y-axis as their "up" direction and the translation is purely in the z direction.
Otherwise, a rotation might be required as well as a translation.
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Most lighting and other shading computations involve quantities such as positions and
surface normals. In general, these computations tend to be more efficient when performed in
either eye space or object space. World space is useful in your application for establishing
the overall spatial relationships between objects in a scene, but it is not particularly efficient
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For this reason, we typically combine the two matrices that represent the modeling and view
transforms into a single matrix known as the modelview matrix. You can combine the two
matrices by simply multiplying the view matrix by the modeling matrix.
Clip Space
Once positions are in eye space, the next step is to determine what positions are actually
viewable in the image you eventually intend to render. The coordinate system subsequent to
eye space is known as clip space, and coordinates in this space are calledclip coordinates.
The vertex position that a Cg vertex program outputs is in clip space. Every vertex program
optionally outputs parameters such as texture coordinates and colors, but a vertex
program always outputs a clip-space position. As you have seen in earlier examples,
the POSITION semantic is used to indicate that a particular vertex program output is the
clip-space position.
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The projection transform defines a view frustum that represents the region of eye space
where objects are viewable. Only polygons, lines, and points that are within the view
frustum are potentially viewable when rasterized into an image. OpenGL and Direct3D have
slightly different rules for clip space. In OpenGL, everything that is viewable must be within
an axis-aligned cube such that the x, y, and z components of its clip-space position are less
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The projection transform provides the mapping to this clip-space axis-aligned cube
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containing the viewable region of clip space from the viewable region of eye space
otherwise known as the view frustum. You can express this mapping as a 4x4 matrix.
The 4x4 matrix that corresponds to the projection transform is known as the projection
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matrix.
Figure 4-4 illustrates how the projection matrix transforms the robot in eye space from
Figure 4-3 into clip space. The entire robot fits into clip space, so the resulting image should
picture the robot without any portion of the robot being clipped.
The clip-space rules are different for OpenGL and Direct3D and are built into the projection
matrix for each respective API. As a result, if Cg programmers rely on the appropriate
projection matrix for their choice of 3D programming interface, the distinction between the
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two clip-space definitions is not apparent. Typically, the application is responsible for
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UNIT - 6
7 hrs
VIEWING
Hidden-surface removal
Interactive mesh displays
Parallel-projection matrices
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Perspective-projection matrices
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Projections in OpenGL
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Simple projections
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UNIT - 6
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VIEWING
6.1 Classical Viewing
3 basic elements for viewing :
One or more objects
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Projectors : Lines that either converge at a center of projection or, are parallel
(DOP)
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Parallel projection has parallel projectors. Here the viewer is assumed to be present at infinity.
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Orthographic Projections :
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Building plans
Manuals
Cannot see what object really looks like because many surfaces hidden from view
Often we add the isometric
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Axonometric Projections
relative to object.
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Projectors are orthogonal to the projection plane , but projection plane can move
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Classification by how many angles of a corner of a projected cube are the same
none: trimetric
two: dimetric
three: isometric
Does not look real because far objects are scaled the same as near objects
Used in CAD applications
Oblique Projections
Arbitrary relationship between projectors and projection plane
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Perspective Viewing
Characterized by diminution of size i.e. when the objects move farther from the viewer it
appears smaller.
Major use is in architecture and animation.
(imp) Viewing with a Computer
pipeline,
Selecting a lens
Setting the projection matrix
Clipping
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There are three aspects of the viewing process, all of which are implemented in the
In OpenGL, initially the object and camera frames are the same
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Both of these views are equivalent and are determined by the model-view matrix
o d>0
We can move the camera to any desired position by a sequence of rotations and
translations
Model-view matrix C = TR
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E.g. 1 : Code to view an object present at the origin from a positive x axis
glMatrixMode(GL_MODELVIEW)
glLoadIdentity();
Consider that we would like to get an isometric view of a cube centered at origin.
Consider the camera is placed somewhere along the positive z axis.
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o M = TRxRy
R = RxRy
0
0 cos -sin 0
0 sin cos 0
0
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0 0
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Rx is of the form : 1
[ NOTE : The default matrix for homogeneous coordinate, right handed, 3D system is
given by :
0
0 1
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0 0
0 0
cos
0 sin
1 0
-sin 0 cos 0
0
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The Look At function : glLookAt(eyex, eyey, eyez, atx, aty, atz, upx, upy, upz)
Where : eyex, eyey, eyez coordinates of the COP
atx, aty, atz
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OpenGL Perspective
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In case of perspective projections, the projector lines converge at the COP. Hence the view
volume would be a frustum rather than a parellelpiped.
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The frustum (part of a pyramid) as shown in the diagram has a near and a far plane. The
objects within this would be within the view volume and visible to the viewer.
glFrustum(left,right,bottom,top,near,far)
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A graphics system passes all the faces of a 3d object down the graphics pipeline to generate
the image. But the viewr might not be able to view all these phases. For e.g . all the 6 faces of
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a cube might not be visible to a viewer.Thus the graphics system must be careful as to which
surfaces it has to display.
Hidden surface removal algortithms are those that remove the surfaces of the image that
should not be visible to the viewer.
2 types:
Object Space Algorithm : Orders the surfaces of the objects in such a way that
rendering them would provide the correct image.
Image Space Algorithm : Keeps track of the distance of the point rasterized from the
projection plane.
The nearest point from the projection plane is what gets rendered.
Culling : For convex objects like sphere, the parts of the object which are away from
the viewer can be eliminated or culled before the rasterizer.
glEnable(GL_CULL);
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A mesh is a set of polygons that share vertices and edges.Used to calculate topographical
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elevations.
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y = f(x,z)
yi+1,j = xi+1,zj
yi,j+1 = xi,zj+1
yi+1,j+1 = xi+1,zj+1
Normalization
Rather than derive a different projection matrix for each type of projection, we can
convert all projections to orthogonal projections with the default view volume
This strategy allows us to use standard transformations in the pipeline and makes for
efficient clipping
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Orthogonal Normalization
glOrtho(left,right,bottom,top,near,far)
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First the view volume specified by the glortho function is mapped to the canonical form
Canonical Form : default view volume centerd at the origin and having sides of length 2.
T(-(left+right)/2, -(bottom+top)/2,(near+far)/2))
S(2/(left-right),2/(top-bottom),2/(near-far))
2
top bottom
2
near far
0
right left
right left
top bottom
top bottom
far near
far near
1
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6 Hrs
LIGHTING AND SHADING
Light sources
The Phong lighting model
Polygonal shading
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Computation of vectors
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Global illumination
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LIGHTING AND SHADING
7.1
In order to obtain realistic images, it is important to apply lighting and shading to the images
The openGL API provides set of functions to implement lighting, shading and material
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Light sources
Material properties
Location of viewer
Surface orientation
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Types of Materials
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Specular surfaces These surfaces exhibit high reflectivity. In these surfaces, the
angle of incidence is almost equal to the angle of reflection.
Diffuse surfaces These are the surfaces which have a matt finish. These types of
surfaces scatter light
Translucent surfaces These surfaces allow the light falling on them to partially pass
through them.
The smoother a surface, the more reflected light is concentrated in the direction a perfect
mirror would reflect light. A very rough surface scatters light in all directions.
Rendering Equation
The infinite scattering and absorption of light can be described by the rendering
equation. Rendering equation is global and includes
Shadows
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The reflected light is scattered in a manner that depends on the smoothness and
Point source : This kind of source can be said as as a distant source or present infinite
distance away (parallel)
Spotlight : This source can be considered as a restrict light from ideal point source. A
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spotlight origins at a particular point and covers only a specific area in a cone shape.
Ambient light
Any kind of light source will have 3 component colors namely R,G and B
Point source
L(p0) = (Lr(p0),Lg(p0),Lb(p0))
Ambient light
Lar,Lag,Lab
Where La scalar representing each component
Dept. of CSE, SJBIT
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Spotlights
A spotlight can be characterized by :
A cone whose apex is at Ps
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o Diffuse
We need 9 coefficients to characterize the light source with ambient, diffuse and specular
components.The Illumination array for the ith light source is given by the matrix:
Lira
Liga Liba
Li = Lird
Ligd Libd
Lirs
Ligs Libs
The intensity for each color source can be computed by adding the ambient,specular and
diffuse components.
E.g. Red intensity that we see from source I:
Dept. of CSE, SJBIT
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coefficient: Ra = ka
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Therefore Ia = kaLa
Diffuse Reflection
A Lambertian Surface has:
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Here the light reflected is proportional to the vertical component of incoming light
reflected light ~cos qi
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There are also three coefficients, kr, kb, kg that show how much of each color
component is reflected
Specular Surfaces
Most surfaces are neither ideal diffusers nor perfectly specular (ideal reflectors)
Smooth surfaces show specular highlights due to incoming light being reflected in
directions concentrated close to the direction of a perfect reflection . This kind of
specular reflection could be observed in mirrors.
Phong proposed using a term that dropped off as the angle between the viewer and the
ideal reflection increased
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Metals are lustrous by nature so they have a higher sineness coefficient. The figure below
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Computation of Vectors
Normal vectors :
Given 3 non collinear points (p0,p1,p2) on a plane , the normal can be calculated by
n =(p2-p0) X (p1-p0)
If a surface is described implicitly by the function : f(p) = f(x,y,z) =0 and if p & p0 are
2 points close to each other on a smooth surface
Normal to Sphere
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Parametric Form
For sphere
y=y(u,v)=cos u cos v
z= z(u,v)=sin u
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n = p/u p/v
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x=x(u,v)=cos u sin v
Polygonal Shading
Flat shading
In case of flat shading there are distinct boundaries after color interpolation 3 vectors
needed for shading are: l,n,v .
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For each light source, we can set an RGB for the diffuse, specular, and ambient parts,
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If w =0.0, we are specifying a parallel source with the given direction vector
The coefficients in the distance terms are by default a=1.0 (constant terms), b=c=0.0
(linear and quadratic terms).
Lighting and Shading needs to be done properly to the hidden surfaces as well. In order to
enable the shading for hidden surfaces, we use
glLightModeli(GL_LIGHT_TWO_SIDED,GL_TRUE)
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Material Properties
All material properties are specified by :
glMaterialfv( GLenum face, GLenum type, GLfloat *pointer_to_array)
We have seen that each material has a different ambient, diffuse and specular properties.
GLfloat ambient[] = {1.0,0.0,0.0,1.0}
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glMaterialf(GL_FRONT_AND_BACK,GL_SHINENESS,100.0)
GLfloat emission[] = {0.0,0.3,0.3,1.0};
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,
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GLfloat diffuse[4];
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emission)
GLfloat specular[4];
GLfloat shineness;
materialStruct;
Global Illumination
Ray tracer
object
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Radiosity Renderer
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Based on the principle that the total light energy is conserved. Involves lot
of mathematical calculations
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IMPLEMENTATION
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Bresenhams algorithm
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Polygon clipping
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Line-segment clipping
Polygon rasterization
Hidden-surface removal
Antialiasing
Display considerations.
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IMPLEMENTATION
8.1
Clipping
Clipping is a process of removing the parts of the image that fall outside the view volume
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since it would not be a part of the final image seen on the screen.
Basic Idea
Successively divide the line segments so that they are completely contained in the
window or completely lies outside the window
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co
Consider drawing a line on a raster grid where we restrict the allowable slopes of the line to
the range
cs.
becomes clear that, having plotted a point at (x,y), the routine has a severely limited range of
options as to where it may put the next point on the line:
It may plot the point (x+1,y), or:
It may plot the point (x+1,y+1).
ww
w.
vtu
So, working in the first positive octant of the plane, line drawing becomes a matter of
deciding between two possibilities at each step.
We can draw a diagram of the situation which the plotting program finds itself in having
plotted (x,y).
In plotting (x,y) the line drawing routine will, in general, be making a compromise between
what it would like to draw and what the resolution of the screen actually allows it to draw.
Usually the plotted point (x,y) will be in error, the actual, mathematical point on the line will
not be addressable on the pixel grid. So we associate an error,
real value of y should be
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In moving from x to x+1 we increase the value of the true (mathematical) y-ordinate by an
amount equal to the slope of the line, m. We will choose to plot (x+1,y) if the difference
between this new value and y is less than 0.5.
Otherwise we will plot (x+1,y+1). It should be clear that by so doing we minimise the total
error between the mathematical line segment and what actually gets drawn on the display.
The error resulting from this new point can now be written back into
co
repeat the whole process for the next point along the line, at x+2.
The new value of error can adopt one of two possible values, depending on what new point is
Otherwise it is:
cs.
This gives an algorithm for a DDA which avoids rounding operations, instead using the error
to control plotting:
ww
w.
vtu
variable
This still employs floating point values. Consider, however, what happens if we multiply
across both sides of the plotting test by
and then by 2:
for
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The update rules for the error on each step may also be cast into
form.
cs.
which is in
yields:
co
Multiplying through by
ww
w.
vtu
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ww
w.
vtu
cs.
co
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Rasterization
Consider drawing a line on a raster grid where we restrict the allowable slopes of the line to
the range
co
becomes clear that, having plotted a point at (x,y), the routine has a severely limited range of
So, working in the first positive octant of the plane, line drawing becomes a matter of
deciding between two possibilities at each step.
ww
w.
vtu
plotted (x,y).
cs.
We can draw a diagram of the situation which the plotting program finds itself in having
In plotting (x,y) the line drawing routine will, in general, be making a compromise between
what it would like to draw and what the resolution of the screen actually allows it to draw.
Usually the plotted point (x,y) will be in error, the actual, mathematical point on the line will
not be addressable on the pixel grid. So we associate an error,
real value of y should be
In moving from x to x+1 we increase the value of the true (mathematical) y-ordinate by an
amount equal to the slope of the line, m. We will choose to plot (x+1,y) if the difference
between this new value and y is less than 0.5.
Otherwise we will plot (x+1,y+1). It should be clear that by so doing we minimise the total
error between the mathematical line segment and what actually gets drawn on the display.
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10CS65
The error resulting from this new point can now be written back into
repeat the whole process for the next point along the line, at x+2.
The new value of error can adopt one of two possible values, depending on what new point is
plotted. If (x+1,y) is chosen, the new value of error is given by:
Otherwise it is:
to control plotting:
ww
w.
vtu
cs.
variable
co
This gives an algorithm for a DDA which avoids rounding operations, instead using the error
This still employs floating point values. Consider, however, what happens if we multiply
across both sides of the plotting test by
and then by 2:
for
Multiplying through by
yields:
Page 95
form.
which is in
10CS65
cs.
co
ww
w.
vtu
Drawing the objects that are closer to the viewing position and eliminating objects which are
obscured by other nearer objects
- Object Space: Compares objects and parts of object to each other to determine which
surfaces and lines should be labeled as invisible
Generally used for hidden line removal
- Image Space: Visibility is determined point by point at each pixel position on the
projection plane Generally used for hidden surface removal Back face culling is also a
form of hidden surface removal
Painters Algorithm
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- Objects must be drawn in a particular order based upon their distance from the view point
co
Z Buffering
cs.
Commonly used image-space algorithm which uses a depth or Z buffer to keep track of the
distance from the projection plane to each point on the object
- For each pixel position, the surface with the smallest z coordinate is visible
ww
w.
vtu
- Depth or Z values are usually normalized to values between zero and one
Z Buffer Algorithm
3. For each fragment of each surface, compare depth values to those already stored in the
Z buffer
- Calculate the distance from the projection plane for each xy position on the surface
- If the distance is less than the value currently stored in the Z buffer:
Set the corresponding position in the color buffer to the color of the fragment
Set the value in the Z buffer to the distance to that object
- Otherwise: Leave the color and Z buffers unchanged
Comments
- Software buffers are much slower than specialized hardware depth buffers
- The number of bitplanes associated with the Z buffer determine its precision or resolution
Page 97