CSC 240 Computer Graphics. Fall 2015 Smith College
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1 CSC 240 Computer Graphics Fall 2015 Smith College
2 Outline: 11/9 Stacks revisited Shading (using normal vectors) Texture Mapping Final quiz If time: robot with two arms White background slides from Eitan Mendelowitz
3 Current Matrix
4 Add a transformation: matrix multiplication (right) Current Matrix x
5 Replace current matrix with result Current Matrix
6 PUSH: Add current matrix to the matrix stack Current Matrix
7 Add another transformation: matrix multiplication (right) Current Matrix x
8 Replace current matrix with result Current Matrix
9 PUSH: Add current matrix to the matrix stack Current Matrix
10 Add another transformation: matrix multiplication (right) Current Matrix x
11 Replace current matrix with result Current Matrix
12 POP: Completely get rid of current matrix and pop from the top of the stack Current Matrix
13 Back to where we were before Current Matrix
14 Add another transformation: matrix multiplication (right) Current Matrix x
15 Replace current matrix with result Current Matrix
16 POP: Completely get rid of current matrix and pop from the top of the stack Current Matrix
17 Back to the beginning Current Matrix
18 Shading in OpenGL
19 Lighting is determined by the surface s angle to the light source
20 Lighting is determined by the surface s angle to the light source (as defined by the surface normal) Surface Normal
21 Lighting is determined by the surface s angle to the light source (as defined by the surface normal) Surface Normal
22 Lighting is determined by the surface s angle to the light source (as defined by the surface normal) Surface Normal
23 Lighting is determined by the surface s angle to the light source (as defined by the surface normal) Surface Normal
24 Lighting is determined by the surface s angle to the light source (as defined by the surface normal) Surface Normal
25 Suppose Poly based Normals
26 Vertex based Normals
27 Interpolated Surface Normals glshademodel(gl_smooth)
28 glshademodel(gl_flat) glshademodel(gl_smooth)
29 Begin: Texture Mapping (next time: texture mapping lab)
30 Texture Mapping! is how far along AB you are. " is how far along AC you are.!, " are [0,1] " c a! b
31 Texture Mapping 0,1 v c 0,0 1,0 u " Texture Coordinates a! b
32 Texture Mapping 0,1 v c 0,0 1,0 u " Texture Coordinates a! b
33 Texture Mapping 0,1 v c 0,0 1,0 u " Texture Coordinates a! b
34 Exercise: what image does this code produce? void display(void) { glclear(gl_color_buffer_bit GL_DEPTH_BUFFER_BIT); glenable(gl_texture_2d); gltexenvf(gl_texture_env, GL_TEXTURE_ENV_MODE, GL_DECAL); glbindtexture(gl_texture_2d, texname); glbegin(gl_quads); gltexcoord2f(0.0, 0.0); glvertex3f(-2.0, -1.0, 0.0); gltexcoord2f(0.0, 1.0); glvertex3f(-2.0, 1.0, 0.0); gltexcoord2f(1.0, 1.0); glvertex3f(0.0, 1.0, 0.0); gltexcoord2f(1.0, 0.0); glvertex3f(0.0, -1.0, 0.0); gltexcoord2f(0.0, 0.0); glvertex3f(1.0, -1.0, 0.0); gltexcoord2f(0.0, 1.0); glvertex3f(1.0, 1.0, 0.0); gltexcoord2f(1.0, 1.0); glvertex3f( , 1.0, ); gltexcoord2f(1.0, 0.0); glvertex3f( , -1.0, ); glend(); } glflush(); gldisable(gl_texture_2d);
35 Image Produced OpenGL Redbook, Chapter 9, Figure 9-2
36 Bump Mapping "Bump-map-demo-full
37 Final quiz In-class on Monday 12/14 One study sheet (hand-written, front and back) Focus on the theoretical aspects of the second half of the semester Reasons: Quiz earlier so there is time for final project Self-scheduled exam period is very late Helps you study in a focused manner
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OpenGL Introduction Introduction OpenGL OpenGL is an API for computer graphics. Hardware-independent Windowing or getting input is not included in the API Low-level Only knows about triangles (kind of,
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