Computer Graphics (Basic OpenGL)

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1 Computer Graphics (Basic OpenGL) Thilo Kielmann Fall 2008 Vrije Universiteit, Amsterdam graphics/ Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 1 Outline for today Vertices Control and the window system Basic elements (color, polygons, text) Image formation Viewing API s Vertices

2 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 2 OpenGL s Atoms : Vertices a point is called a vertex user coordinates: possibly infinite drawing pad vertices (plural of vertex) are always 3D can also be used as 2D general form: glvertex* examples: glvertex2i(glint x, GLint y) glvertex3f(glfloat x, GLfloat y, GLfloat z) glvertex3fv(glfloat[] vertex) (x,y) (x,y,z) (x,y,z,w) glvertex3fv ( v ) Number of components Data Type Vector b ub s us i ui f d byte unsigned byte short unsigned short int unsigned int float double All OpenGL calls follow this general structure. omit "v" for scalar form glvertex2( x,y ) Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 3 Vertices are used to build other primitives glbegin(gl POINTS); glvertex2f(x1,y1); glvertex2f(x2,y2); glend(); glbegin(gl LINES); glvertex2f(x1,y1); glvertex2f(x2,y2); glend();

3 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 4 Example: The Sierpinksi Gasket given v 1,v 2, and v 3 pick p 0 at random pick one of v 1,v 2,v 3 at random p 1 = halfway between p 0 and vertex display p 1 replace p 0 by p 1 and continue Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 5 Plotting Sierpinski Points void display( void ){ typedef GLfloat point2[2]; point2 vertices[3]={{0.0,0.0},{250.0,500.0},{500.0,0.0}}; point2 p ={75.0,50.0}; /* initial point inside triangle */ int j, k, rand(); for ( k=0; k<5000; k++) { j=rand() %3; /* pick a vertex at random */ p[0] = (p[0]+vertices[j][0])/2.0; p[1] = (p[1]+vertices[j][1])/2.0; glbegin(gl_points); glvertex2fv(p); glend(); } glflush(); /* clear buffers */ }

4 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 6 1. In what colors are we drawing? 2. Where on the screen does our image appear? 3. How large will the image be? 4. How do we create a window for the image? 5. Objects at which coordinates will appear on the screen? 6. How long will the image remain on the screen? Still Open Questions: Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 7 Answering these Questions: Categories of Graphics Functions 1. primitive functions (objects: what ) 2. attribute functions ( how ) 3. viewing functions (camera) 4. transformation functions (e.g., rotation... ) 5. input functions 6. control functions

5 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 8 Outline for today Vertices Control and the window system Basic elements (color, polygons, text) Image formation Viewing API s Control and the window system Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 9 OpenGL Library Structure #include <GL/glut.h> #include <glut.h> or: glfunction() glufunction() glutfunction()

6 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 10 OpenGL Library Structure (Unix vs. Windows) Only use GL, GLU, and GLUT calls for portable programs! (Check the documentation for our own header file.) Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 11 #include <GL/glut.h> int main(int argc, char** argv){ glutinit(&argc,argv); glutinitdisplaymode (GLUT_SINGLE GLUT_RGB); glutinitwindowsize(500,500); glutinitwindowposition(0,0); glutcreatewindow("sierpinski Gasket"); glutdisplayfunc(display); /* register display func. */ } myinit(); /* application-specific inits */ glutmainloop(); /* enter event loop */ return 0; Control and the Window System = GLUT

7 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 12 myinit() Application-specific void myinit(void) { glclearcolor(1.0, 1.0, 1.0, 1.0); /* white background */ /* ^----- opaque background */ glcolor3f(1.0, 0.0, 0.0); /* draw in red */ } glmatrixmode(gl_projection); glloadidentity(); gluortho2d(0.0, 500.0, 0.0, 500.0); /* ==> orthographic viewing */ glmatrixmode(gl_modelview); Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 13 void display( void ){ typedef GLfloat point2[2]; point2 vertices[3]={{0.0,0.0},{250.0,500.0},{500.0,0.0}}; point2 p ={75.0,50.0}; /* initial point inside triangle */ int j, k, rand(); for ( k=0; k<5000; k++) { j=rand() %3; /* pick a vertex at random */ p[0] = (p[0]+vertices[j][0])/2.0; p[1] = (p[1]+vertices[j][1])/2.0; glbegin(gl_points); glvertex2fv(p); glend(); } glflush(); /* clear buffers */ } display() Application-specific

8 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 14 BTW: Window Size and Aspect Ratio Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 15 Viewports void glviewport( GLint x, GLint y, GLsizei w, GLsizei h)

9 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 16 Outline for today Vertices Control and the window system Basic elements (color, polygons, text) Image formation Viewing API s Basic elements (color, polygons, text) Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 17 The Graphics State Machine First, attribute functions set how vertices will be displayed. Then, vertices are drawn, according to the current state. (According to all previous calls to the attribute functions.)

10 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 18 RGB: Additive Color Matching C = T 1 R + T 2 G + T 3 B Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 19 The Color Solid (Color Cube)

11 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 20 Additive and Subtractive Color RGB CMY (CMYK) Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 21 The Human Visual System All the graphics hardware is used trying to impress the human eye...

12 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 22 BTW: What is Light? The Electromagnetic Spectrum: Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 23 Human (Cone) Observer Curves standard observer curve Color perception is individual, non-linear, non-trivial... cone sensitivity curves

13 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 24 Geometric Primitive Elements glbegin(... ); glvertex*(... );.. glend(); Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 25 Polygon Types The appearance of polygons depends on the attributes that have been set before. (This is the same as with lines.)

14 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 26 Polygon Strips P1 P3 P5 P7 P0 P2 P4 P6 P1 P3 P5 P7 GL_TRIANGLE_STRIP P0 P2 P4 P6 GL_QUAD_STRIP P1 P2 P3 GL_TRIANGLE_FAN P0 P4 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 27 Polygons can be Filled

15 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 28 To be filled, polygons have to be: simple and convex. Filling the Polygon Interior (2D) A simple polygon has a well-defined interior. (a) simple (b) non-simple Convex polygon: All points on the line segment between any 2 points inside the polygon are inside the polygon. Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 29 Filling Polygons (3D) Polygons have to be simple, convex, and flat. This often boils down to triangles!

16 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 30 Attributes for Lines and Polygons Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 31 Text (Raster Text)

17 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 32 Text (Stroke Text) Computer Graphics Stroke text can be treated like all other graphics objects. Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 33 Fonts in GLUT Stroke fonts: (have to be scaled) glutstrokecharacter( GLUT STROKE MONO ROMAN, int k) glutstrokecharacter( GLUT STROKE ROMAN, int k) Bitmap fonts: glrasterpos2i(rx, ry); glutbitmapcharacter(glut BITMAP 8 BY 13, k); rx += glutbitmapwidth(glut BITMAP 8 BY 13, k);

18 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 34 Outline for today Vertices Control and the window system Basic elements (color, polygons, text) Image formation Viewing API s Image formation Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 35 Making Images: Objects and Viewers An image seen by three different viewers: Goal in computer graphics (here): View synthetic objects like physical objects!

19 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 36 A Camera System the camera is the viewer with a light source Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 37 Scene with a Single Point Source

20 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 38 Ray Tracing Ray tracing can produce very realistic images (including shadows and reflections of objects on each other) However, ray tracing is very compute intensive (takes too long for interactive graphics) (at least without specialized hardware) We will use simpler (faster) models, along with OpenGL Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 39 Image Formation: The Pinhole Camera y (y, z) z (y p, d ) sideview d

21 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 40 Pinhole Camera: Angle of View Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 41 The Synthetic Camera Model

22 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 42 Image Formation with the Synthetic Camera Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 43 Imaging with the Synthetic Camera

23 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 44 Clipping Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 45 Outline for today Vertices Control and the window system Basic elements (color, polygons, text) Image formation Viewing API s Viewing API s

24 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 46 API: Modeling and Renderer This course is (mostly) about rendering. Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 47 Programming Interface (API)

25 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 48 2D API: The Pen-Plotter Model Functions: moveto(x,y); lineto(x,y); Too low-level abstraction... moveto(0,1); lineto(0.5, 1.866); lineto(1.5, 1.866); lineto(1.5, 0.866); lineto(1,0); moveto(1,1); lineto(1.5, 1.866);... Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 49 Three-Dimensional APIs Objects Viewer Light sources Material properties

26 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 50 API: Camera Specification Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 51 Viewing (2D) Defining a relation between objects and camera projection 2D-viewing (just clipping): viewing/clipping rectangle

27 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 52 3D Viewing scene perspective view orthogonal view Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 53 Viewing rectangle is z = 0. OpenGl s default clipping volume is the volume ( 1, 1, 1) to (1,1,1) 3D Clipping

28 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 54 Orthographic View Projection vectors are orthogonal to the projection plane. (From vertex (x,y, z) to (x,y,0).) Default camera: also sees what is behind it. Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 55 Using glortho void glortho(gldouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far) void gluortho2d(gldouble left, GLdouble right, GLdouble bottom, GLdouble top)

29 Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 56 Matrix Modes OpenGL has two modes: a) changing projection b) drawing objects More in Lectures 4 and 5 (math) glmatrixmode(gl PROJECTION); glloadidentity(); gluortho2d(0.0, 500.0, 0.0, 500.0); glmatrixmode(gl MODELVIEW); (compare myinit() ) Computer Graphics (Basic OpenGL, Input and Interaction), ((57)) c , Thilo Kielmann 57 Summary What to remember: Vertices and other primitives Next week: Input and Interaction The synthetic camera Orthographic viewing GLUT and the window system

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