CSCI E-74. Simulation and Gaming

Size: px
Start display at page:

Download "CSCI E-74. Simulation and Gaming"

Transcription

1 CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming Fall term 2017 Gianluca De Novi, PhD Lesson 7 Multi Texturing

2 Data Structures in a 3D Engine Vertices/Vectors Segments Matrices Polygons Surfaces Materials Objects (Generic) Super categories of Objects Lights Camera Motion Data Lattices Skeletons Textures Particles CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 2

3 Data Structure TEngineVR TScene TObject TSurface TPolygon TVertex TObject TSurface TPolygon TVertex TObject TSurface TPolygon TVertex TMaterial TTexture TMaterial TTexture TMaterial TTexture Cameras Motion Data Lights CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 3

4 Data Hierarchy TObject TextureList TextureListLen TSurface VertexList NormalList TexCoords TMaterial Specular Diffuse Ambient Emissive Shininess Smoothing Doublesided Wireframe Visible TextureLevelList TextureOps TextureIDListLen TTexture Image Data [r,g,b,a] ID Name Width Height Interpolation CromaKey KeyColor CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 4

5 Texture Drawing Workflow V1(x,y,z) T1(u,v) 0,0 1,0 u V0(x,y,z) T0(u,v) v 0,1 1,1 V2(x,y,z) T2(u,v) Usually square with side lengths power of 2 ( 2x2, 4x4, 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024, etc.) CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 5

6 Textured Operations Avg + CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 6

7 Textured Levels Combination glenable(gl_texture_2d); for(j=0;j<materiallist[material].texturelevellistlen;j++) { glbindtexture(gl_texture_2d, Material.Texture); gltexenvf(gl_texture_env,gl_texture_env_mode, EnvMode); glenable(gl_blend); glblendfunc(blendsrc, BlendDst); glbegin(gl_triangles); glnormal3f(n.x, n.y, n.z); gltexcoord2f(t0.u, t0.v); glvertex3f(v0.x, v0.y, v0.z); gltexcoord2f(t1.u, t1.v); glvertex3f(v1.x, v1.y, v1.z); gltexcoord2f(t2.u, t0.v); glvertex3f(v2.x, v2.y, v2.z); glend(); gldisable(gl_blend); } gldisable(gl_texture_2d); V0(x,y,z) T0(u,v) V1(x,y,z) T1(u,v) The combination of these parameters determine the final operation and color of the texel This is not an optimized approach, there are hardware supported methods for multi texturing V2(x,y,z) T2(u,v) CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 7

8 Blending Operation glblendfunc(blendsrc, BlendDst); Final Color = Source Color * Source Factor + Destination Color * Destination Factor CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 8

9 TMaterials Class typedef struct { unsigned int TextureIndex; unsigned int EnvMode; unsigned int MappingType; unsigned int Blend; unsigned int BlendSrc; unsigned int BlendDst; unsigned int Visible; }TextureLevel; // Texture index in the object // Environment Combination mode // Mapping mode, UV or spherical mapping // Blending enable/disable // Blending Source Factor // Blending Destination Factor // Visible flag class TMaterial { float Ambient [4]; float Specular[4]; float Diffuse [4]; float Emissive[4]; float Color [4]; float Shinines; short Smoothing; short Visible; short Doublesided; short Wireframe; short Visible; TextureLevel TextureLevelList[ ]; unsigned int TextureLevelListLen; void LoadDefaultMaterial(); void LoadMaterial(); int AddTextureLevel(unsigned int TexID, unsigned int Operation); void RemoveTextureLevel(unsigned int Level); }; CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 9

10 Texture Coordinates UV Can different texture level use different UV coordinate sets? Yes it is possible to use different UV sets The majority of the 3D engines use only one set UV and the other are dynamically generated like spherical or cube mapping. CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 10

11 Method 5: Cube Mapping It represents an improved version of the reflection spherical mapping The cube map can be updated in real-time CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 11

12 Examples of Materials with Multi-texturing It represents an improved version of the reflection spherical mapping Mapping Type : UV Blend : OFF Blend Src:-- Blend Dst:-- Mapping Type : Spherical Blend : ON Blend Src: SRC COLOR Blend Dst: 1-SRC COLOR Gloss Gray Plastic CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 12

13 Examples of Materials with Multi-texturing It represents an improved version of the reflection spherical mapping Mapping Type : UV Blend : OFF Blend Src:-- Blend Dst:-- Mapping Type : Spherical Blend : ON Blend Src: SRC COLOR Blend Dst: DST COLOR Chrome CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 13

14 Examples of Materials with Multi-texturing It represents an improved version of the reflection spherical mapping Mapping Type : UV Blend : OFF Blend Src:-- Blend Dst:-- Mapping Type : Spherical Blend : ON Blend Src: SRC COLOR Blend Dst: DST COLOR Mapping Type : UV Blend : ON Blend Src: SRC COLOR Blend Dst: 1-SRC ALPHA Rusted Chrome CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 14

15 Examples of Materials with Multi-texturing It represents an improved version of the reflection spherical mapping Mapping Type : UV EnvMode : Blend Blend : OFF Blend Src:-- Blend Dst:-- Mapping Type : Spherical EnvMode : Blend Blend : ON Blend Src: SRC COLOR Blend Dst: DST COLOR Mapping Type : UV Blend : ON Blend Src: SRC ALPHA Blend Dst: 1-SRC ALPHA Oxidized Copper CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 15

16 Examples of Materials with Multi-texturing It represents an improved version of the reflection spherical mapping Mapping Type : UV Blend : OFF Blend Src:-- Blend Dst:-- Mapping Type : Spherical Blend : ON Blend Src: SRC COLOR Blend Dst: 1-SRC COLOR Mapping Type : UV Blend : ON Blend Src: SRC COLOR Blend Dst: 1-SRC COLOR Wood CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 16

17 Background Texture In some scenes it might be nice to have a background image, how is it done? Draw a polygon of the size of the viewport Use a texture Disable the Depth Test CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 17

18 Background Texture glmatrixmode(gl_projection); glpushmatrix(); glloadidentity(); glortho(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); glmatrixmode(gl_modelview); glpushmatrix(); glloadidentity(); gldisable(gl_lighting); gldisable(gl_depth_test); gldisable(gl_color_material); glenable(gl_texture_2d); glbindtexture(gl_texture_2d,backgroundtexture); gltexenvi(gl_texture_env,gl_texture_env_mode,gl_replace); glbegin(gl_quads); gltexcoord2f(0,0); glvertex2f(0,0); gltexcoord2f(1,0); glvertex2f(1,0); gltexcoord2f(1,1); glvertex2f(1,1); gltexcoord2f(0,1); glvertex2f(0,1); glend(); gldisable(gl_texture_2d); glmatrixmode(gl_projection); glpopmatrix(); glmatrixmode(gl_modelview); glpopmatrix(); Save and re-initialize the Projection Matrix Set and orthographic matrix for the clipping planes Save and re-initialize the Model View Matrix Disables Lighting, Depth Test and Colors Selects a texture Use replacement settings Draws a 2D quad with the view coordinate Pops the matrices Re-enable the depth test glenable(gl_depth_test); CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 18

19 Scene Class class TScene { public: Tcamera Camera; TObject OList[ ]; //List of objects unsigned int OListLen; //Number of objects int Visible; //Visibility Flag }; void InitScene(); //Initialize Scene Geometry void BuildSceneMatrices();//builds the scene matrices; void Draw(); //draw scene unsigned int EnableBkgTexture; TTexture Background; void DrawBackground(); void TScene::DrawBackground() { glmatrixmode(gl_projection); glpushmatrix(); glloadidentity(); glortho(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); glmatrixmode(gl_modelview); glpushmatrix(); glloadidentity(); } gldisable(gl_lighting); gldisable(gl_depth_test); gldisable(gl_color_material); glenable(gl_texture_2d); glbindtexture(gl_texture_2d,background.texture); gltexenvi(gl_texture_env,gl_texture_env_mode,gl_replace); //gltexenvf(gl_texture_env,gl_texture_env_color,gl_replace) glcolor4f(1.0f,1.0f,1.0f,1.0f); glbegin(gl_quads); gltexcoord2f(0,0); glvertex2f(0,0); gltexcoord2f(1,0); glvertex2f(1,0); gltexcoord2f(1,1); glvertex2f(1,1); gltexcoord2f(0,1); glvertex2f(0,1); glend(); gldisable(gl_texture_2d); glmatrixmode(gl_projection); glpopmatrix(); glmatrixmode(gl_modelview); glpopmatrix(); glenable(gl_depth_test); For example NB: This model doesn t consider the vertex optimization CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 19

20 Rendering inside a Texture Is it possible to transfer the final rendering inside a texture? Move the Camera where desired Set the ViewPort with the same size of the texture Render the frame without flipping the frame buffer Copy the image inside the texture Reset the ViewPort Size to the original one It is mostly used to simulate reflective surfaces CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 20

21 EngineVR Class class TEngineVR { public: unsigned int ViewPortWidth; unsigned int ViewPortHeight; Tscene SCList[ ]; //Available Scenes unsigned int SCListLen; //Number of Scenes unsigned int CurrentScene; //Selected Scene void InitScene(); //Initializes selected Scene void RenderScene();//draw scene void EngineVR::RenderToTexture(TTexture * t) { if(t && t->texture) { glviewport(0,0,t->width,t->height); ClearBuffers(); RenderScene(); glbindtexture(gl_texture_2d,t->texture); glcopytexsubimage2d(gl_texture_2d,0,0,0,0,0,t->width,t->height); glviewport(0,0,viewportwidth,viewportheight); } } }; void RenderToTexture(TTexture * t); For example NB: This model doesn t consider the vertex optimization CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming 21

CSCI E-74. Simulation and Gaming

CSCI E-74. Simulation and Gaming CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming Fall term 2017 Gianluca De Novi, PhD Lesson 6 Basic Texturing Data Structures in a 3D Engine Vertices/Vectors Segments Matrices Polygons

More information

CSCI E-74. Simulation and Gaming

CSCI E-74. Simulation and Gaming CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming Fall term 2017 Gianluca De Novi, PhD Lesson 5 Basic Lighting and Materials Data Structures in a 3D Engine Vertices/Vectors Segments Matrices

More information

CSCI E-74. Simulation and Gaming

CSCI E-74. Simulation and Gaming CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming Fall term 2017 Gianluca De Novi, PhD Lesson 3 General Introduction to OpenGL APIs and TRS Perspective Simulation Perspective simulation

More information

Surface Graphics. 200 polys 1,000 polys 15,000 polys. an empty foot. - a mesh of spline patches:

Surface Graphics. 200 polys 1,000 polys 15,000 polys. an empty foot. - a mesh of spline patches: Surface Graphics Objects are explicitely defined by a surface or boundary representation (explicit inside vs outside) This boundary representation can be given by: - a mesh of polygons: 200 polys 1,000

More information

Assignment #6 2D Vector Field Visualization Arrow Plot and LIC

Assignment #6 2D Vector Field Visualization Arrow Plot and LIC Assignment #6 2D Vector Field Visualization Arrow Plot and LIC Due Oct.15th before midnight Goal: In this assignment, you will be asked to implement two visualization techniques for 2D steady (time independent)

More information

Precept 2 Aleksey Boyko February 18, 2011

Precept 2 Aleksey Boyko February 18, 2011 Precept 2 Aleksey Boyko February 18, 2011 Getting started Initialization Drawing Transformations Cameras Animation Input Keyboard Mouse Joystick? Textures Lights Programmable pipeline elements (shaders)

More information

OpenGL: Open Graphics Library. Introduction to OpenGL Part II. How do I render a geometric primitive? What is OpenGL

OpenGL: Open Graphics Library. Introduction to OpenGL Part II. How do I render a geometric primitive? What is OpenGL OpenGL: Open Graphics Library Introduction to OpenGL Part II CS 351-50 Graphics API ( Application Programming Interface) Software library Layer between programmer and graphics hardware (and other software

More information

Information Coding / Computer Graphics, ISY, LiTH GLSL. OpenGL Shading Language. Language with syntax similar to C

Information Coding / Computer Graphics, ISY, LiTH GLSL. OpenGL Shading Language. Language with syntax similar to C GLSL OpenGL Shading Language Language with syntax similar to C Syntax somewhere between C och C++ No classes. Straight ans simple code. Remarkably understandable and obvious! Avoids most of the bad things

More information

+ = Texturing: Glue n-dimensional images onto geometrical objects. Texturing. Texture magnification. Texture coordinates. Bilinear interpolation

+ = Texturing: Glue n-dimensional images onto geometrical objects. Texturing. Texture magnification. Texture coordinates. Bilinear interpolation Texturing Slides done bytomas Akenine-Möller and Ulf Assarsson Chalmers University of Technology Texturing: Glue n-dimensional images onto geometrical objects Purpose: more realism, and this is a cheap

More information

OpenGL Tutorial. Ceng 477 Introduction to Computer Graphics

OpenGL Tutorial. Ceng 477 Introduction to Computer Graphics OpenGL Tutorial Ceng 477 Introduction to Computer Graphics Adapted from: http://www.cs.princeton.edu/courses/archive/spr06/cos426/assn3/opengl_tutorial.ppt OpenGL IS an API OpenGL IS nothing more than

More information

Introduction to OpenGL

Introduction to OpenGL Introduction to OpenGL Banafsheh Azari http://www.uni-weimar.de/cms/medien/cg.html What You ll See Today What is OpenGL? Related Libraries OpenGL Command Syntax B. Azari http://www.uni-weimar.de/cms/medien/cg.html

More information

CSC 240 Computer Graphics. Fall 2015 Smith College

CSC 240 Computer Graphics. Fall 2015 Smith College CSC 240 Computer Graphics Fall 2015 Smith College Outline: 11/9 Stacks revisited Shading (using normal vectors) Texture Mapping Final quiz If time: robot with two arms White background slides from Eitan

More information

Shading. Flat shading Gouraud shading Phong shading

Shading. Flat shading Gouraud shading Phong shading Shading Flat shading Gouraud shading Phong shading Flat Shading and Perception Lateral inhibition: exaggerates perceived intensity Mach bands: perceived stripes along edges Icosahedron with Sphere Normals

More information

Announcements. Written Assignment 2 is out see the web page. Computer Graphics

Announcements. Written Assignment 2 is out see the web page. Computer Graphics Announcements Written Assignment 2 is out see the web page 1 Texture and other Mappings Shadows Texture Mapping Bump Mapping Displacement Mapping Environment Mapping Watt Chapter 8 COMPUTER GRAPHICS 15-462

More information

Visualizing Molecular Dynamics

Visualizing Molecular Dynamics Visualizing Molecular Dynamics Aiichiro Nakano Collaboratory for Advanced Computing & Simulations Department of Computer Science Department of Physics & Astronomy Department of Chemical Engineering & Materials

More information

VGP352 Week March-2008

VGP352 Week March-2008 VGP352 Week 10 Agenda: Texture rectangles Post-processing effects Filter kernels Simple blur Edge detection Separable filter kernels Gaussian blur Depth-of-field Texture Rectangle Cousin to 2D textures

More information

CSE 690: GPGPU. Lecture 2: Understanding the Fabric - Intro to Graphics. Klaus Mueller Stony Brook University Computer Science Department

CSE 690: GPGPU. Lecture 2: Understanding the Fabric - Intro to Graphics. Klaus Mueller Stony Brook University Computer Science Department CSE 690: GPGPU Lecture 2: Understanding the Fabric - Intro to Graphics Klaus Mueller Stony Brook University Computer Science Department Klaus Mueller, Stony Brook 2005 1 Surface Graphics Objects are explicitely

More information

Texture and other Mappings

Texture and other Mappings Texture and other Mappings Texture Mapping Bump Mapping Displacement Mapping Environment Mapping Example: Checkerboard Particularly severe problems in regular textures 1 The Beginnings of a Solution: Mipmapping

More information

Scene Graphs. CS4620/5620: Lecture 7. Announcements. HW 1 out. PA 1 will be out on Wed

Scene Graphs. CS4620/5620: Lecture 7. Announcements. HW 1 out. PA 1 will be out on Wed CS4620/5620: Lecture 7 Scene Graphs 1 Announcements HW 1 out PA 1 will be out on Wed Next week practicum will have an office hour type session on Open GL 2 Example Can represent drawing with flat list

More information

Graphics Pipeline & APIs

Graphics Pipeline & APIs Graphics Pipeline & APIs CPU Vertex Processing Rasterization Fragment Processing glclear (GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT); glpushmatrix (); gltranslatef (-0.15, -0.15, solidz); glmaterialfv(gl_front,

More information

OpenGL. White Square Code 11/4/09. OpenGL. OpenGL. OpenGL

OpenGL. White Square Code 11/4/09. OpenGL. OpenGL. OpenGL OpenGL OpenGL OpenGL Is a mechanism to create images in a frame buffer Is an API to access that mechanism Is well specified OpenGL Is not a window system Is not a user interface Is not a display mechanism

More information

Graphics Pipeline & APIs

Graphics Pipeline & APIs 3 2 4 Graphics Pipeline & APIs CPU Vertex Processing Rasterization Processing glclear (GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT); glpushmatrix (); gltranslatef (-0.15, -0.15, solidz); glmaterialfv(gl_front,

More information

Graphics. Texture Mapping 고려대학교컴퓨터그래픽스연구실.

Graphics. Texture Mapping 고려대학교컴퓨터그래픽스연구실. Graphics Texture Mapping 고려대학교컴퓨터그래픽스연구실 3D Rendering Pipeline 3D Primitives 3D Modeling Coordinates Model Transformation 3D World Coordinates Lighting 3D World Coordinates Viewing Transformation 3D Viewing

More information

CSC Graphics Programming. Budditha Hettige Department of Statistics and Computer Science

CSC Graphics Programming. Budditha Hettige Department of Statistics and Computer Science CSC 307 1.0 Graphics Programming Department of Statistics and Computer Science Graphics Programming OpenGL 3D Drawing 2 3D Graphics Projections Getting 3D to 2D 3D scene 2D image 3 Projections Orthographic

More information

Lecture 5: Viewing. CSE Computer Graphics (Fall 2010)

Lecture 5: Viewing. CSE Computer Graphics (Fall 2010) Lecture 5: Viewing CSE 40166 Computer Graphics (Fall 2010) Review: from 3D world to 2D pixels 1. Transformations are represented by matrix multiplication. o Modeling o Viewing o Projection 2. Clipping

More information

Chapter 3: Modeling Transformation

Chapter 3: Modeling Transformation Chapter 3: Modeling Transformation Graphics Programming, 8th Sep. Graphics and Media Lab. Seoul National University 2011 Fall OpenGL Steps Every step in the graphics pipeline is related to the transformation.

More information

Models and Architectures

Models and Architectures Models and Architectures Objectives Learn the basic design of a graphics system Introduce graphics pipeline architecture Examine software components for an interactive graphics system 1 Image Formation

More information

Notes on Assignment. Notes on Assignment. Notes on Assignment. Notes on Assignment

Notes on Assignment. Notes on Assignment. Notes on Assignment. Notes on Assignment Notes on Assignment Notes on Assignment Objects on screen - made of primitives Primitives are points, lines, polygons - watch vertex ordering The main object you need is a box When the MODELVIEW matrix

More information

Module 13C: Using The 3D Graphics APIs OpenGL ES

Module 13C: Using The 3D Graphics APIs OpenGL ES Module 13C: Using The 3D Graphics APIs OpenGL ES BREW TM Developer Training Module Objectives See the steps involved in 3D rendering View the 3D graphics capabilities 2 1 3D Overview The 3D graphics library

More information

QUESTION 1 [10] 2 COS340-A October/November 2009

QUESTION 1 [10] 2 COS340-A October/November 2009 2 COS340-A QUESTION 1 [10] a) OpenGL uses z-buffering for hidden surface removal. Explain how the z-buffer algorithm works and give one advantage of using this method. (5) Answer: OpenGL uses a hidden-surface

More information

Graphics Programming

Graphics Programming Graphics Programming 3 rd Week, 2011 OpenGL API (1) API (application programming interface) Interface between an application program and a graphics system Application Program OpenGL API Graphics Library

More information

Computer Graphics. Chapter 10 Three-Dimensional Viewing

Computer Graphics. Chapter 10 Three-Dimensional Viewing Computer Graphics Chapter 10 Three-Dimensional Viewing Chapter 10 Three-Dimensional Viewing Part I. Overview of 3D Viewing Concept 3D Viewing Pipeline vs. OpenGL Pipeline 3D Viewing-Coordinate Parameters

More information

3D Graphics and OpenGl. First Steps

3D Graphics and OpenGl. First Steps 3D Graphics and OpenGl First Steps Rendering of 3D Graphics Objects defined in (virtual/mathematical) 3D space. Rendering of 3D Graphics Objects defined in (virtual/mathematical) 3D space. We see surfaces

More information

Introduction to OpenGL Transformations, Viewing and Lighting. Ali Bigdelou

Introduction to OpenGL Transformations, Viewing and Lighting. Ali Bigdelou Introduction to OpenGL Transformations, Viewing and Lighting Ali Bigdelou Modeling From Points to Polygonal Objects Vertices (points) are positioned in the virtual 3D scene Connect points to form polygons

More information

Computer graphics MN1

Computer graphics MN1 Computer graphics MN1 Hierarchical modeling Transformations in OpenGL glmatrixmode(gl_modelview); glloadidentity(); // identity matrix gltranslatef(4.0, 5.0, 6.0); glrotatef(45.0, 1.0, 2.0, 3.0); gltranslatef(-4.0,

More information

Scientific Visualization Basics

Scientific Visualization Basics Scientific Visualization Basics Aiichiro Nakano Collaboratory for Advanced Computing & Simulations Dept. of Computer Science, Dept. of Physics & Astronomy, Dept. of Chemical Engineering & Materials Science,

More information

OpenGL. 1 OpenGL OpenGL 1.2 3D. (euske) 1. Client-Server Model OpenGL

OpenGL. 1 OpenGL OpenGL 1.2 3D. (euske) 1. Client-Server Model OpenGL OpenGL (euske) 1 OpenGL - 1.1 OpenGL 1. Client-Server Model 2. 3. 1.2 3D OpenGL (Depth-Buffer Algorithm Z-Buffer Algorithm) (polygon ) ( rendering) Client-Server Model X Window System ( GL ) GL (Indy O

More information

3D computer graphics: geometric modeling of objects in the computer and rendering them

3D computer graphics: geometric modeling of objects in the computer and rendering them SE313: Computer Graphics and Visual Programming Computer Graphics Notes Gazihan Alankus, Spring 2012 Computer Graphics 3D computer graphics: geometric modeling of objects in the computer and rendering

More information

Sign up for crits! Announcments

Sign up for crits! Announcments Sign up for crits! Announcments Reading for Next Week FvD 16.1-16.3 local lighting models GL 5 lighting GL 9 (skim) texture mapping Modern Game Techniques CS248 Lecture Nov 13 Andrew Adams Overview The

More information

ES E 3 3 L a L b 3 OpenGLES

ES E 3 3 L a L b 3 OpenGLES ES3 Lab 3 OpenGLES This lab Creating an OpenGLES project Drawing simple triangles Drawing a quad Loading textures Drawing many OpenGLES objects Outline of steps Create a blank project Make it OpenGLES1.1

More information

GPU Programming EE Practice Midterm Examination

GPU Programming EE Practice Midterm Examination Name Solution GPU Programming EE 4702-1 Practice Midterm Examination This practice exam has been made a little longer than the actual midterm is expected to be. Also, some questions are expected to be

More information

OpenGL. Toolkits.

OpenGL. Toolkits. http://www.opengl.org OpenGL Open Graphics Library Graphics API Delivered with UNIX, Win9x/2000/Me/Nt/Xp, Mac OS Direct3D (DirectX) is only Windows Utilizes the window system and event handling of the

More information

CS 130 Final. Fall 2015

CS 130 Final. Fall 2015 CS 130 Final Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying

More information

CT5510: Computer Graphics. Texture Mapping

CT5510: Computer Graphics. Texture Mapping CT5510: Computer Graphics Texture Mapping BOCHANG MOON Texture Mapping Simulate spatially varying surface properties Phong illumination model is coupled with a material (e.g., color) Add small polygons

More information

OpenGL: Setup 3D World

OpenGL: Setup 3D World CT4510: Computer Graphics OpenGL: Setup 3D World BOCHANG MOON Prerequisite for 3D World Understanding on basic mathematical background, transformations, and spaces Pixels, raster image, ector, matrix,

More information

Textures. Texture Mapping. Bitmap Textures. Basic Texture Techniques

Textures. Texture Mapping. Bitmap Textures. Basic Texture Techniques Texture Mapping Textures The realism of an image is greatly enhanced by adding surface textures to the various faces of a mesh object. In part a) images have been pasted onto each face of a box. Part b)

More information

Computer graphics Labs: OpenGL (1/3) Geometric transformations and projections

Computer graphics Labs: OpenGL (1/3) Geometric transformations and projections University of Liège Department of Aerospace and Mechanical engineering Computer graphics Labs: OpenGL (1/3) Geometric transformations and projections Exercise 1: Geometric transformations (Folder transf

More information

6.837 Introduction to Computer Graphics Assignment 5: OpenGL and Solid Textures Due Wednesday October 22, 2003 at 11:59pm

6.837 Introduction to Computer Graphics Assignment 5: OpenGL and Solid Textures Due Wednesday October 22, 2003 at 11:59pm 6.837 Introduction to Computer Graphics Assignment 5: OpenGL and Solid Textures Due Wednesday October 22, 2003 at 11:59pm In this assignment, you will add an interactive preview of the scene and solid

More information

2.11 Particle Systems

2.11 Particle Systems 2.11 Particle Systems 320491: Advanced Graphics - Chapter 2 152 Particle Systems Lagrangian method not mesh-based set of particles to model time-dependent phenomena such as snow fire smoke 320491: Advanced

More information

Graphical Objects and Scene Graphs

Graphical Objects and Scene Graphs Graphical Objects and Scene Graphs Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Objectives Introduce graphical objects Generalize

More information

Lecture 4. Viewing, Projection and Viewport Transformations

Lecture 4. Viewing, Projection and Viewport Transformations Notes on Assignment Notes on Assignment Hw2 is dependent on hw1 so hw1 and hw2 will be graded together i.e. You have time to finish both by next monday 11:59p Email list issues - please cc: elif@cs.nyu.edu

More information

Graphics Hardware. Instructor Stephen J. Guy

Graphics Hardware. Instructor Stephen J. Guy Instructor Stephen J. Guy Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability! Programming Examples Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability!

More information

Homework #2 and #3 Due Friday, October 12 th and Friday, October 19 th

Homework #2 and #3 Due Friday, October 12 th and Friday, October 19 th Homework #2 and #3 Due Friday, October 12 th and Friday, October 19 th 1. a. Show that the following sequences commute: i. A rotation and a uniform scaling ii. Two rotations about the same axis iii. Two

More information

CMSC 425: Lecture 4 More about OpenGL and GLUT Tuesday, Feb 5, 2013

CMSC 425: Lecture 4 More about OpenGL and GLUT Tuesday, Feb 5, 2013 CMSC 425: Lecture 4 More about OpenGL and GLUT Tuesday, Feb 5, 2013 Reading: See any standard reference on OpenGL or GLUT. Basic Drawing: In the previous lecture, we showed how to create a window in GLUT,

More information

CSC 470 Computer Graphics

CSC 470 Computer Graphics CSC 470 Computer Graphics Transformations of Objects CSC 470 Computer Graphics, Dr.N. Georgieva, CSI/CUNY 1 Transformations of objects - 2D CSC 470 Computer Graphics, Dr.N. Georgieva, CSI/CUNY 2 Using

More information

To Do. Computer Graphics (Fall 2008) Course Outline. Course Outline. Methodology for Lecture. Demo: Surreal (HW 3)

To Do. Computer Graphics (Fall 2008) Course Outline. Course Outline. Methodology for Lecture. Demo: Surreal (HW 3) Computer Graphics (Fall 2008) COMS 4160, Lecture 9: OpenGL 1 http://www.cs.columbia.edu/~cs4160 To Do Start thinking (now) about HW 3. Milestones are due soon. Course Course 3D Graphics Pipeline 3D Graphics

More information

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Objectives Learn the basic design of a graphics system Introduce

More information

IntMu.Lab5. Download all the files available from

IntMu.Lab5. Download all the files available from IntMu.Lab5 0. Download all the files available from http://www.dee.isep.ipp.pt/~jml/intmu/lab5: wget http://www.dee.isep.ipp.pt/~jml/intmu/lab5/makefile make getall Analyze the program windmill.c. Compile

More information

Lecture 4 Advanced Computer Graphics (CS & SE )

Lecture 4 Advanced Computer Graphics (CS & SE ) Lecture 4 Advanced Computer Graphics (CS & SE 233.420) Topics Covered Animation Matrices Viewing Lighting Animating Interactive Programs Consider planet.c Want to animate rotating the Earth around the

More information

Texturas. Objectives. ! Introduce Mapping Methods. ! Consider two basic strategies. Computação Gráfica

Texturas. Objectives. ! Introduce Mapping Methods. ! Consider two basic strategies. Computação Gráfica Texturas Computação Gráfica Objectives! Introduce Mapping Methods! Texture Mapping! Environmental Mapping! Bump Mapping! Light Mapping! Consider two basic strategies! Manual coordinate specification! Two-stage

More information

SHADER PROGRAMMING. Based on Jian Huang s lecture on Shader Programming

SHADER PROGRAMMING. Based on Jian Huang s lecture on Shader Programming SHADER PROGRAMMING Based on Jian Huang s lecture on Shader Programming What OpenGL 15 years ago could do http://www.neilturner.me.uk/shots/opengl-big.jpg What OpenGL can do now What s Changed? 15 years

More information

Lecture 22 Sections 8.8, 8.9, Wed, Oct 28, 2009

Lecture 22 Sections 8.8, 8.9, Wed, Oct 28, 2009 s The s Lecture 22 Sections 8.8, 8.9, 8.10 Hampden-Sydney College Wed, Oct 28, 2009 Outline s The 1 2 3 4 5 The 6 7 8 Outline s The 1 2 3 4 5 The 6 7 8 Creating Images s The To create a texture image internally,

More information

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016 Computergrafik Matthias Zwicker Universität Bern Herbst 2016 2 Today Basic shader for texture mapping Texture coordinate assignment Antialiasing Fancy textures 3 Texture mapping Glue textures (images)

More information

CS 354R: Computer Game Technology

CS 354R: Computer Game Technology CS 354R: Computer Game Technology Texture and Environment Maps Fall 2018 Texture Mapping Problem: colors, normals, etc. are only specified at vertices How do we add detail between vertices without incurring

More information

Textures. Texture coordinates. Introduce one more component to geometry

Textures. Texture coordinates. Introduce one more component to geometry Texturing & Blending Prof. Aaron Lanterman (Based on slides by Prof. Hsien-Hsin Sean Lee) School of Electrical and Computer Engineering Georgia Institute of Technology Textures Rendering tiny triangles

More information

Lectures OpenGL Introduction

Lectures OpenGL Introduction Lectures OpenGL Introduction By Tom Duff Pixar Animation Studios Emeryville, California and George Ledin Jr Sonoma State University Rohnert Park, California 2004, Tom Duff and George Ledin Jr 1 What is

More information

1.2 Basic Graphics Programming

1.2 Basic Graphics Programming Fall 2018 CSCI 420: Computer Graphics 1.2 Basic Graphics Programming Hao Li http://cs420.hao-li.com 1 Last time Last Time Story Computer Graphics Image Last Time 3D Printing 3D Capture Animation Modeling

More information

CS 4620 Program 3: Pipeline

CS 4620 Program 3: Pipeline CS 4620 Program 3: Pipeline out: Wednesday 14 October 2009 due: Friday 30 October 2009 1 Introduction In this assignment, you will implement several types of shading in a simple software graphics pipeline.

More information

Graphics Hardware and OpenGL

Graphics Hardware and OpenGL Graphics Hardware and OpenGL Ubi Soft, Prince of Persia: The Sands of Time What does graphics hardware have to do fast? Camera Views Different views of an object in the world 1 Camera Views Lines from

More information

5.2 Shading in OpenGL

5.2 Shading in OpenGL Fall 2017 CSCI 420: Computer Graphics 5.2 Shading in OpenGL Hao Li http://cs420.hao-li.com 1 Outline Normal Vectors in OpenGL Polygonal Shading Light Sources in OpenGL Material Properties in OpenGL Example:

More information

CS451Real-time Rendering Pipeline

CS451Real-time Rendering Pipeline 1 CS451Real-time Rendering Pipeline JYH-MING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY Based on Tomas Akenine-Möller s lecture note You say that you render a 3D 2 scene, but what does

More information

EECE 478. Learning Objectives. Learning Objectives. Rasterization & Scenes. Rasterization. Compositing

EECE 478. Learning Objectives. Learning Objectives. Rasterization & Scenes. Rasterization. Compositing EECE 478 Rasterization & Scenes Rasterization Learning Objectives Be able to describe the complete graphics pipeline. Describe the process of rasterization for triangles and lines. Compositing Manipulate

More information

Introduction to Computer Graphics with WebGL

Introduction to Computer Graphics with WebGL Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico Models and Architectures

More information

Cheating: In case of cheating, all parts involved (source(s) and receiver(s)) get zero.

Cheating: In case of cheating, all parts involved (source(s) and receiver(s)) get zero. REGULATIONS Due date: 19.11.2009 Thursday 23:59 Late Submission: Late submission is not allowed. Submission: Use the COW system to submit your homework file. The homework should be done and submitted individually.

More information

CSE 167: Lecture #4: Vertex Transformation. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Lecture #4: Vertex Transformation. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 CSE 167: Introduction to Computer Graphics Lecture #4: Vertex Transformation Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Project 2 due Friday, October 12

More information

Shadow Algorithms. CSE 781 Winter Han-Wei Shen

Shadow Algorithms. CSE 781 Winter Han-Wei Shen Shadow Algorithms CSE 781 Winter 2010 Han-Wei Shen Why Shadows? Makes 3D Graphics more believable Provides additional cues for the shapes and relative positions of objects in 3D What is shadow? Shadow:

More information

SE313: Computer Graphics and Visual Programming. Computer Graphics Notes Gazihan Alankus, Fall 2011

SE313: Computer Graphics and Visual Programming. Computer Graphics Notes Gazihan Alankus, Fall 2011 SE313: Computer Graphics and Visual Programming Computer Graphics Notes Gazihan Alankus, Fall 2011 Computer Graphics Geometrical model on the computer -> Image on the screen How it works in your computer

More information

Shading/Texturing. Dr. Scott Schaefer

Shading/Texturing. Dr. Scott Schaefer Shading/Texturing Dr. Scott Schaefer Problem / Problem / Problem 4/ Problem / Problem / Shading Algorithms Flat Shading Gouraud Shading Phong Shading / Flat Shading Apply same color across entire polygon

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading Runtime VR systems Two major parts: initialisation and update loop. Initialisation

More information

// double buffering and RGB glutinitdisplaymode(glut_double GLUT_RGBA); // your own initializations

// double buffering and RGB glutinitdisplaymode(glut_double GLUT_RGBA); // your own initializations #include int main(int argc, char** argv) { glutinit(&argc, argv); Typical OpenGL/GLUT Main Program // GLUT, GLU, and OpenGL defs // program arguments // initialize glut and gl // double buffering

More information

Real-Time Rendering (Echtzeitgraphik) Michael Wimmer

Real-Time Rendering (Echtzeitgraphik) Michael Wimmer Real-Time Rendering (Echtzeitgraphik) Michael Wimmer wimmer@cg.tuwien.ac.at Walking down the graphics pipeline Application Geometry Rasterizer What for? Understanding the rendering pipeline is the key

More information

CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015

CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 Announcements Project 2 due tomorrow at 2pm Grading window

More information

OpenGL Transformations

OpenGL Transformations OpenGL Transformations R. J. Renka Department of Computer Science & Engineering University of North Texas 02/18/2014 Introduction The most essential aspect of OpenGL is the vertex pipeline described in

More information

Transformation Pipeline

Transformation Pipeline Transformation Pipeline Local (Object) Space Modeling World Space Clip Space Projection Eye Space Viewing Perspective divide NDC space Normalized l d Device Coordinatesd Viewport mapping Screen space Coordinate

More information

Virtual Environments

Virtual Environments ELG 524 Virtual Environments Jean-Christian Delannoy viewing in 3D world coordinates / geometric modeling culling lighting virtualized reality collision detection collision response interactive forces

More information

Computer Graphics I Lecture 11

Computer Graphics I Lecture 11 15-462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

SOURCES AND URLS BIBLIOGRAPHY AND REFERENCES

SOURCES AND URLS BIBLIOGRAPHY AND REFERENCES In this article, we have focussed on introducing the basic features of the OpenGL API. At this point, armed with a handful of OpenGL functions, you should be able to write some serious applications. In

More information

Texture Mapping. Mike Bailey.

Texture Mapping. Mike Bailey. Texture Mapping 1 Mike Bailey mjb@cs.oregonstate.edu This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International License TextureMapping.pptx The Basic Idea

More information

Ulf Assarsson Department of Computer Engineering Chalmers University of Technology

Ulf Assarsson Department of Computer Engineering Chalmers University of Technology Ulf Assarsson Department of Computer Engineering Chalmers University of Technology 1. I am located in room 4115 in EDIT-huset 2. Email: 3. Phone: 031-772 1775 (office) 4. Course assistant: Tomas Akenine-Mőller

More information

Hierarchical Modeling and scene graphs

Hierarchical Modeling and scene graphs Hierarchical Modeling and scene graphs Overview Examine the limitations of linear modeling Introduce hierarchical models Introduce Tree and DAG models Build a tree-structured model of a humanoid figure

More information

Shading in OpenGL. Outline. Defining and Maintaining Normals. Normalization. Enabling Lighting and Lights. Outline

Shading in OpenGL. Outline. Defining and Maintaining Normals. Normalization. Enabling Lighting and Lights. Outline CSCI 420 Computer Graphics Lecture 10 Shading in OpenGL Normal Vectors in OpenGL Polygonal Shading Light Source in OpenGL Material Properties in OpenGL Approximating a Sphere [Angel Ch. 6.5-6.9] Jernej

More information

E.Order of Operations

E.Order of Operations Appendix E E.Order of Operations This book describes all the performed between initial specification of vertices and final writing of fragments into the framebuffer. The chapters of this book are arranged

More information

Advanced Computer Graphics (CS & SE )

Advanced Computer Graphics (CS & SE ) Advanced Computer Graphics (CS & SE 233.420) Topics Covered Picking Pipeline Viewing and Transformations Rendering Modes OpenGL can render in one of three modes selected by glrendermode(mode) GL_RENDER

More information

Introduction to Shaders.

Introduction to Shaders. Introduction to Shaders Marco Benvegnù hiforce@gmx.it www.benve.org Summer 2005 Overview Rendering pipeline Shaders concepts Shading Languages Shading Tools Effects showcase Setup of a Shader in OpenGL

More information

Computational Strategies

Computational Strategies Computational Strategies How can the basic ingredients be combined: Image Order Ray casting (many options) Object Order (in world coordinate) splatting, texture mapping Combination (neither) Shear warp,

More information

Graphics and Visualization

Graphics and Visualization International University Bremen Spring Semester 2006 Recap Representing graphic objects by homogenous points and vectors Using affine transforms to modify objects Using projections to display objects

More information

Today. Texture mapping in OpenGL. Texture mapping. Basic shaders for texturing. Today. Computergrafik

Today. Texture mapping in OpenGL. Texture mapping. Basic shaders for texturing. Today. Computergrafik Computergrafik Today Basic shader for texture mapping Texture coordinate assignment Antialiasing Fancy textures Matthias Zwicker Universität Bern Herbst 2009 Texture mapping Glue textures (images) onto

More information

Performance OpenGL Programming (for whatever reason)

Performance OpenGL Programming (for whatever reason) Performance OpenGL Programming (for whatever reason) Mike Bailey Oregon State University Performance Bottlenecks In general there are four places a graphics system can become bottlenecked: 1. The computer

More information

CS 432 Interactive Computer Graphics

CS 432 Interactive Computer Graphics CS 432 Interactive Computer Graphics Lecture 7 Part 2 Texture Mapping in OpenGL Matt Burlick - Drexel University - CS 432 1 Topics Texture Mapping in OpenGL Matt Burlick - Drexel University - CS 432 2

More information

Rasterization Overview

Rasterization Overview Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer

More information