New Concepts. Loading geometry from file Camera animation Advanced lighting and materials Texture mapping Display lists

Size: px
Start display at page:

Download "New Concepts. Loading geometry from file Camera animation Advanced lighting and materials Texture mapping Display lists"

Transcription

1 Terrain Rendering

2 New Concepts Loading geometry from file Camera animation Advanced lighting and materials Texture mapping Display lists

3 Loading geometry from file Motivations: Built-in geometry is limited (spheres, teapots, cubes, etc) Artists want to experiment with new visual designs without recompiling program Fancy editors can be used to work with data if it is in a common file format

4 Loading geometry from a file For this assignment: 2D height-field stored as image Each pixel represents the height of the terrain at that point (only 1 channel used) Stored in ppm format Lines, triangles, quads must be generated from this before rendering (as well as the normals if lighting is required)

5 Loading geometry from a file Interpreting a pixel as a 3D point: Let s = {units per index} Let h = {units at max height} For each pixel at i,j in image: (x,y,z) = (s*i, s*j, h*intensity(i,j))

6 Loading geometry from file Generating wire-frame geometry For each pixel not on top or left border Emit a line from current pixel to upper neighbor Emit a line from current pixel to left neighbor

7 Loading geometry from file Generating surfaces (GL_QUADS) For each pixel not on top or left border A = current point B = upper neighbor C = upper-left neighbor D = left neighbor Emit quad of A,B,C,D

8 Loading geometry from file Generating surface with normals for proper lighting: (overview) Build 3D point representations Calculate normals per triangle Average all normals sharing a vertex Normalize averages

9 Loading geometry from file Calculate a triangle s normal Let the triangle be the points A,B,C Let u = (B-A) -- vector subtraction Let v = (C-A) Normal = normalize(u cross v)

10 Loading geometry from file Shortcut math for height-fields: All points are evenly spaced in the x-y plane. They only differ in their z value For triangle A,B,C in question (a point and its upper and left neighbors) Let a = A.z Let b = B.z Let c = C.z Let u = b-a Let v = c-a N = Normalize(u,v,1) This is just for triangle normals, must still average and renormalize to get vertex normals

11 Loading geometry from file To use your normals call glnormal3f before the glvertex3f corresponding vertex If modelview matrix never has any scaling and your normals are always unit length glenable(gl_normalize) is unnecessary (better performance)

12 Camera animation Motivation: Motion is a change over time that can help convey an extra dimension of detail 3D geometric details more visible in motion Let user decide what view they want

13 Camera animation Helicopter camera glulookat Eye point is helicopter (on some fixed path) LookAt point is target (user controlled?) Up vector is always up (for most worlds) First-person-shooter camera gltranslate using x,y,z of player location glrotate Rotate about z (up vector) by player heading Rotate about y (horizontal axis) by player tilt Keyboard/mouse events Update player parameters

14 Advanced lighting/materials Scene may have several lights Each light has ambient,diffuse,specular emmision coefficients Scene may have many objects Each object has ambient,diffuse,specular reflection coefficients

15 Advanced Lighting Relevant OpenGL functions: gllight glmaterial gllightmodel

16 Texture Mapping Motivation: Real objects are not all one color We can make geometry look more detailed if we glue a picture onto it Geometry can be re-used with different textures Real world image data can be sampled for use in 3D to gain more realism (photographs)

17 Texture Mapping A texture is an image with a different color at each pixel (RGB/RGBA) No matter the size, the texture is indexed using u,v in the range 0-1 These are texture coodinates Geometry can be augmented with texture coordinates to describe how image should be stretched over the surface

18 Texture Mapping An artist can pick the u,v for each vertex (manual mapping) A formula can compute u,v for each vertex (automatic mapping) (u,v) = (x,y) -- planar mapping (u,v) = (theta,phi) -- spherical mapping (u,v) = (something, t) -- temporal mapping

19 Texture Mapping Loading a texture for use glenable GL_TEXTURE_2D -- turn on text glgentextures -- request an unused texture id glbindtexture -- make a certain texture id the active one glubuildmaps Target = GL_TEXTURE_2D Internal format = GL_RGB Width = canvas width Height = canvas height Format = GL_RGBA (ppmloadcanvas make 4-byte pixels) Type = GL_UNSIGNED_BYTE (one byte per channel, 0-255) Data = cavas.pixels (the raw image data) gltexcoord2f Specify a u,v before calling the corresponding glvertex3f

20 Display lists Motivation Usually we draw the same scene over and over with only minimal changes GPU is idle much of the time waiting for the CPU to feed it the scene again By submitting the non-changing parts of the scene once excess processing can be avoid and parallelism can be improved

21 Display lists Using a display list // before main loop list = glgenlist(1) -- get an unused list id glnewlist(list,gl_compile) Lots of (almost any) GL commands and expensive geometry and texture coordinate generation code go here Resulting geometry will be saved on device (if possible) glendlist(list) // at rendering time glcalllist(list) // returns almost instantly

22 Requirements Load a map.ppm and render it as a height field (given on command line) Load a skin.ppm and use it to texture the height field (given on command line) Light height field realistically (at least one directional light and correct normals) Use a display list to cache hieght field geometry Animate viewpoint using either helicopter or FPS style camera

23 Impressive extensions Shoreline render another height field with a fixed height and different material properties, possibly use difference between heights to decide a color Distant Haze use glfog and friends to lighten distant terrain Dune Buggy allow user to move an object around the height field with arcade-style driving controls and track it with the animated camera Lazy Camera soften camera movements lookat = lookat_last + k*(target-lookat_last) -- k in 0-1 Creative maps edit map and skin to design your own terrain Accurate maps find height field and satellite picture for a real-world location

24 Resources OpenGL Programming Guide (The Red Book) Viewing Lighting PyOpenGL Man Pages (Great OpenGL API doc) dex.xml NeHe OpenGL Tutorials

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

Lecture 07: Buffers and Textures

Lecture 07: Buffers and Textures Lecture 07: Buffers and Textures CSE 40166 Computer Graphics Peter Bui University of Notre Dame, IN, USA October 26, 2010 OpenGL Pipeline Today s Focus Pixel Buffers: read and write image data to and from

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

Ray Tracer I: Ray Casting Due date: 12:00pm December 3, 2001

Ray Tracer I: Ray Casting Due date: 12:00pm December 3, 2001 Computer graphics Assignment 5 1 Overview Ray Tracer I: Ray Casting Due date: 12:00pm December 3, 2001 In this assignment you will implement the camera and several primitive objects for a ray tracer. We

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

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

OpenGL. Jimmy Johansson Norrköping Visualization and Interaction Studio Linköping University

OpenGL. Jimmy Johansson Norrköping Visualization and Interaction Studio Linköping University OpenGL Jimmy Johansson Norrköping Visualization and Interaction Studio Linköping University Background Software interface to graphics hardware 250+ commands Objects (models) are built from geometric primitives

More information

三維繪圖程式設計 3D Graphics Programming Design 第七章基礎材質張貼技術嘉大資工系盧天麒

三維繪圖程式設計 3D Graphics Programming Design 第七章基礎材質張貼技術嘉大資工系盧天麒 三維繪圖程式設計 3D Graphics Programming Design 第七章基礎材質張貼技術嘉大資工系盧天麒 1 In this chapter, you will learn The basics of texture mapping Texture coordinates Texture objects and texture binding Texture specification

More information

Texture mapping. Computer Graphics CSE 167 Lecture 9

Texture mapping. Computer Graphics CSE 167 Lecture 9 Texture mapping Computer Graphics CSE 167 Lecture 9 CSE 167: Computer Graphics Texture Mapping Overview Interpolation Wrapping Texture coordinates Anti aliasing Mipmaps Other mappings Including bump mapping

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

Ray Tracer Due date: April 27, 2011

Ray Tracer Due date: April 27, 2011 Computer graphics Assignment 4 1 Overview Ray Tracer Due date: April 27, 2011 In this assignment you will implement the camera and several primitive objects for a ray tracer, and a basic ray tracing algorithm.

More information

Texture Mapping and Sampling

Texture Mapping and Sampling Texture Mapping and Sampling CPSC 314 Wolfgang Heidrich The Rendering Pipeline Geometry Processing Geometry Database Model/View Transform. Lighting Perspective Transform. Clipping Scan Conversion Depth

More information

Drawing in 3D (viewing, projection, and the rest of the pipeline)

Drawing in 3D (viewing, projection, and the rest of the pipeline) Drawing in 3D (viewing, projection, and the rest of the pipeline) CS559 Spring 2017 Lecture 6 February 2, 2017 The first 4 Key Ideas 1. Work in convenient coordinate systems. Use transformations to get

More information

Lecture 4 of 41. Lab 1a: OpenGL Basics

Lecture 4 of 41. Lab 1a: OpenGL Basics Lab 1a: OpenGL Basics William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://snipurl.com/1y5gc Course web site: http://www.kddresearch.org/courses/cis636 Instructor

More information

Guided Problem Solving

Guided Problem Solving -1 Guided Problem Solving GPS Student Page 57, Exercises 1 1: Match each rule with the correct translation. A. (x, y) (x, y 1 ) I. P(, 1) P (3, ) B. (x, y) (x 1 3, y) II. Q(3, 0) Q (3, ) C. (x, y) (x 1,

More information

Texturing. Slides done bytomas Akenine-Möller and Ulf Assarsson Department of Computer Engineering Chalmers University of Technology

Texturing. Slides done bytomas Akenine-Möller and Ulf Assarsson Department of Computer Engineering Chalmers University of Technology Texturing Slides done bytomas Akenine-Möller and Ulf Assarsson Department of Computer Engineering Chalmers University of Technology 1 Texturing: Glue n-dimensional images onto geometrical objects l Purpose:

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

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

CSE 167: Introduction to Computer Graphics Lecture #8: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #8: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #8: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 Announcements Project 2 due this Friday Midterm next Tuesday

More information

The Viewing Pipeline adaptation of Paul Bunn & Kerryn Hugo s notes

The Viewing Pipeline adaptation of Paul Bunn & Kerryn Hugo s notes The Viewing Pipeline adaptation of Paul Bunn & Kerryn Hugo s notes What is it? The viewing pipeline is the procession of operations that are applied to the OpenGL matrices, in order to create a 2D representation

More information

Today s class. Simple shadows Shading Lighting in OpenGL. Informationsteknologi. Wednesday, November 21, 2007 Computer Graphics - Class 10 1

Today s class. Simple shadows Shading Lighting in OpenGL. Informationsteknologi. Wednesday, November 21, 2007 Computer Graphics - Class 10 1 Today s class Simple shadows Shading Lighting in OpenGL Wednesday, November 21, 27 Computer Graphics - Class 1 1 Simple shadows Simple shadows can be gotten by using projection matrices Consider a light

More information

API for creating a display window and using keyboard/mouse interations. See RayWindow.cpp to see how these are used for Assignment3

API for creating a display window and using keyboard/mouse interations. See RayWindow.cpp to see how these are used for Assignment3 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,

More information

CMSC427 Final Practice v2 Fall 2017

CMSC427 Final Practice v2 Fall 2017 CMSC427 Final Practice v2 Fall 2017 This is to represent the flow of the final and give you an idea of relative weighting. No promises that knowing this will predict how you ll do on the final. Some questions

More information

ERKELEY DAVIS IRVINE LOS ANGELES RIVERSIDE SAN DIEGO SAN FRANCISCO EECS 104. Fundamentals of Computer Graphics. OpenGL

ERKELEY DAVIS IRVINE LOS ANGELES RIVERSIDE SAN DIEGO SAN FRANCISCO EECS 104. Fundamentals of Computer Graphics. OpenGL ERKELEY DAVIS IRVINE LOS ANGELES RIVERSIDE SAN DIEGO SAN FRANCISCO SANTA BARBARA SANTA CRUZ EECS 104 Fundamentals of Computer Graphics OpenGL Slides courtesy of Dave Shreine, Ed Angel and Vicki Shreiner

More information

Due: Thursday, April 28 th by the stroke of midnight! TA: Jeff Booth

Due: Thursday, April 28 th by the stroke of midnight! TA: Jeff Booth Due: Thursday, April 28 th by the stroke of midnight! TA: Jeff Booth Checking out, building, and using the sample solution Part 1: Rendering a Sphere Part 2: Hierarchical Modeling Part 3: glulookat() Part

More information

Texture Mapping and Special Effects

Texture Mapping and Special Effects Texture Mapping and Special Effects February 23 rd 26 th 2007 MAE 410-574, Virtual Reality Applications and Research Instructor: Govindarajan Srimathveeravalli HW#5 Due March 2 nd Implement the complete

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

Computer graphics 2: Graduate seminar in computational aesthetics

Computer graphics 2: Graduate seminar in computational aesthetics Computer graphics 2: Graduate seminar in computational aesthetics Angus Forbes evl.uic.edu/creativecoding/cs526 Homework 2 RJ ongoing... - Follow the suggestions in the Research Journal handout and find

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

CSE 167: Introduction to Computer Graphics Lecture #7: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018

CSE 167: Introduction to Computer Graphics Lecture #7: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018 CSE 167: Introduction to Computer Graphics Lecture #7: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018 Announcements Project 2 due this Friday at 2pm Grading in

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 Mapping. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science

Texture Mapping. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Texture Mapping CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce Mapping Methods - Texture Mapping - Environment Mapping - Bump Mapping Consider

More information

Drawing in 3D (viewing, projection, and the rest of the pipeline)

Drawing in 3D (viewing, projection, and the rest of the pipeline) Drawing in 3D (viewing, projection, and the rest of the pipeline) CS559 Fall 2016 Lecture 6/7 September 26-28 2016 The first 4 Key Ideas 1. Work in convenient coordinate systems. Use transformations to

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

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

CSE 167: Introduction to Computer Graphics Lecture #9: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013

CSE 167: Introduction to Computer Graphics Lecture #9: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013 CSE 167: Introduction to Computer Graphics Lecture #9: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013 Announcements Added Tuesday office hours for Krishna: 11am-12

More information

Describe the Orthographic and Perspective projections. How do we combine together transform matrices?

Describe the Orthographic and Perspective projections. How do we combine together transform matrices? Aims and objectives By the end of the lecture you will be able to Work with multiple transform matrices Describe the viewing process in OpenGL Design and build a camera control APIs Describe the Orthographic

More information

CIS 580, Machine Perception, Spring 2015 Homework 1 Due: :59AM

CIS 580, Machine Perception, Spring 2015 Homework 1 Due: :59AM CIS 580, Machine Perception, Spring 2015 Homework 1 Due: 2015.02.09. 11:59AM Instructions. Submit your answers in PDF form to Canvas. This is an individual assignment. 1 Camera Model, Focal Length and

More information

Spring 2013, CS 112 Programming Assignment 2 Submission Due: April 26, 2013

Spring 2013, CS 112 Programming Assignment 2 Submission Due: April 26, 2013 Spring 2013, CS 112 Programming Assignment 2 Submission Due: April 26, 2013 PROJECT GOAL: Write a restricted OpenGL library. The goal of the project is to compute all the transformation matrices with your

More information

Today. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline

Today. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline Computergrafik Today Rendering pipeline s View volumes, clipping Viewport Matthias Zwicker Universität Bern Herbst 2008 Rendering pipeline Rendering pipeline Hardware & software that draws 3D scenes on

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

Computer Graphics Seminar

Computer Graphics Seminar Computer Graphics Seminar MTAT.03.305 Spring 2018 Raimond Tunnel Computer Graphics Graphical illusion via the computer Displaying something meaningful (incl art) Math Computers are good at... computing.

More information

Surface Rendering. Surface Rendering

Surface Rendering. Surface Rendering Surface Rendering Surface Rendering Introduce Mapping Methods - Texture Mapping - Environmental Mapping - Bump Mapping Go over strategies for - Forward vs backward mapping 2 1 The Limits of Geometric Modeling

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

Game Architecture. 2/19/16: Rasterization

Game Architecture. 2/19/16: Rasterization Game Architecture 2/19/16: Rasterization Viewing To render a scene, need to know Where am I and What am I looking at The view transform is the matrix that does this Maps a standard view space into world

More information

Computer Graphics - Treasure Hunter

Computer Graphics - Treasure Hunter Computer Graphics - Treasure Hunter CS 4830 Dr. Mihail September 16, 2015 1 Introduction In this assignment you will implement an old technique to simulate 3D scenes called billboarding, sometimes referred

More information

CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm

CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm Name: RCS username: This quiz is closed book & closed notes except for one 8.5x11 (double-sided) sheet of notes. Please

More information

Texturing Theory. Overview. All it takes is for the rendered image to look right. -Jim Blinn 11/10/2018

Texturing Theory. Overview. All it takes is for the rendered image to look right. -Jim Blinn 11/10/2018 References: Real-Time Rendering 3 rd Edition Chapter 6 Texturing Theory All it takes is for the rendered image to look right. -Jim Blinn Overview Introduction The Texturing Pipeline Example The Projector

More information

OpenGL refresher. Advanced Computer Graphics 2012

OpenGL refresher. Advanced Computer Graphics 2012 Advanced Computer Graphics 2012 What you will see today Outline General OpenGL introduction Setting up: GLUT and GLEW Elementary rendering Transformations in OpenGL Texture mapping Programmable shading

More information

CSE528 Computer Graphics: Theory, Algorithms, and Applications

CSE528 Computer Graphics: Theory, Algorithms, and Applications CSE528 Computer Graphics: Theory, Algorithms, and Applications Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 11794--4400 Tel: (631)632-8450; Fax: (631)632-8334

More information

Grafica Computazionale

Grafica Computazionale Grafica Computazionale lezione36 Informatica e Automazione, "Roma Tre" June 3, 2010 Grafica Computazionale: Lezione 33 Textures Introduction Steps in Texture Mapping A Sample Program Texturing algorithms

More information

Department of Computer Engineering 3D Graphics in Games and Movies

Department of Computer Engineering 3D Graphics in Games and Movies Department of Computer Engineering 3D Graphics in Games and Movies Ulf Assarsson Department of Computer Engineering The screen consists of pixels Department of Computer Engineering 3D-Rendering Objects

More information

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane Rendering Pipeline Rendering Converting a 3D scene to a 2D image Rendering Light Camera 3D Model View Plane Rendering Converting a 3D scene to a 2D image Basic rendering tasks: Modeling: creating the world

More information

To build shapes from scratch, use the tools are the far right of the top tool bar. These

To build shapes from scratch, use the tools are the far right of the top tool bar. These 3D GAME STUDIO TUTORIAL EXERCISE #5 USE MED TO SKIN AND ANIMATE A CUBE REVISED 11/21/06 This tutorial covers basic model skinning and animation in MED the 3DGS model editor. This exercise was prepared

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

Reading. Hierarchical Modeling. Symbols and instances. Required: Angel, sections , 9.8. Optional:

Reading. Hierarchical Modeling. Symbols and instances. Required: Angel, sections , 9.8. Optional: Reading Required: Angel, sections 9.1 9.6, 9.8 Optional: Hierarchical Modeling OpenGL rogramming Guide, the Red Book, chapter 3 cse457-07-hierarchical 1 cse457-07-hierarchical 2 Symbols and instances Most

More information

Render-To-Texture Caching. D. Sim Dietrich Jr.

Render-To-Texture Caching. D. Sim Dietrich Jr. Render-To-Texture Caching D. Sim Dietrich Jr. What is Render-To-Texture Caching? Pixel shaders are becoming more complex and expensive Per-pixel shadows Dynamic Normal Maps Bullet holes Water simulation

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

AGDC Per-Pixel Shading. Sim Dietrich

AGDC Per-Pixel Shading. Sim Dietrich AGDC Per-Pixel Shading Sim Dietrich Goal Of This Talk The new features of Dx8 and the next generation of HW make huge strides in the area of Per-Pixel Shading Most developers have yet to adopt Per-Pixel

More information

Fog example. Fog is atmospheric effect. Better realism, helps determine distances

Fog example. Fog is atmospheric effect. Better realism, helps determine distances Fog example Fog is atmospheric effect Better realism, helps determine distances Fog Fog was part of OpenGL fixed function pipeline Programming fixed function fog Parameters: Choose fog color, fog model

More information

Or select Reset button under the application button (3ds Max symbol top left of screen)

Or select Reset button under the application button (3ds Max symbol top left of screen) 3ds Max Notes 1. Starting 3ds Max file Open 3ds Max If Welcome to 3ds Max menu appears then select New Empty Scene Or select Reset button under the application button (3ds Max symbol top left of screen)

More information

3D GRAPHICS. design. animate. render

3D GRAPHICS. design. animate. render 3D GRAPHICS design animate render 3D animation movies Computer Graphics Special effects Computer Graphics Advertising Computer Graphics Games Computer Graphics Simulations & serious games Computer Graphics

More information

Optimizing and Profiling Unity Games for Mobile Platforms. Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June

Optimizing and Profiling Unity Games for Mobile Platforms. Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June Optimizing and Profiling Unity Games for Mobile Platforms Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June 1 Agenda Introduction ARM and the presenter Preliminary knowledge

More information

Homework 3: Programmable Shaders

Homework 3: Programmable Shaders Homework 3: Programmable Shaders Introduction to Computer Graphics and Imaging (Summer 2012), Stanford University Due Monday, July 23, 11:59pm Warning: The coding portion of this homework involves features

More information

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models 3D Programming Concepts Outline 3D Concepts Displaying 3D Models 3D Programming CS 4390 3D Computer 1 2 3D Concepts 3D Model is a 3D simulation of an object. Coordinate Systems 3D Models 3D Shapes 3D Concepts

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

CS GPU and GPGPU Programming Lecture 11: GPU Texturing 1. Markus Hadwiger, KAUST

CS GPU and GPGPU Programming Lecture 11: GPU Texturing 1. Markus Hadwiger, KAUST CS 380 - GPU and GPGPU Programming Lecture 11: GPU Texturing 1 Markus Hadwiger, KAUST Reading Assignment #6 (until Mar. 9) Read (required): Programming Massively Parallel Processors book, Chapter 4 (CUDA

More information

Shadow Techniques. Sim Dietrich NVIDIA Corporation

Shadow Techniques. Sim Dietrich NVIDIA Corporation Shadow Techniques Sim Dietrich NVIDIA Corporation sim.dietrich@nvidia.com Lighting & Shadows The shadowing solution you choose can greatly influence the engine decisions you make This talk will outline

More information

CSE 167: Lecture 11: Textures 2. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

CSE 167: Lecture 11: Textures 2. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 CSE 167: Introduction to Computer Graphics Lecture 11: Textures 2 Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Homework assignment #5 due Friday, Nov 4,

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

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

Overview. By end of the week:

Overview. By end of the week: Overview By end of the week: - Know the basics of git - Make sure we can all compile and run a C++/ OpenGL program - Understand the OpenGL rendering pipeline - Understand how matrices are used for geometric

More information

CS GPU and GPGPU Programming Lecture 12: GPU Texturing 1. Markus Hadwiger, KAUST

CS GPU and GPGPU Programming Lecture 12: GPU Texturing 1. Markus Hadwiger, KAUST CS 380 - GPU and GPGPU Programming Lecture 12: GPU Texturing 1 Markus Hadwiger, KAUST Reading Assignment #6 (until Mar. 17) Read (required): Programming Massively Parallel Processors book, Chapter 4 (CUDA

More information

CS 4620 Midterm, March 21, 2017

CS 4620 Midterm, March 21, 2017 CS 460 Midterm, March 1, 017 This 90-minute exam has 4 questions worth a total of 100 points. Use the back of the pages if you need more space. Academic Integrity is expected of all students of Cornell

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

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

Introduction to OpenGL

Introduction to OpenGL Introduction to OpenGL 1995-2015 Josef Pelikán & Alexander Wilkie CGG MFF UK Praha pepca@cgg.mff.cuni.cz http://cgg.mff.cuni.cz/~pepca/ 1 / 31 Advances in Hardware 3D acceleration is a common feature in

More information

Scene Modeling for a Single View

Scene Modeling for a Single View Scene Modeling for a Single View René MAGRITTE Portrait d'edward James with a lot of slides stolen from Steve Seitz and David Brogan, 15-463: Computational Photography Alexei Efros, CMU, Fall 2005 Classes

More information

The Rendering Pipeline (1)

The Rendering Pipeline (1) The Rendering Pipeline (1) Alessandro Martinelli alessandro.martinelli@unipv.it 30 settembre 2014 The Rendering Pipeline (1) Rendering Architecture First Rendering Pipeline Second Pipeline: Illumination

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

Lighting and Texturing

Lighting and Texturing Lighting and Texturing Michael Tao Michael Tao Lighting and Texturing 1 / 1 Fixed Function OpenGL Lighting Need to enable lighting Need to configure lights Need to configure triangle material properties

More information

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 CSE 167: Introduction to Computer Graphics Lecture #6: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 Announcements Project 2 due Friday, Oct. 24 th Midterm Exam

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 and Visualization. Graphics Systems and Models

Computer Graphics and Visualization. Graphics Systems and Models UNIT -1 Graphics Systems and Models 1.1 Applications of computer graphics: Display Of Information Design Simulation & Animation User Interfaces 1.2 Graphics systems A Graphics system has 5 main elements:

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

GRAFIKA KOMPUTER. ~ M. Ali Fauzi

GRAFIKA KOMPUTER. ~ M. Ali Fauzi GRAFIKA KOMPUTER ~ M. Ali Fauzi Texture Mapping WHY TEXTURE? Imagine a Chess Floor Or a Brick Wall How to Draw? If you want to draw a chess floor, each tile must be drawn as a separate quad. A large flat

More information

Hidden Surface Removal. 3D Graphics with OpenGL. Back-Face Culling

Hidden Surface Removal. 3D Graphics with OpenGL. Back-Face Culling Hidden Surface Removal Back Face Culling 3D Surfaces Bicubic Parametric Bezier Surface Patches 3D Graphics with OpenGL Back-Face Culling Define one side of each polygon to be the visible side That side

More information

CS4202: Test. 1. Write the letter corresponding to the library name next to the statement or statements that describe library.

CS4202: Test. 1. Write the letter corresponding to the library name next to the statement or statements that describe library. CS4202: Test Name: 1. Write the letter corresponding to the library name next to the statement or statements that describe library. (4 points) A. GLUT contains routines that use lower level OpenGL commands

More information

Texture Mapping 1/34

Texture Mapping 1/34 Texture Mapping 1/34 Texture Mapping Offsets the modeling assumption that the BRDF doesn t change in u and v coordinates along the object s surface Store a reflectance as an image called a texture Map

More information

CSE 167: Introduction to Computer Graphics Lecture #8: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2017

CSE 167: Introduction to Computer Graphics Lecture #8: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2017 CSE 167: Introduction to Computer Graphics Lecture #8: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2017 Announcements Project 2 is due this Friday at 2pm Next Tuesday

More information

Rendering Objects. Need to transform all geometry then

Rendering Objects. Need to transform all geometry then Intro to OpenGL Rendering Objects Object has internal geometry (Model) Object relative to other objects (World) Object relative to camera (View) Object relative to screen (Projection) Need to transform

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

Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping

Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Shadow Buffer Theory Observation:

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

CS GPU and GPGPU Programming Lecture 16+17: GPU Texturing 1+2. Markus Hadwiger, KAUST

CS GPU and GPGPU Programming Lecture 16+17: GPU Texturing 1+2. Markus Hadwiger, KAUST CS 380 - GPU and GPGPU Programming Lecture 16+17: GPU Texturing 1+2 Markus Hadwiger, KAUST Reading Assignment #10 (until April 23) Read (required): Brook for GPUs: Stream Computing on Graphics Hardware

More information

LOD and Occlusion Christian Miller CS Fall 2011

LOD and Occlusion Christian Miller CS Fall 2011 LOD and Occlusion Christian Miller CS 354 - Fall 2011 Problem You want to render an enormous island covered in dense vegetation in realtime [Crysis] Scene complexity Many billions of triangles Many gigabytes

More information

Computer Graphics 7: Viewing in 3-D

Computer Graphics 7: Viewing in 3-D Computer Graphics 7: Viewing in 3-D In today s lecture we are going to have a look at: Transformations in 3-D How do transformations in 3-D work? Contents 3-D homogeneous coordinates and matrix based transformations

More information

Assignment #5: Scalar Field Visualization 3D: Direct Volume Rendering

Assignment #5: Scalar Field Visualization 3D: Direct Volume Rendering Assignment #5: Scalar Field Visualization 3D: Direct Volume Rendering Goals: Due October 4 th, before midnight This is the continuation of Assignment 4. The goal is to implement a simple DVR -- 2D texture-based

More information

Drawing in 3D (viewing, projection, and the rest of the pipeline)

Drawing in 3D (viewing, projection, and the rest of the pipeline) Drawing in 3D (viewing, projection, and the rest of the pipeline) CS559 Spring 2016 Lecture 6 February 11, 2016 The first 4 Key Ideas 1. Work in convenient coordinate systems. Use transformations to get

More information

TSBK 07! Computer Graphics! Ingemar Ragnemalm, ISY

TSBK 07! Computer Graphics! Ingemar Ragnemalm, ISY 1(46) Information Coding / Computer Graphics, ISY, LiTH TSBK 07 Computer Graphics Ingemar Ragnemalm, ISY 1(46) TSBK07 Computer Graphics Spring 2017 Course leader/examiner/lecturer: Ingemar Ragnemalm ingis@isy.liu.se

More information