CS 548: COMPUTER GRAPHICS PORTRAIT OF AN OPENGL PROGRAM SPRING 2015 DR. MICHAEL J. REALE

Size: px
Start display at page:

Download "CS 548: COMPUTER GRAPHICS PORTRAIT OF AN OPENGL PROGRAM SPRING 2015 DR. MICHAEL J. REALE"

Transcription

1 CS 548: COMPUTER GRAPHICS PORTRAIT OF AN OPENGL PROGRAM SPRING 2015 DR. MICHAEL J. REALE

2 INTRODUCTION We re going to talk a little bit about the structure and logic of a basic, interactive OpenGL/GLUT program In the long-standing tradition of legal documents and license agreements, we will hereafter refer to this specific kind of program as THE PROGRAM

3 BIRD S EYE VIEW The code in our program has three basic sections: Initialization Stuff we need to do only once Stuff we need to create once Drawing Clear buffer Prepare to draw stuff on window Actually draw stuff on window (Swap buffers) Sleep Interaction Logic What do we do when the mouse does something? What do we do when a certain key is pressed?

4 DRAWING SOMETHING IN OPENGL Let s say we want to draw an object E.g., a triangle, a polyline, a list of pixels To draw an object in our program, we will need two things: 1) Lists/arrays of information describing our object local copy at minimum: A list of vertex positions (e.g., vertices of a triangle, vertices of the polyline, pixels we want to draw) A list of colors per vertex (Optional) A list of the indices for the vertices we want to use 2) An OpenGL buffer object for each list/array for each object, we will need to: Create the buffer object glgenbuffers() Bind buffer and allocate / copy in data glbindbuffer(), then glbufferdata() Bind buffer and attach to attribute array glbindbuffer(), then glvertexattribpointer()

5 INITIALIZATION STAGE: REQUIRED I am assuming that you have done all of the GLUT and GLEW specific stuff already Stuff that should ONLY be done once: Create Vertex Array Object (VAO) glgenvertexarrays(), then glbindvertexarray() Load the shader code and compile the shader program Returns shader program ID Get any uniform variable IDs we will use later These will not change per program Create our buffers glgenbuffers() Creates an ID for each buffer just need to do this once

6 INITIALIZATION STAGE: OPTIONAL (1) Depending on our application, we may decide to put some things in the initialization stage (rather than in the drawing loop or logic code) If we have an object we want to draw that WILL NOT CHANGE: Bind and copy in / allocate data glbindbuffers(), then glbufferdata() Data will not change, so can just copy into buffers once and be done with it NOTE: There is nothing preventing you from doing this again in the drawing loop, however If we have only ONE shader program: Turn on shader program once and never turn it off gluseprogram()

7 INITIALIZATION STAGE: OPTIONAL (2) If we are using the same shader program AND we are ALWAYS going to use the SAME buffers (i.e., just drawing ONE object): Turn on shader program gluseprogram() Enable attribute arrays glenablevertexattribarray() Attach buffers to attribute arrays glbindbuffer(), then glvertexattribpointer() NOTE: You CANNOT put this in init() if you have DIFFERENT objects you want to draw: Will have to attach a different buffer to each attribute array ALSO NOTE: You have to attach the buffers to attribute arrays for each shader program So, if you attach them while ShaderProg1 is active, then try to draw with ShaderProg2, it won t work

8 INITIALIZATION STAGE: OPTIONAL (3) If our model-view-projection matrix is NEVER going to change: Set up our matrices with GLM Copy in MVP matrix to shader program gluniformmatrix4fv() NOTE: You CANNOT put this in init() if: You want to change the projection matrix if the screen resizes (glviewport() is OK, however) You want to allow the user to move/rotate the camera You want to use different model transformations on different objects (i.e., transform objects)

9 DRAWING LOOP The drawing loop will execute over and over again if we passed the drawing function to glutidlefunc() Basic Steps: Clear buffer glclear() Prepare to draw stuff on window Set up matrices with GLM (unless you decided to do so ONCE in init()) Bind and copy in updated data for buffers glbindbuffers, then either glbufferdata() or glbuffersubdata() If data does NOT change, then can do this ONCE in init() instead Actually draw stuff on window (Swap screen buffers) If using double-buffering Sleep

10 DRAWING LOOP: ACTUALLY DRAWING THINGS What goes here depends on what you ve put in init() At minimum, you would just have gldrawarrays() or gldrawelements() Everything else already set up in init() At maximum: Turn on shader program gluseprogram() Enable attribute arrays glenablevertexattribarray() Attach buffers to attribute arrays glbindbuffer(), then glvertexattribpointer() (OPTIONAL) Bind buffer as index array glbindbuffer(gl_element_array_buffer, ) Draw the object gldrawarrays() or gldrawelements() You can also deactivate the shader program, attribute arrays, and bindings afterwards if you so desire

11 DRAWING LOOP: HOW MANY VERTICES DO WE DRAW FROM OUR OBJECT? If we want to draw ALL the vertices gldrawarrays() If we want to draw SPECIFIC vertices, need: List of indices to draw AND buffer object to hold indices Bind buffer and copy in data glbindbuffer(), then glbufferdata() Bind buffer to GL_ELEMENT_ARRAY_BUFFER Draw with gldrawelements()

12 DRAWING LOOP: ZOOMED OUT With respect to an object that will change, the drawing loop looks like this: Clear (and possibly matrix setup) Update buffer data Draw (Swap) Sleep How you update your buffer data depends on your application: Example: Clear local list of pixels Recalculate all pixels you wish to draw Copy pixel list into buffer REMEMBER: The drawing loop is repeated constantly! Keep that in mind when adding/clearing lists in the loop!

13 INTERACTION LOGIC GLUT handles events in an asynchronous fashion You can approach interaction logic in two ways: 1) Perform actions inside GLUT mouse/keyboard functions OR E.g., add vertex to list when mouse is clicked INSIDE mouse function 2) Have global mouse/keyboard state variables, and check the values of these variables in the drawing loop E.g., save mouse coordinates in mouse moving function check what do to with mouse coordinates in main drawing loop

14 SAVING WORK The screen/window will be cleared times a second! So, if you draw a line on one iteration, you need to redraw it again on the next iteration means you need to save the information needs to draw said line (i.e., endpoints of the line) Think about what you re doing when updating either your local copy of your object OR the OpenGL buffers! If you add points to a list in the draw loop, either: Clear the list and add the points again every iteration OR Don t clear the list but make sure you only add the points ONCE May be stuck with the first option if you have to CHANGE points in the list

15 UPDATING BUFFERS You have two options with updating buffer data: Copy in EVERYTHING (or EVERYTHING + MORE) glbufferdata() Change some or all of buffer data (but CANNOT add new stuff) glbuffersubdata() You CANNOT just append items to a buffer you will have to append items to your local copy, then use glbufferdata() to reallocate/copy in data

Tutorial 04. Harshavardhan Kode. September 14, 2015

Tutorial 04. Harshavardhan Kode. September 14, 2015 Tutorial 04 Harshavardhan Kode September 14, 2015 1 About This tutorial an extension of the Tutorial 03. So you might see quite a lot similarities. The following things are new. A Plane is added underneath

More information

CS 450: COMPUTER GRAPHICS REVIEW: STATE, ATTRIBUTES, AND OBJECTS SPRING 2015 DR. MICHAEL J. REALE

CS 450: COMPUTER GRAPHICS REVIEW: STATE, ATTRIBUTES, AND OBJECTS SPRING 2015 DR. MICHAEL J. REALE CS 450: COMPUTER GRAPHICS REVIEW: STATE, ATTRIBUTES, AND OBJECTS SPRING 2015 DR. MICHAEL J. REALE OPENGL STATE MACHINE OpenGL state system or state machine Has list of all current state values called state

More information

CS452/552; EE465/505. Image Processing Frame Buffer Objects

CS452/552; EE465/505. Image Processing Frame Buffer Objects CS452/552; EE465/505 Image Processing Frame Buffer Objects 3-12 15 Outline! Image Processing: Examples! Render to Texture Read: Angel, Chapter 7, 7.10-7.13 Lab3 new due date: Friday, Mar. 13 th Project#1

More information

GLSL Overview: Creating a Program

GLSL Overview: Creating a Program 1. Create the OpenGL application GLSL Overview: Creating a Program Primarily concerned with drawing Preferred approach uses buffer objects All drawing done in terms of vertex arrays Programming style differs

More information

CS 432 Interactive Computer Graphics

CS 432 Interactive Computer Graphics CS 432 Interactive Computer Graphics Lecture 2 Part 1 Primitives and Buffers Matt Burlick - Drexel University - CS 432 1 Rendering in OpenGL Ok, so now we want to actually draw stuff! OpenGL (like most

More information

I think this assignment should have 8 objectives but we should still mark it out of 10. The Mean TA.

I think this assignment should have 8 objectives but we should still mark it out of 10. The Mean TA. Chapter 1 CS488/688 F17 A1: Introduction I think this assignment should have 8 objectives but we should still mark it out of 10. The Mean TA. This assignment is due Thursday, September 28th [Week 3]. 1.1

More information

CS475/CS675 - Computer Graphics. OpenGL Drawing

CS475/CS675 - Computer Graphics. OpenGL Drawing CS475/CS675 - Computer Graphics OpenGL Drawing What is OpenGL? Open Graphics Library API to specify geometric objects in 2D/3D and to control how they are rendered into the framebuffer. A software interface

More information

Computer Graphics (CS 543) Lecture 1 (Part 2): Introduction to OpenGL/GLUT (Part 1)

Computer Graphics (CS 543) Lecture 1 (Part 2): Introduction to OpenGL/GLUT (Part 1) Computer Graphics (CS 543) Lecture 1 (Part 2): Introduction to OpenGL/GLUT (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) OpenGL/GLUT Installation OpenGL: Specific

More information

6.S096 Lecture 9 Visualization

6.S096 Lecture 9 Visualization 6.S096 Lecture 9 Visualization OpenGL, Makefiles, Large Projects Andre Kessler Andre Kessler 6.S096 Lecture 9 Visualization 1 / 28 What is OpenGL? The standard for most 2D/3D graphics rendering today.

More information

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

Building Models. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Building Models CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce simple data structures for building polygonal models - Vertex lists - Edge

More information

From system point of view, a graphics application handles the user input, changes the internal state, called the virtual world by modeling or

From system point of view, a graphics application handles the user input, changes the internal state, called the virtual world by modeling or From system point of view, a graphics application handles the user input, changes the internal state, called the virtual world by modeling or animating it, and then immediately renders the updated model

More information

Computer Graphics CS 543 Lecture 4 (Part 2) Building 3D Models (Part 2)

Computer Graphics CS 543 Lecture 4 (Part 2) Building 3D Models (Part 2) Computer Graphics CS 543 Lecture 4 (Part 2) Building 3D Models (Part 2) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Modeling a Cube In 3D, declare vertices as (x,y,z)

More information

Computer Graphics (CS 543) Lecture 4a: Linear Algebra for Graphics (Points, Scalars, Vectors)

Computer Graphics (CS 543) Lecture 4a: Linear Algebra for Graphics (Points, Scalars, Vectors) Computer Graphics (CS 543) Lecture 4a: Linear Algebra for Graphics (Points, Scalars, Vectors) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Announcements Sample exam 1

More information

CSE 167. Discussion 03 ft. Glynn 10/16/2017

CSE 167. Discussion 03 ft. Glynn 10/16/2017 CSE 167 Discussion 03 ft Glynn 10/16/2017 Announcements - Midterm next Tuesday(10/31) - Sample midterms are up - Project 1 late grading until this Friday - You will receive 75% of the points you ve earned

More information

Building Models. Prof. George Wolberg Dept. of Computer Science City College of New York

Building Models. Prof. George Wolberg Dept. of Computer Science City College of New York Building Models Prof. George Wolberg Dept. of Computer Science City College of New York Objectives Introduce simple data structures for building polygonal models - Vertex lists - Edge lists Deprecated

More information

Comp 410/510 Computer Graphics Spring Programming with OpenGL Part 2: First Program

Comp 410/510 Computer Graphics Spring Programming with OpenGL Part 2: First Program Comp 410/510 Computer Graphics Spring 2017 Programming with OpenGL Part 2: First Program Objectives Refine the first program Introduce a standard program structure - Initialization Program Structure Most

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

Programming with OpenGL Complete Programs Objectives Build a complete first program

Programming with OpenGL Complete Programs Objectives Build a complete first program Programming with OpenGL Complete Programs Objectives Build a complete first program Introduce shaders Introduce a standard program structure Simple viewing Two-dimensional viewing as a special case of

More information

Tutorial 1: Your First Triangle!

Tutorial 1: Your First Triangle! Tutorial 1: Your First Triangle! Summary For your first dabble in OpenGL, you are going to create the graphics programming equivalent of Hello World - outputting a single coloured triangle. It doesn t

More information

Shaders. Slide credit to Prof. Zwicker

Shaders. Slide credit to Prof. Zwicker Shaders Slide credit to Prof. Zwicker 2 Today Shader programming 3 Complete model Blinn model with several light sources i diffuse specular ambient How is this implemented on the graphics processor (GPU)?

More information

Graphics Programming. Computer Graphics, VT 2016 Lecture 2, Chapter 2. Fredrik Nysjö Centre for Image analysis Uppsala University

Graphics Programming. Computer Graphics, VT 2016 Lecture 2, Chapter 2. Fredrik Nysjö Centre for Image analysis Uppsala University Graphics Programming Computer Graphics, VT 2016 Lecture 2, Chapter 2 Fredrik Nysjö Centre for Image analysis Uppsala University Graphics programming Typically deals with How to define a 3D scene with a

More information

OpenGL pipeline Evolution and OpenGL Shading Language (GLSL) Part 2/3 Vertex and Fragment Shaders

OpenGL pipeline Evolution and OpenGL Shading Language (GLSL) Part 2/3 Vertex and Fragment Shaders OpenGL pipeline Evolution and OpenGL Shading Language (GLSL) Part 2/3 Vertex and Fragment Shaders Prateek Shrivastava CS12S008 shrvstv@cse.iitm.ac.in 1 GLSL Data types Scalar types: float, int, bool Vector

More information

CS 548: COMPUTER GRAPHICS INTRODUCTION TO OPENGL AND GLUT SPRING 2015 DR. MICHAEL J. REALE

CS 548: COMPUTER GRAPHICS INTRODUCTION TO OPENGL AND GLUT SPRING 2015 DR. MICHAEL J. REALE CS 548: COMPUTER GRAPHICS INTRODUCTION TO OPENGL AND GLUT SPRING 2015 DR. MICHAEL J. REALE OVERVIEW OF LIBRARIES OPENGL CORE LIBRARY (OR BASIC LIBRARY) Hardware and platform independent Specification that

More information

last time put back pipeline figure today will be very codey OpenGL API library of routines to control graphics calls to compile and load shaders

last time put back pipeline figure today will be very codey OpenGL API library of routines to control graphics calls to compile and load shaders last time put back pipeline figure today will be very codey OpenGL API library of routines to control graphics calls to compile and load shaders calls to load vertex data to vertex buffers calls to load

More information

Starting out with OpenGL ES 3.0. Jon Kirkham, Senior Software Engineer, ARM

Starting out with OpenGL ES 3.0. Jon Kirkham, Senior Software Engineer, ARM Starting out with OpenGL ES 3.0 Jon Kirkham, Senior Software Engineer, ARM Agenda Some foundational work Instanced geometry rendering Uniform Buffers Transform feedback ETC2 Texture formats Occlusion Queries

More information

CS452/552; EE465/505. Review & Examples

CS452/552; EE465/505. Review & Examples CS452/552; EE465/505 Review & Examples 2-05 15 Outline Review and Examples:! Shaders, Buffers & Binding! Example: Draw 3 Triangles Vertex lists; gl.drawarrays( ) Edge lists: gl.drawelements( )! Example:

More information

WebGL A quick introduction. J. Madeira V. 0.2 September 2017

WebGL A quick introduction. J. Madeira V. 0.2 September 2017 WebGL A quick introduction J. Madeira V. 0.2 September 2017 1 Interactive Computer Graphics Graphics library / package is intermediary between application and display hardware Application program maps

More information

COMP371 COMPUTER GRAPHICS

COMP371 COMPUTER GRAPHICS COMP371 COMPUTER GRAPHICS SESSION 12 PROGRAMMABLE SHADERS Announcement Programming Assignment #2 deadline next week: Session #7 Review of project proposals 2 Lecture Overview GPU programming 3 GPU Pipeline

More information

CENG 477 Introduction to Computer Graphics. Graphics Hardware and OpenGL

CENG 477 Introduction to Computer Graphics. Graphics Hardware and OpenGL CENG 477 Introduction to Computer Graphics Graphics Hardware and OpenGL Introduction Until now, we focused on graphic algorithms rather than hardware and implementation details But graphics, without using

More information

CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008.

CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008. CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions The Midterm Exam was given in class on Thursday, October 23, 2008. 1. [4 pts] Drawing Where? Your instructor says that objects should always be

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

Computação Gráfica. Computer Graphics Engenharia Informática (11569) 3º ano, 2º semestre. Chap. 4 Windows and Viewports

Computação Gráfica. Computer Graphics Engenharia Informática (11569) 3º ano, 2º semestre. Chap. 4 Windows and Viewports Computação Gráfica Computer Graphics Engenharia Informática (11569) 3º ano, 2º semestre Chap. 4 Windows and Viewports Outline : Basic definitions in 2D: Global coordinates (scene domain): continuous domain

More information

3d Programming I. Dr Anton Gerdelan

3d Programming I. Dr Anton Gerdelan 3d Programming I Dr Anton Gerdelan gerdela@scss.tcd.ie 3d Programming 3d programming is very difficult 3d programming is very time consuming 3d Programming Practical knowledge of the latest, low-level

More information

CS 432 Interactive Computer Graphics

CS 432 Interactive Computer Graphics CS 432 Interactive Computer Graphics Lecture 2 Part 2 Introduction to Shaders Matt Burlick - Drexel University - CS 432 1 Shaders To understand shaders, let s look at the graphics pipeline again The job

More information

Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0

Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0 Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0 FTF-AUT-F0348 Hugo Osornio Luis Olea A P R. 2 0 1 4 TM External Use Agenda Back to the Basics! What is a GPU?

More information

[175 points] The purpose of this assignment is to give you practice with shaders in OpenGL.

[175 points] The purpose of this assignment is to give you practice with shaders in OpenGL. CPSC 441 Computer Graphics Assignment 5 due 11/20/18 (11:59 p.m.) [175 points] The purpose of this assignment is to give you practice with shaders in OpenGL. Part 1: First, download and get the code itself

More information

CSE 4431/ M Advanced Topics in 3D Computer Graphics. TA: Margarita Vinnikov

CSE 4431/ M Advanced Topics in 3D Computer Graphics. TA: Margarita Vinnikov CSE 4431/5331.03M Advanced Topics in 3D Computer Graphics TA: Margarita Vinnikov mvinni@cse.yorku.ca Goals of any 3d application is speed. You should always limit the amount of polygons actually rendered

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

Coding OpenGL ES 3.0 for Better Graphics Quality

Coding OpenGL ES 3.0 for Better Graphics Quality Coding OpenGL ES 3.0 for Better Graphics Quality Part 2 Hugo Osornio Rick Tewell A P R 1 1 t h 2 0 1 4 TM External Use Agenda Exercise 1: Array Structure vs Vertex Buffer Objects vs Vertex Array Objects

More information

Introduction to Computer Graphics with WebGL

Introduction to Computer Graphics with WebGL Introduction to Computer Graphics with WebGL Ed Angel The Mandelbrot Set Fractals Fractal (fractional geometry) objects generate some of the most complex and beautiful graphics - The mathematics describing

More information

Tutorial 12: Real-Time Lighting B

Tutorial 12: Real-Time Lighting B Tutorial 12: Real-Time Lighting B Summary The last tutorial taught you the basics of real time lighting, including using the normal of a surface to calculate the diffusion and specularity. Surfaces are

More information

We assume that you are familiar with the following:

We assume that you are familiar with the following: We will use WebGL 1.0. WebGL 2.0 is now being supported by most browsers but requires a better GPU so may not run on older computers or on most cell phones and tablets. See http://webglstats.com/. We will

More information

CS770/870 Spring 2017 Open GL Shader Language GLSL

CS770/870 Spring 2017 Open GL Shader Language GLSL Preview CS770/870 Spring 2017 Open GL Shader Language GLSL Review traditional graphics pipeline CPU/GPU mixed pipeline issues Shaders GLSL graphics pipeline Based on material from Angel and Shreiner, Interactive

More information

CS770/870 Spring 2017 Open GL Shader Language GLSL

CS770/870 Spring 2017 Open GL Shader Language GLSL CS770/870 Spring 2017 Open GL Shader Language GLSL Based on material from Angel and Shreiner, Interactive Computer Graphics, 6 th Edition, Addison-Wesley, 2011 Bailey and Cunningham, Graphics Shaders 2

More information

CS 432 Interactive Computer Graphics

CS 432 Interactive Computer Graphics CS 432 Interactive Computer Graphics Lecture 1 Part 3 Anatomy of OpenGL Programs Matt Burlick - Drexel University - CS 432 1 Reading Angel Chapter 2 Red Book Chapter 4 Matt Burlick - Drexel University

More information

Vertex Buffer Objects

Vertex Buffer Objects 1 Vertex Buffer Objects This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International License Mike Bailey mjb@cs.oregonstate.edu VertexBuffers.pptx Vertex Buffer

More information

Vertex Buffer Objects. Vertex Buffer Objects: The Big Idea

Vertex Buffer Objects. Vertex Buffer Objects: The Big Idea 1 Vertex Buffer Objects This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International License Mike Bailey mjb@cs.oregonstate.edu VertexBuffers.pptx Vertex Buffer

More information

CS452/552; EE465/505. Image Formation

CS452/552; EE465/505. Image Formation CS452/552; EE465/505 Image Formation 1-15-15 Outline! Image Formation! Introduction to WebGL, continued Draw a colored triangle using WebGL Read: Angel, Chapters 2 & 3 Homework #1 will be available on

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

Objectives. Programming with WebGL Part 1: Background. Retained vs. Immediate Mode Graphics. Early History of APIs. PHIGS and X.

Objectives. Programming with WebGL Part 1: Background. Retained vs. Immediate Mode Graphics. Early History of APIs. PHIGS and X. Objectives Programming with WebGL Part 1: Background CS 432 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Development of the OpenGL API OpenGL Architecture - OpenGL

More information

object (say a cube) will be made up of triangles, each with three vertices, each with known object coordinates.

object (say a cube) will be made up of triangles, each with three vertices, each with known object coordinates. hello world 3d: basic approach object (say a cube) will be made up of triangles, each with three vertices, each with known object coordinates. object coordinates of vertices will be put in an OpenGL buffer

More information

CSE 167: Introduction to Computer Graphics Lecture #7: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #7: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #7: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 Announcements Project 2 due Friday 4/22 at 2pm Midterm #1 on

More information

Tutorial 3: Texture Mapping

Tutorial 3: Texture Mapping Tutorial 3: Texture Mapping Summary In this tutorial, you are going to learn about texture mapping, by performing some texture mapping operations on the triangle you ve been using in the previous tutorials.

More information

Comp 410/510 Computer Graphics Spring Programming with OpenGL Part 3: Shaders

Comp 410/510 Computer Graphics Spring Programming with OpenGL Part 3: Shaders Comp 410/510 Computer Graphics Spring 2018 Programming with OpenGL Part 3: Shaders Objectives Basic shaders - Vertex shader - Fragment shader Programming shaders with GLSL Finish first program void init(void)

More information

8 Three-Dimensional Object Representations. Chapter 8. Three-Dimensional Object Representations. Department of Computer Science and Engineering 8-1

8 Three-Dimensional Object Representations. Chapter 8. Three-Dimensional Object Representations. Department of Computer Science and Engineering 8-1 Chapter 8 Three-Dimensional Object Representations 8-1 8.1 Overview The main goal of three-dimensional computer graphics is to generate two-dimensional images of a scene or of an object based on a a description

More information

Programming with WebGL Part 1: Background. CS 432 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science

Programming with WebGL Part 1: Background. CS 432 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Programming with WebGL Part 1: Background CS 432 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley

More information

CS418 OpenGL & GLUT Programming Tutorial (I) Presented by : Wei-Wen Feng 1/30/2008

CS418 OpenGL & GLUT Programming Tutorial (I) Presented by : Wei-Wen Feng 1/30/2008 CS418 OpenGL & GLUT Programming Tutorial (I) Presented by : Wei-Wen Feng 1/30/2008 2008/2/3 Slide 2 I Am Your TA Name : Wei-Wen Wen Feng 4th Year Graduate Student in Graphics I will be Holding discussion/tutorial

More information

Input and Interaction. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science

Input and Interaction. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Input and Interaction CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science E. Angel and D. Shreiner : Interactive Computer Graphics 6E Addison-Wesley 2012 1 Objectives

More information

Blis: Better Language for Image Stuff Project Proposal Programming Languages and Translators, Spring 2017

Blis: Better Language for Image Stuff Project Proposal Programming Languages and Translators, Spring 2017 Blis: Better Language for Image Stuff Project Proposal Programming Languages and Translators, Spring 2017 Abbott, Connor (cwa2112) Pan, Wendy (wp2213) Qinami, Klint (kq2129) Vaccaro, Jason (jhv2111) [System

More information

Models and Architectures. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Models and Architectures. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015 Models and Architectures 1 Objectives Learn the basic design of a graphics system Introduce pipeline architecture Examine software components for an interactive graphics system 2 Image Formation Revisited

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

Information Coding / Computer Graphics, ISY, LiTH. OpenGL! ! where it fits!! what it contains!! how you work with it 11(40)

Information Coding / Computer Graphics, ISY, LiTH. OpenGL! ! where it fits!! what it contains!! how you work with it 11(40) 11(40) Information Coding / Computer Graphics, ISY, LiTH OpenGL where it fits what it contains how you work with it 11(40) OpenGL The cross-platform graphics library Open = Open specification Runs everywhere

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

We will use WebGL 1.0. WebGL 2.0 is now being supported by most browsers but requires a better GPU so may not run on older computers or on most cell

We will use WebGL 1.0. WebGL 2.0 is now being supported by most browsers but requires a better GPU so may not run on older computers or on most cell We will use WebGL 1.0. WebGL 2.0 is now being supported by most browsers but requires a better GPU so may not run on older computers or on most cell phones and tablets. See http://webglstats.com/. We will

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

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

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 (CS 4731) OpenGL/GLUT(Part 1)

Computer Graphics (CS 4731) OpenGL/GLUT(Part 1) Computer Graphics (CS 4731) Lecture 2: Introduction to OpenGL/GLUT(Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Recall: OpenGL GLBasics OpenGL s function Rendering

More information

COSC342: Computer Graphics

COSC342: Computer Graphics COSC342: Computer Graphics 2017 Tutorial C++ Recap Stefanie Zollmann COMPUTER SCIENCE C++ CLASSES class Camera{ public: //! Default constructor /*! Setting up default camera. */ Camera(); /*! Set position.

More information

CPSC 436D Video Game Programming

CPSC 436D Video Game Programming CPSC 436D Video Game Programming OpenGL/Shaders Opengl RENDERING PIPELINE Copyright: Alla Sheffer 1 Opengl RENDERING PIPELINE C/C++ OpenGL GLSL (automatic) (automatic) GLSL (automatic) opengl Low-level

More information

CS 381 Computer Graphics, Fall 2012 Midterm Exam Solutions. The Midterm Exam was given in class on Tuesday, October 16, 2012.

CS 381 Computer Graphics, Fall 2012 Midterm Exam Solutions. The Midterm Exam was given in class on Tuesday, October 16, 2012. CS 381 Computer Graphics, Fall 2012 Midterm Exam Solutions The Midterm Exam was given in class on Tuesday, October 16, 2012. 1. [7 pts] Synthetic-Camera Model. Describe the Synthetic-Camera Model : how

More information

Objectives. Topic 4: OpenGL An Example Program. simple.cpp revisited. Defining Objects in OpenGL Programs. Build a complete OpenGL program

Objectives. Topic 4: OpenGL An Example Program. simple.cpp revisited. Defining Objects in OpenGL Programs. Build a complete OpenGL program Tpic 4: OpenGL An Example Prgram Objectives Build a cmplete OpenGL prgram Initializatin steps and prgram structure GLUT functins Vertex array bjects and vertex buffer bjects Simple viewing Intrduce the

More information

Comp 410/510 Computer Graphics Spring Programming with OpenGL Part 4: Three Dimensions

Comp 410/510 Computer Graphics Spring Programming with OpenGL Part 4: Three Dimensions Comp 410/510 Computer Graphics Spring 2018 Programming with OpenGL Part 4: Three Dimensions Objectives Develop a bit more sophisticated three-dimensional example - Rotating cube Introduce hidden-surface

More information

Copyright Khronos Group 2012 Page 1. Teaching GL. Dave Shreiner Director, Graphics and GPU Computing, ARM 1 December 2012

Copyright Khronos Group 2012 Page 1. Teaching GL. Dave Shreiner Director, Graphics and GPU Computing, ARM 1 December 2012 Copyright Khronos Group 2012 Page 1 Teaching GL Dave Shreiner Director, Graphics and GPU Computing, ARM 1 December 2012 Copyright Khronos Group 2012 Page 2 Agenda Overview of OpenGL family of APIs Comparison

More information

Best practices for effective OpenGL programming. Dan Omachi OpenGL Development Engineer

Best practices for effective OpenGL programming. Dan Omachi OpenGL Development Engineer Best practices for effective OpenGL programming Dan Omachi OpenGL Development Engineer 2 What Is OpenGL? 3 OpenGL is a software interface to graphics hardware - OpenGL Specification 4 GPU accelerates rendering

More information

OpenGL: A Practical Introduction. (thanks, Mark Livingston!)

OpenGL: A Practical Introduction. (thanks, Mark Livingston!) OpenGL: A Practical Introduction (thanks, Mark Livingston!) Outline What is OpenGL? Auxiliary libraries Basic code structure Rendering Practical hints Virtual world operations OpenGL Definitions Software

More information

Lecture 13: OpenGL Shading Language (GLSL)

Lecture 13: OpenGL Shading Language (GLSL) Lecture 13: OpenGL Shading Language (GLSL) COMP 175: Computer Graphics April 18, 2018 1/56 Motivation } Last week, we discussed the many of the new tricks in Graphics require low-level access to the Graphics

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

Name. EE 4702 Final Exam. Friday, 7 December 2012, 12:30-14:30 CST. Exam Total. Alias. (100 pts) Good Luck!

Name. EE 4702 Final Exam. Friday, 7 December 2012, 12:30-14:30 CST. Exam Total. Alias. (100 pts) Good Luck! Name EE 4702 Final Exam Friday, 7 December 2012, 12:30-14:30 CST Alias Problem 1 Problem 2 Problem 3 Problem 4 Problem 5 Problem 6 Exam Total (20 pts) (20 pts) (100 pts) Good Luck! Problem 1: [15 pts]the

More information

CS 380 Introduction to Computer Graphics. LAB (1) : OpenGL Tutorial Reference : Foundations of 3D Computer Graphics, Steven J.

CS 380 Introduction to Computer Graphics. LAB (1) : OpenGL Tutorial Reference : Foundations of 3D Computer Graphics, Steven J. CS 380 Introduction to Computer Graphics LAB (1) : OpenGL Tutorial 2018. 03. 05 Reference : Foundations of 3D Computer Graphics, Steven J. Gortler Goals Understand OpenGL pipeline Practice basic OpenGL

More information

Introduction to OpenGL

Introduction to OpenGL OpenGL is an alternative to Direct3D for 3D graphics rendering Originally developed by Silicon Graphics Inc (SGI), turned over to multi-vendor group (OpenGL Architecture Review Board) in 1992 Unlike DirectX,

More information

Computer graphics Labs: OpenGL (2/2) Vertex Shaders and Fragment Shader

Computer graphics Labs: OpenGL (2/2) Vertex Shaders and Fragment Shader University of Liège Departement of Aerospace and Mechanical engineering Computer graphics Labs: OpenGL (2/2) Vertex Shaders and Fragment Shader Exercise 1: Introduction to shaders (Folder square in archive

More information

The Graphics Pipeline

The Graphics Pipeline The Graphics Pipeline Ray Tracing: Why Slow? Basic ray tracing: 1 ray/pixel Ray Tracing: Why Slow? Basic ray tracing: 1 ray/pixel But you really want shadows, reflections, global illumination, antialiasing

More information

Lab 2-3D Transformations and Vertex Shaders

Lab 2-3D Transformations and Vertex Shaders Lab 2-3D Transformations and Vertex Shaders Support code: /course/cs1230/src/labs/lab02 Demo: /course/cs1230/bin/cs1230_lab02_demo Intro Last week you learned how to draw 2D shapes in OpenGL using VBOs

More information

An Overview GLUT GLSL GLEW

An Overview GLUT GLSL GLEW OpenGL, GLUT, GLEW, GLSL An Overview GLUT GLEW GLSL Objectives Give you an overview of the software that you will be using this semester OpenGL, GLUT, GLEW, GLSL What are they? How do you use them? What

More information

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11 Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION

More information

WebGL and GLSL Basics. CS559 Fall 2015 Lecture 10 October 6, 2015

WebGL and GLSL Basics. CS559 Fall 2015 Lecture 10 October 6, 2015 WebGL and GLSL Basics CS559 Fall 2015 Lecture 10 October 6, 2015 Last time Hardware Rasterization For each point: Compute barycentric coords Decide if in or out.7,.7, -.4 1.1, 0, -.1.9,.05,.05.33,.33,.33

More information

Today s Agenda. Basic design of a graphics system. Introduction to OpenGL

Today s Agenda. Basic design of a graphics system. Introduction to OpenGL Today s Agenda Basic design of a graphics system Introduction to OpenGL Image Compositing Compositing one image over another is most common choice can think of each image drawn on a transparent plastic

More information

1 (Practice 1) Introduction to OpenGL

1 (Practice 1) Introduction to OpenGL 1 (Practice 1) Introduction to OpenGL This first practical is intended to get you used to OpenGL command. It is mostly a copy/paste work. Try to do it smartly by tweaking and messing around with parameters,

More information

FiberMesh. Due: 4/12/10, 11:59 PM

FiberMesh. Due: 4/12/10, 11:59 PM CS224: Interactive Computer Graphics FiberMesh Due: 4/12/10, 11:59 PM Least Squares Solver 5 Mesh triangulation 10 Optimization Problem 1: Curve Dragging 25 Optimization Problem 2: Surface Optimization

More information

Mobile Application Programing: Android. OpenGL Operation

Mobile Application Programing: Android. OpenGL Operation Mobile Application Programing: Android OpenGL Operation Activities Apps are composed of activities Activities are self-contained tasks made up of one screen-full of information Activities start one another

More information

Introduction to Computer Graphics. Hardware Acceleration Review

Introduction to Computer Graphics. Hardware Acceleration Review Introduction to Computer Graphics Hardware Acceleration Review OpenGL Project Setup Create a command-line style project in Xcode 4 Select the project file and click Build Phases tab Add OpenGL.framework

More information

6.837 Computer Graphics Fall 2012 Programming Assignment 0: OpenGL Mesh Viewer

6.837 Computer Graphics Fall 2012 Programming Assignment 0: OpenGL Mesh Viewer 6.837 Computer Graphics Fall 2012 Programming Assignment 0: OpenGL Mesh Viewer 1 Getting Started Let s start off by looking at main.cpp. It contains a fully functional application that displays a teapot.

More information

OpenGL with Qt 5. Qt Developer Days, Berlin Presented by Sean Harmer. Produced by Klarälvdalens Datakonsult AB

OpenGL with Qt 5. Qt Developer Days, Berlin Presented by Sean Harmer. Produced by Klarälvdalens Datakonsult AB Qt Developer Days, Berlin 2012 Presented by Sean Harmer Produced by Klarälvdalens Datakonsult AB Material based on Qt 5.0, created on November 9, 2012 QtQuick 2 and OpenGL The Future Module: 2/18 QtQuick

More information

The name of our class will be Yo. Type that in where it says Class Name. Don t hit the OK button yet.

The name of our class will be Yo. Type that in where it says Class Name. Don t hit the OK button yet. Mr G s Java Jive #2: Yo! Our First Program With this handout you ll write your first program, which we ll call Yo. Programs, Classes, and Objects, Oh My! People regularly refer to Java as a language that

More information

Android and OpenGL. Android Smartphone Programming. Matthias Keil. University of Freiburg

Android and OpenGL. Android Smartphone Programming. Matthias Keil. University of Freiburg Android and OpenGL Android Smartphone Programming Matthias Keil Institute for Computer Science Faculty of Engineering 1. Februar 2016 Outline 1 OpenGL Introduction 2 Displaying Graphics 3 Interaction 4

More information

Open GL Framework For A Computer Graphics Course

Open GL Framework For A Computer Graphics Course Open GL Framework For A Computer Graphics Course Programmer: Daniel Odle Sponsor / Advisor: Dr. Morse University of Evansville 4-26-03 Table of Contents Introduction 3 Statement of Problem 3 Design Approach

More information

Announcement. Homework 1 has been posted in dropbox and course website. Due: 1:15 pm, Monday, September 12

Announcement. Homework 1 has been posted in dropbox and course website. Due: 1:15 pm, Monday, September 12 Announcement Homework 1 has been posted in dropbox and course website Due: 1:15 pm, Monday, September 12 Today s Agenda Primitives Programming with OpenGL OpenGL Primitives Polylines GL_POINTS GL_LINES

More information

Tutorial 4: Depth and Transparency

Tutorial 4: Depth and Transparency Tutorial 4: Depth and Transparency Summary In this tutorial, you are going to learn about how OpenGL determines which objects are in front of others in a scene - it s not as easy at it seems! Alpha blending

More information

GPU Quality and Application Portability

GPU Quality and Application Portability GPU Quality and Application Portability Kalle Raita Senior Software Architect, drawelements Copyright Khronos Group, 2010 - Page 1 drawelements Ltd. drawelements Based in Helsinki, Finland Founded in 2008

More information