Graphical Objects and Scene Graphs

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Presentation transcript:

Graphical Objects and Scene Graphs

Objectives Introduce graphical objects Generalize the notion of objects to include lights, cameras, attributes Introduce scene graphs

Limitations of Immediate Mode Graphics When we define a geometric object in an application, upon execution of the code the object is passed through the pipeline It then disappears from the graphical system To redraw the object, either changed or the same, we must re-execute the code Display lists provide only a partial solution to this problem

OpenGL and Objects OpenGL lacks an object orientation Consider, for example, a green sphere We can model the sphere with polygons or use OpenGL quadrics Its color is determined by the OpenGL state and is not a property of the object Defies our notion of a physical object We can try to build better objects in code using object-oriented languages/techniques

Imperative Programming Model Example: rotate a cube The rotation function must know how the cube is represented Vertex list Edge list cube data Application glRotate results

Object-Oriented Programming Model In this model, the representation is stored with the object The application sends a message to the object The object contains functions (methods) which allow it to transform itself Application Cube Object message

C/C++ Can try to use C structs to build objects C++ provides better support Use class construct Can hide implementation using public, private, and protected members in a class Can also use friend designation to allow classes to access each other

Cube Object Suppose that we want to create a simple cube object that we can scale, orient, position and set its color directly through code such as cube mycube; mycube.color[0]=1.0; mycube.color[1]= mycube.color[2]=0.0; mycube.matrix[0][0]=………

Cube Object Functions We would also like to have functions that act on the cube such as mycube.translate(1.0, 0.0,0.0); mycube.rotate(theta, 1.0, 0.0, 0.0); setcolor(mycube, 1.0, 0.0, 0.0); We also need a way of displaying the cube mycube.render();

Building the Cube Object class cube { public: float color[3]; float matrix[4][4]; // public methods private: // implementation }

The Implementation Can use any implementation in the private part such as a vertex list The private part has access to public members and the implementation of class methods can use any implementation without making it visible Render method is tricky but it will invoke the standard OpenGL drawing functions such as glVertex

Other Objects Other objects have geometric aspects Cameras Light sources But we should be able to have non-geometric objects too Materials Colors Transformations (matrices)

Application Code cube mycube; material plastic; mycube.setMaterial(plastic); camera frontView; frontView.position(x ,y, z);

Light Object class light { // match Phong model public: boolean type; //ortho or perspective boolean near; float position[3]; float orientation[3]; float specular[3]; float diffuse[3]; float ambient[3]; }

Scene Descriptions If we recall figure model, we saw that We could describe model either by tree or by equivalent code We could write a generic traversal to display If we can represent all the elements of a scene (cameras, lights,materials, geometry) as C++ objects, we should be able to show them in a tree Render scene by traversing this tree

Scene Graph

Preorder Traversal glPushAttrib glPushMatrix glColor glTranslate glRotate Object1 Object2 glPopMatrix glPopAttrib …

Separator Nodes Necessary to isolate state changes Equivalent to OpenGL Push/Pop Note that as with the figure model We can write a universal traversal algorithm The order of traversal can matter If we do not use the separator node, state changes can propagate

Inventor and Java3D Inventor and Java3D provide a scene graph API Scene graphs can also be described by a file (text or binary) Implementation independent way of transporting scenes Supported by scene graph APIs However, primitives supported should match capabilities of graphics systems Hence most scene graph APIs are built on top of OpenGL or DirectX (for PCs)

VRML Want to have a scene graph that can be used over the World Wide Web Need links to other sites to support distributed data bases Virtual Reality Markup Language Based on Inventor data base Implemented with OpenGL