Introduction to Computer Graphics with WebGL

Slides:



Advertisements
Similar presentations
Computer Graphics - Viewing -
Advertisements

Based on slides created by Edward Angel
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Computer Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
Projection Matrices Ed Angel
1 Chapter 5 Viewing. 2 Perspective Projection 3 Parallel Projection.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 E. Angel and D. Shreiner : Interactive Computer Graphics 6E © Addison-Wesley 2012 Classical Viewing Sai-Keung Wong ( 黃世強 ) Computer Science National.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Computer Graphics I, Fall 2010 Computer Viewing.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Classical Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
Viewing and Projection
Programming with OpenGL Part 2: Complete Programs Ed Angel Professor of Emeritus of Computer Science University of New Mexico.
Programming with OpenGL Part 2: Complete Programs Ed Angel Professor of Emeritus of Computer Science University of New Mexico.
CS5500 Computer Graphics March 20, Computer Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts.
1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Computer Viewing Isaac Gang University of Mary Hardin-Baylor.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Viewing.
Computer Viewing.
Introduction to Computer Graphics with WebGL
Isaac Gang University of Mary Hardin-Baylor
Introduction to Computer Graphics with WebGL
CSC461: Lecture 20 Parallel Projections in OpenGL
Introduction to Computer Graphics with WebGL
Projections and Normalization
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
CSC461: Lecture 19 Computer Viewing
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Programming with OpenGL Part 2: Complete Programs
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Isaac Gang University of Mary Hardin-Baylor
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Projections and Hidden Surface Removal
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
University of New Mexico
Computer Graphics Computer Viewing
Programming with OpenGL Part 3: Shaders
Computer Viewing Ed Angel Professor Emeritus of Computer Science
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Presentation transcript:

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 Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Computer Viewing Projection Ed Angel Professor Emeritus of Computer Science University of New Mexico Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Objectives Introduce the mathematics of projection Add WebGL projection functions in MV.js Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Projections and Normalization The default projection in the eye (camera) frame is orthogonal For points within the default view volume Most graphics systems use view normalization All other views are converted to the default view by transformations that determine the projection matrix Allows use of the same pipeline for all views xp = x yp = y zp = 0 Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Homogeneous Coordinate Representation default orthographic projection xp = x yp = y zp = 0 wp = 1 pp = Mp M = In practice, we can let M = I and set the z term to zero later Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Simple Perspective Center of projection at the origin Projection plane z = d, d < 0 Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Perspective Equations Consider top and side views xp = yp = zp = d Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Homogeneous Coordinate Form consider q = Mp where M = q =  p = Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Perspective Division However w  1, so we must divide by w to return from homogeneous coordinates This perspective division yields the desired perspective equations We will consider the corresponding clipping volume with mat.h functions that are equivalent to deprecated OpenGL functions xp = yp = zp = d Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

WebGL Orthogonal Viewing ortho(left,right,bottom,top,near,far) near and far measured from camera Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

WebGL Perspective frustum(left,right,bottom,top,near,far) Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Using Field of View With frustum it is often difficult to get the desired view perpective(fovy, aspect, near, far) often provides a better interface front plane aspect = w/h Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Computing Matrices Compute in JS file, send to vertex shader with gl.uniformMatrix4fv Dynamic: update in render() or shader Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

persepctive2.js var render = function(){ gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); eye = vec3(radius*Math.sin(theta)*Math.cos(phi), radius*Math.sin(theta)*Math.sin(phi), radius*Math.cos(theta)); modelViewMatrix = lookAt(eye, at , up); projectionMatrix = perspective(fovy, aspect, near, far); gl.uniformMatrix4fv( modelViewMatrixLoc, false, flatten(modelViewMatrix) ); gl.uniformMatrix4fv( projectionMatrixLoc, false, flatten(projectionMatrix) ); gl.drawArrays( gl.TRIANGLES, 0, NumVertices ); requestAnimFrame(render); } Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

vertex shader attribute vec4 vPosition; attribute vec4 vColor; varying vec4 fColor; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; void main() { gl_Position = projectionMatrix*modelViewMatrix*vPosition; fColor = vColor; } Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015