Week 4 Lecture 1: Hierarchical Modeling Part 1 Based on Interactive Computer Graphics (Angel) - Chapter 10 1 Angel: Interactive Computer Graphics 5E ©

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Presentation transcript:

Week 4 Lecture 1: Hierarchical Modeling Part 1 Based on Interactive Computer Graphics (Angel) - Chapter 10 1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

2 Objectives Examine the limitations of linear modeling ­Symbols and instances Introduce hierarchical models ­Articulated models ­Robots Introduce Tree and DAG models

3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Instance Transformation Start with a prototype object (a symbol) Each appearance of the object in the model is an instance ­Must scale, orient, position ­Defines instance transformation

4 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Symbol-Instance Table Can store a model by assigning a number to each symbol and storing the parameters for the instance transformation

5 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Relationships in Car Model Symbol-instance table does not show relationships between parts of model Consider model of car ­Chassis + 4 identical wheels ­Two symbols Rate of forward motion determined by rotational speed of wheels

6 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Structure Through Function Calls car(speed) { chassis() wheel(right_front); wheel(left_front); wheel(right_rear); wheel(left_rear); } Fails to show relationships well Look at problem using a graph

7 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Graphs Set of nodes and edges (links) Edge connects a pair of nodes ­Directed or undirected Cycle: directed path that is a loop loop

8 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Tree Graph in which each node (except the root) has exactly one parent node ­May have multiple children ­Leaf or terminal node: no children root node leaf node

9 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Tree Model of Car

10 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 DAG Model If we use the fact that all the wheels are identical, we get a directed acyclic graph ­Not much different than dealing with a tree

11 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Modeling with Trees Must decide what information to place in nodes and what to put in edges Nodes ­What to draw ­Pointers to children Edges ­May have information on incremental changes to transformation matrices (can also store in nodes)

12 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Robot Arm robot arm parts in their own coodinate systems

13 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Articulated Models Robot arm is an example of an articulated model ­Parts connected at joints ­Can specify state of model by giving all joint angles

14 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Relationships in Robot Arm Base rotates independently ­Single angle determines position Lower arm attached to base ­Its position depends on rotation of base ­Must also translate relative to base and rotate about connecting joint Upper arm attached to lower arm ­Its position depends on both base and lower arm ­Must translate relative to lower arm and rotate about joint connecting to lower arm

15 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Required Matrices Rotation of base: R b ­Apply M = R b to base Translate lower arm relative to base: T lu Rotate lower arm around joint: R lu ­Apply M = R b T lu R lu to lower arm Translate upper arm relative to upper arm: T uu Rotate upper arm around joint: R uu ­Apply M = R b T lu R lu T uu R uu to upper arm

16 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Code for Robot robot_arm() { glRotate(theta, 0.0, 1.0, 0.0); base(); glTranslate(0.0, h1, 0.0); glRotate(phi, 0.0, 1.0, 0.0); lower_arm(); glTranslate(0.0, h2, 0.0); glRotate(psi, 0.0, 1.0, 0.0); upper_arm(); }

17 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Tree Model of Robot Note code shows relationships between parts of model ­Can change “look” of parts easily without altering relationships Simple example of tree model Want a general node structure for nodes

18 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Possible Node Structure Code for drawing part or pointer to drawing function linked list of pointers to children matrix relating node to parent

19 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Generalizations Need to deal with multiple children ­How do we represent a more general tree? ­How do we traverse such a data structure? Animation ­How to use dynamically? ­Can we create and delete nodes during execution?

20 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Humanoid Figure

21 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Building the Model Can build a simple implementation using quadrics: ellipsoids and cylinders Access parts through functions ­torso() ­left_upper_arm() Matrices describe position of node with respect to its parent ­M lla positions left lower leg with respect to left upper arm

22 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Tree with Matrices

23 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Display and Traversal The position of the figure is determined by 11 joint angles (two for the head and one for each other part) Display of the tree requires a graph traversal ­Visit each node once ­Display function at each node that describes the part associated with the node, applying the correct transformation matrix for position and orientation

24 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Transformation Matrices There are 10 relevant matrices ­M positions and orients entire figure through the torso which is the root node ­M h positions head with respect to torso ­M lua, M rua, M lul, M rul position arms and legs with respect to torso ­M lla, M rla, M lll, M rll position lower parts of limbs with respect to corresponding upper limbs

25 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Stack-based Traversal Set model-view matrix to M and draw torso Set model-view matrix to MM h and draw head For left-upper arm need MM lua and so on Rather than recomputing MM lua from scratch or using an inverse matrix, we can use the matrix stack to store M and other matrices as we traverse the tree

26 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Traversal Code figure() { glPushMatrix() torso(); glRotate3f(…); head(); glPopMatrix(); glPushMatrix(); glTranslate3f(…); glRotate3f(…); left_upper_arm(); glPopMatrix(); glPushMatrix(); save present model-view matrix update model-view matrix for head recover original model-view matrix save it again update model-view matrix for left upper arm recover and save original model-view matrix again rest of code

27 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Analysis The code describes a particular tree and a particular traversal strategy ­Can we develop a more general approach? Note that the sample code does not include state changes, such as changes to colors ­May also want to use glPushAttrib and glPopAttrib to protect against unexpected state changes affecting later parts of the code

28 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 General Tree Data Structure Need a data structure to represent tree and an algorithm to traverse the tree We will use a left-child right sibling structure ­Uses linked lists ­Each node in data structure is two pointers ­Left: next node ­Right: linked list of children

29 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Left-Child Right-Sibling Tree

30 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Tree node Structure At each node we need to store ­Pointer to sibling ­Pointer to child ­Pointer to a function that draws the object represented by the node ­Homogeneous coordinate matrix to multiply on the right of the current model-view matrix Represents changes going from parent to node In OpenGL this matrix is a 1D array storing matrix by columns

31 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 C Definition of treenode typedef struct treenode { GLfloat m[16]; void (*f)(); struct treenode *sibling; struct treenode *child; } treenode;

32 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Defining the torso node treenode torso_node, head_node, lua_node, … ; /* use OpenGL functions to form matrix */ glLoadIdentity(); glRotatef(theta[0], 0.0, 1.0, 0.0); /* move model-view matrix to m */ glGetFloatv(GL_MODELVIEW_MATRIX, torso_node.m) torso_node.f = torso; /* torso() draws torso */ Torso_node.sibling = NULL; Torso_node.child = &head_node;

33 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Notes The position of figure is determined by 11 joint angles stored in theta[11] Animate by changing the angles and redisplaying We form the required matrices using glRotate and glTranslate ­More efficient than software ­Because the matrix is formed in model-view matrix, we may want to first push original model-view matrix on matrix stack

34 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Preorder Traversal void traverse(treenode *root) { if(root == NULL) return; glPushMatrix(); glMultMatrix(root->m); root->f(); if(root->child != NULL) traverse(root->child); glPopMatrix(); if(root->sibling != NULL) traverse(root->sibling); }

35 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Notes We must save model-view matrix before multiplying it by node matrix ­Updated matrix applies to children of node but not to siblings which contain their own matrices The traversal program applies to any left- child right-sibling tree ­The particular tree is encoded in the definition of the individual nodes The order of traversal matters because of possible state changes in the functions

36 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Dynamic Trees If we use pointers, the structure can be dynamic typedef treenode *tree_ptr; tree_ptr torso_ptr; torso_ptr = malloc(sizeof(treenode)); Definition of nodes and traversal are essentially the same as before but we can add and delete nodes during execution