1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Transformations.

Slides:



Advertisements
Similar presentations
Computer Graphics - Transformation -
Advertisements

Figures based on regular polygons (lab3)
Computer Graphics 2D & 3D Transformation.
Math 1Hofstra University – CSC171A1 Modeling Objects by Polygonal Approximations Define volumetric objects in terms of surfaces patches that surround the.
Modeling Objects by Polygonal Approximations
Transformations Objectives Understand how transformations work in 2D and 3D Understand the concept of homogenous coordinate system Understand scene graphs.
OpenGL and Projections
Objectives Learn to build arbitrary transformation matrices from simple transformations Learn to build arbitrary transformation matrices from simple transformations.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 OpenGL Transformations Ed Angel Professor of Computer Science, Electrical and Computer.
Chapter 3: Geometric Objects and Transformations Part 2
2D Transformations. World Coordinates Translate Rotate Scale Viewport Transforms Hierarchical Model Transforms Putting it all together.
Fundamentals of Computer Graphics Part 4
Transformations Dr. Amy Zhang.
OpenGL Matrices and Transformations Angel, Chapter 3 slides from AW, Red Book, etc. CSCI 6360.
TWO DIMENSIONAL GEOMETRIC TRANSFORMATIONS CA 302 Computer Graphics and Visual Programming Aydın Öztürk
Graphics Graphics Korea University kucg.korea.ac.kr Transformations 고려대학교 컴퓨터 그래픽스 연구실.
2D Transformations.
PPT&Programs&Labcourse 1.
Computer Graphics Bing-Yu Chen National Taiwan University.
16/5/ :47 UML Computer Graphics Conceptual Model Application Model Application Program Graphics System Output Devices Input Devices API Function.
Modeling with OpenGL Practice with OpenGL transformations.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Geometric Objects and Transformations
Computer Graphics I, Fall 2010 OpenGL Transformations.
2 COEN Computer Graphics I Evening’s Goals n Discuss viewing and modeling transformations n Describe matrix stacks and their uses n Show basic geometric.
3D Transformations. Translation x’ = x + tx y’ = y + ty z’ = z + tz P = P’ = T = P’ = T. P tx ty tz xyz1xyz1 x’ y’ z’ 1 x y.
Viewing and Transformation. Pixel pipeline Vertex pipeline Course Map Transformation & Lighting Primitive assembly Viewport culling & clipping Texture.
Affine Transformation. Affine Transformations In this lecture, we will continue with the discussion of the remaining affine transformations and composite.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Transformations Angel Angel: Interactive Computer Graphics5E © Addison-Wesley
Introduction to OpenGL & HW1 Announcement 劉軒銘, 網媒所 碩二 ICG 2012 Fall.
University of New Mexico
Chap 3 Viewing and Transformation
Composing Transformations
Learning Objectives Affine transformations Affine transformations Translation Translation Rotation Rotation Scaling Scaling Reflection Reflection Shear.
Comp 175C - Computer Graphics Dan Hebert Computer Graphics Comp 175 Chapter 4 Instructor: Dan Hebert.
C O M P U T E R G R A P H I C S Guoying Zhao 1 / 73 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 73 Computer Graphics Three-Dimensional Graphics II.
1 OpenGL Transformations. 2 Objectives Learn how to carry out transformations in OpenGL ­Rotation ­Translation ­Scaling Introduce OpenGL matrix modes.
CS559: Computer Graphics Lecture 12: OpenGL - Transformation Li Zhang Spring 2008.
Homogeneous Coordinates and Matrix Representations Cartesian coordinate (x, y, z) Homogeneous coordinate (x h, y h, z h, h) Usually h = 1. But there are.
1 Geometric Transformations-II Modelling Transforms By Dr.Ureerat Suksawatchon.
Geometric Transformations. Transformations Linear transformations Rigid transformations Affine transformations Projective transformations T Global reference.
1 Geometric Transformations Modelling Transforms By Dr.Ureerat Suksawatchon.
Geometric Transformations Ceng 477 Introduction to Computer Graphics Computer Engineering METU.
Implement of transformation,projection, viewing Hanyang University Jungsik Park.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
CS380 LAB II OpenGL Donghyuk Kim Reference1. [OpenGL course slides by Rasmus Stenholt] Reference2. [
OpenGL Matrices and Transformations Angel, Chapter 3 slides from AW, Red Book, etc. CSCI 6360/4360.
OpenGL Transformations
OpenGL Transformations
OpenGL Transformations
Computer Graphics OpenGL Transformations
Introduction to Computer Graphics with WebGL
Reference1. [OpenGL course slides by Rasmus Stenholt]
Introduction to Computer Graphics with WebGL
OpenGL Transformations
Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
Unit-5 Geometric Objects and Transformations-II
Geometric Transformations
Lecture 6 and 7 Transformations
Transformations 고려대학교 컴퓨터 그래픽스 연구실 kucg.korea.ac.kr.
The Modelview Matrix Lecture 8 Mon, Sep 10, 2007.
Transformations in OpenGL
Geometric Objects and Transformations (II)
Advanced Graphics Algorithms Ying Zhu Georgia State University
OpenGL Transformations
OpenGL Transformations
Geometry Objects and Transformation
Chapter 4: Geometry.
Geometry Objects and Transformation
Presentation transcript:

1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Transformations

2 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Objectives Learn how to carry out transformations in OpenGL ­Rotation ­Translation ­Scaling Introduce OpenGL matrix modes ­Model-view ­Projection

3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Matrices In OpenGL matrices are part of the state Multiple types ­Model-View ( GL_MODELVIEW ) ­Projection ( GL_PROJECTION ) ­Texture ( GL_TEXTURE ) (ignore for now) ­Color( GL_COLOR ) (ignore for now) Single set of functions for manipulation Select which to manipulated by ­glMatrixMode(GL_MODELVIEW); ­glMatrixMode(GL_PROJECTION);

4 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Current Transformation Matrix (CTM) Conceptually there is a 4 x 4 homogeneous coordinate matrix, the current transformation matrix (CTM) that is part of the state and is applied to all vertices that pass down the pipeline The CTM is defined in the user program and loaded into a transformation unit CTMvertices p p’=Cp C

5 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 CTM operations The CTM can be altered either by loading a new CTM or by postmutiplication Load an identity matrix: C  I Load an arbitrary matrix: C  M Load a translation matrix: C  T Load a rotation matrix: C  R Load a scaling matrix: C  S Postmultiply by an arbitrary matrix: C  CM Postmultiply by a translation matrix: C  CT Postmultiply by a rotation matrix: C  C R Postmultiply by a scaling matrix: C  C S

6 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 CTM in OpenGL OpenGL has a model-view and a projection matrix in the pipeline which are concatenated together to form the CTM Can manipulate each by first setting the correct matrix mode

7 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Rotation, Translation, Scaling glRotatef(theta, vx, vy, vz) glTranslatef(dx, dy, dz) glScalef( sx, sy, sz) glLoadIdentity() Load an identity matrix: Multiply on right: theta in degrees, ( vx, vy, vz ) define axis of rotation Each has a float (f) and double (d) format ( glScaled )

8 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Example Rotation about z axis by 30 degrees with a fixed point of (1.0, 2.0, 3.0) Remember that last matrix specified in the program is the first applied glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(1.0, 2.0, 3.0); glRotatef(30.0, 0.0, 0.0, 1.0); glTranslatef(-1.0, -2.0, -3.0);

9 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Arbitrary Matrices Can load and multiply by matrices defined in the application program The matrix m is a one dimension array of 16 elements which are the components of the desired 4 x 4 matrix stored by columns In glMultMatrixf, m multiplies the existing matrix on the right glLoadMatrixf(m) glMultMatrixf(m)

10 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Matrix Stacks In many situations we want to save transformation matrices for use later ­Traversing hierarchical data structures (Chapter 10) ­Avoiding state changes when executing display lists OpenGL maintains stacks for each type of matrix ­Access present type (as set by glMatrixMode) by glPushMatrix() glPopMatrix()

11 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Reading Back Matrices Can also access matrices (and other parts of the state) by query functions For matrices, we use as glGetIntegerv glGetFloatv glGetBooleanv glGetDoublev glIsEnabled double m[16]; glGetFloatv(GL_MODELVIEW, m);

12 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Using Transformations Example: use idle function to rotate a cube and mouse function to change direction of rotation Start with a program that draws a cube ( colorcube.c ) in a standard way ­Centered at origin ­Sides aligned with axes ­Will discuss modeling in next lecture

13 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 main.c void main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinCube); glutMouseFunc(mouse); glEnable(GL_DEPTH_TEST); glutMainLoop(); }

14 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Idle and Mouse callbacks void spinCube() { theta[axis] += 2.0; if( theta[axis] > ) theta[axis] -= 360.0; glutPostRedisplay(); } void mouse(int btn, int state, int x, int y) { if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0; if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1; if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2; }

15 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Display callback void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glRotatef(theta[0], 1.0, 0.0, 0.0); glRotatef(theta[1], 0.0, 1.0, 0.0); glRotatef(theta[2], 0.0, 0.0, 1.0); colorcube(); glutSwapBuffers(); } Note that because of fixed from of callbacks, variables such as theta and axis must be defined as globals Camera information is in standard reshape callback

16 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Using the Model-view Matrix In OpenGL the model-view matrix is used to ­Position the camera Can be done by rotations and translations but is often easier to use gluLookAt ­Build models of objects The projection matrix is used to define the view volume and to select a camera lens

17 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Quaternions Extension of imaginary numbers from two to three dimensions Requires one real and three imaginary components i, j, k Quaternions can express rotations on sphere smoothly and efficiently. Process: ­Model-view matrix  quaternion ­Carry out operations with quaternions ­Quaternion  Model-view matrix q=q 0 +q 1 i+q 2 j+q 3 k

18 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Interfaces One of the major problems in interactive computer graphics is how to use two- dimensional devices such as a mouse to interface with three dimensional obejcts Example: how to form an instance matrix? Some alternatives ­Virtual trackball ­3D input devices such as the spaceball ­Use areas of the screen Distance from center controls angle, position, scale depending on mouse button depressed