cs452/552; ee465/505 computer graphics · learn the fundamentals of computer graphics algorithms !...

42
CS452/552; EE465/505 Computer Graphics Spring 2015 Prof. Searleman [email protected]

Upload: others

Post on 19-Aug-2020

3 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

CS452/552; EE465/505 Computer Graphics

Spring 2015 Prof. Searleman

[email protected]

Page 2: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

!What is Computer Graphics? !Objectives of this course ! Administrivia ! Introduction to the OpenGL pipeline

CS452/552, EE465/505

Page 3: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

One of the “core” computer science disciplines ! Algorithms and Theory ! Artificial Intelligence !Computer Architecture !Computer Graphics and Visualization !Computer Security !Computer Systems !Databases !Networks ! Programming Languages ! Software Engineering

Computer Graphics

Page 4: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

!Movies !Games !CAD-CAM ! Simulation ! Virtual Reality ! Visualization !Medical Imaging ! other?

Why Computer Graphics?

Page 5: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! Learn the fundamentals of computer graphics algorithms

! Learn to program 3D interactive graphical applications using OpenGL

! Gain an understanding of graphics APIs and the graphics hardware

! Learn advanced features of OpenGL, such as lighting, textures, shading, and so on.

Course Objectives

Page 6: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! Programming skills in C/C++ family of languages

! Basic concepts in linear algebra & matrices ! helps to have basic knowledge of data structures

! javaScript a plus

Prerequisites

Page 7: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! Theory: Computer Graphics disciplines: ✦Modeling: how to represent objects ✦Animation: how to control and represent motion ✦Rendering: how to create images of objects ✦ Image Processing: how to edit images

! Practice: OpenGL/WebGL graphics library

Not in this course: ✦Human-Computer Interaction ✦Graphic Design ✦DirectX API

Course Overview

Page 8: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

Computer Graphics DisciplinesRendering Geometry (Modeling)

Animation Image ProcessingS

ourc

e: J

ense

n

Sou

rce:

Bar

aff a

nd

Witk

in

Sou

rce:

Bot

sch

et. a

l.S

ourc

e: D

uran

d

Page 9: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

!Main Computer Graphics event in the world ! Academia and Industry !www.siggraph.org ! SIGGRAPH 2015 will be held in Los Angeles, August 9-13 (s2015.siggraph.org) ✦SIGGRAPH 2015 Student Volunteer applications are now open

✦ACM Student Research Competition ✦2015 SpaceTime juried International Student Poster Competition (http://www.siggraph.org/discover/news/siggraph-2015-student-poster-contest-announced)

SIGGRAPH

Page 10: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! course webpage: http://www.clarkson.edu/~jets/cs452

! contact info: office: SC375 (or Applied CS labs, SC334-336) phone: 268-2377, email: [email protected]

Administrivia

Page 11: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! Required: Interactive Computer Graphics: A Top-Down Approach with WebGL, 7th Edition, by Angel & Shreiner, Addison-Wesley, 2015,

✦ ISBN-10: 0-13-357484-9 ✦ ISBN-13: 978-0-13-357484-5

Textbook

Page 12: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL, 6th Edition, by Angel & Shreiner, Addison-Wesley, 2012,

✦ ISBN-10: 0-13-254523-3 ✦ ISBN-13: 978-0-13-254523-5

! OpenGL Programming Guide, 8th Edition, the Official Guide to Learning OpenGL, Version 4.3, Addison-Wesley, 2013, ✦ ISBN-10: 0-321-77303-9 ✦ ISBN-13: 978-0-321-77303-6

Other resources

Page 13: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! 25% 1 Midterm Exam (tentatively 3/10) ! 30% Final Exam ! 20% Labs, Homework & Quizzes ! 25% Programming Projects

Grading Policy

Page 14: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

!OpenGL is a computer graphics rendering application programming interface (API) ✦With it, you can create interactive applications that render high-quality color images composed of 2D and 3D geometric objects and images

✦ It forms the basis of many interactive applications that include 3D graphics

✦By using OpenGL, the graphics part of your application can be ✤ operating system independent ✤ window system independent

What is OpenGL?

Page 15: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

!OpenGL ES 2.0 ✦Designed for embedded and hand-held devices such as cell phones

✦Based on OpenGL 3.1 ✦Shader based

OpenGL ES

Page 16: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

!WebGL: JavaScript implementation of OpenGL ES 2.0 ✦ runs in all recent browsers (Chrome, Firefox, IE, Safari)

✤ operating system independent ✤ window system independent

✦application can be located on a remote server ✦ rendering is done within the browser using local hardware

✦uses HTML5 canvas element ✦ integrates with standard web packages and apps

✤ CSS ✤ jQuery

What is WebGL?

Page 17: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

Why WebGL• Runs across multiple devices

including many smart phones • No system dependencies • Uses local resources • Integrates with other web applications

Page 19: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

OpenGL 4.X pipeline

! In modern versions of OpenGL (version 3.1 and up), applications are entirely shader based

Page 20: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! Generally speaking, data flows from your application through the GPU to the framebuffer.

A Simplified Pipeline Model

Page 21: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! Your application will provide vertices, which are collections of data that are composed to form geometric objects.

A Simplified Pipeline Model

Page 22: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! The vertex processing stage uses a vertex shader to process each vertex, doing any computations necessary to determine where in the frame buffer each piece of geometry should go

A Simplified Pipeline Model

Page 23: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! After all the vertices are processed, the rasterizer determines which pixels in the frame buffer are affected by the geometry, and for each pixel, the fragment processing stage uses a fragment shader to determine the final color of the pixel

A Simplified Pipeline Model

Page 24: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! In your OpenGL applications, you’ll usually need to do the following tasks: ✦ specify the vertices for your geometry ✦ load vertex and fragment shaders (and others) ✦ engage the OpenGL pipeline for processing

A Simplified Pipeline Model

Page 25: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! Modern OpenGL programs essentially do the following steps: 1. Load and create OpenGL shader programs from shader

source programs you create 2. Load the data for your objects into OpenGL’s memory.

You do this by creating buffer objects and loading data into them.

3. Continuing, OpenGL needs to be told how to interpret the data in your buffer objects and associate that data with variables that you’ll use in your shaders. We call this shader plumbing.

4. Finally, with your data initialized and shaders set up, you’ll render your objects.

OpenGL Programming in a Nutshell

Page 26: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

!OpenGL applications need a place to render into ✦usually this is an on-screen window

!Need to communicate with the native windowing system – but each windowing system interface is different

!We use GLUT (more specifically, freeglut) ✦simple, open-source library that works everywhere ✦handles all windowing operations ✦http://freeglut.sourceforge.net

Application Framework Requirements

Page 27: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

Evolution of the OpenGL Pipeline

Page 28: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

In the Beginning …

• OpenGL 1.0 was released on July 1st, 1994 • Its pipeline was entirely fixed-function

– the only operations available were fixed by the implementation

• The pipeline evolved – but remained based on fixed-function operation through

OpenGL versions 1.1 through 2.0 (Sept. 2004)

Primitive Setup and

Rasterization

Fragment Coloring and

TexturingBlending

Vertex Data

PixelData

Vertex Transform and Lighting

Texture Store

Page 29: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

Beginnings of The Programmable Pipeline

• OpenGL 2.0 (officially) added programmable shaders – vertex shading augmented the fixed-function transform and

lighting stage – fragment shading augmented the fragment coloring stage

• However, the fixed-function pipeline was still available

Primitive Setup and

Rasterization

Fragment Coloring and

TexturingBlending

Vertex Data

PixelData

Vertex Transform and Lighting

Texture Store

Page 30: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

An Evolutionary Change• OpenGL 3.0 introduced the deprecation model

– the method used to remove features from OpenGL • The pipeline remained the same until OpenGL 3.1

(released March 24th, 2009) • Introduced a change in how OpenGL contexts are

used

Context Type Description

Full Includes all features (including those marked deprecated) available in the current version of OpenGL

Forward Compatible

Includes all non-deprecated features (i.e., creates a context that would be similar to the next version of OpenGL)

Page 31: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

OpenGL ES and WebGL

• OpenGL ES 2.0

– Designed for embedded and hand-held devices such as cell phones – Based on OpenGL 3.1 – Shader based

• WebGL

– JavaScript implementation of ES 2.0 – Runs on most recent browsers

Page 32: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

WebGL Application Development

Page 33: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

Simplified Pipeline Model

Vertex Processing Rasterizer Fragment

Processing

Vertex Shader

Fragment Shader

GPU Data FlowApplication Framebuffer

Vertices Vertices Fragments Pixels

Page 34: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

WebGL Programming in a Nutshell

• All WebGL programs must do the following: – Set up canvas to render onto – Generate data in application – Create shader programs – Create buffer objects and load data into them – “Connect” data locations with shader variables – Render

Page 35: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

Application Framework

• WebGL applications need a place to render into – HTML5 Canvas element

• We can put all code into a single HTML file • We prefer to put setup in an HTML file and

application in a separate JavaScript file – HTML file includes shaders – HTML file reads in utilities and application

Page 36: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

A Really Simple Example

• Generate one red triangle • Has all the elements of a more complex

application • vertex shader • fragment shader • HTML canvas

• www.cs.unm.edu/~angel/WebGL

Page 37: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

triangle.html<!DOCTYPE html> <html> <head> <script id="vertex-shader" type="x-shader/x-vertex"> attribute vec4 vPosition; void main() { gl_Position = vPosition; } </script> <script id="fragment-shader" type="x-shader/x-fragment"> precision mediump float; void main() { gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 ); } </script>

Page 38: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

triangle.html

<script type="text/javascript" src="../Common/webgl-utils.js"></script> <script type="text/javascript" src="../Common/initShaders.js"></script> <script type="text/javascript" src="triangle.js"></script> </head> <body> <canvas id="gl-canvas" width="512" height="512"> Oops ... your browser doesn't support the HTML5 canvas element </canvas> </body> </html>

Page 39: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

triangle.jsvar gl; var points;

window.onload = function init() { var canvas = document.getElementById( "gl-canvas" ); gl = WebGLUtils.setupWebGL( canvas ); if ( !gl ) { alert( "WebGL isn't available" ); }

var vertices = new Float32Array([-1, -1, 0, 1, 1, -1]);

// Configure WebGL

gl.viewport( 0, 0, canvas.width, canvas.height ); gl.clearColor( 1.0, 1.0, 1.0, 1.0 );

Page 40: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

triangle.js // Load shaders and initialize attribute buffers

var program = initShaders( gl, "vertex-shader", "fragment-shader" );

gl.useProgram( program ); // Load the data into the GPU

var bufferId = gl.createBuffer(); gl.bindBuffer( gl.ARRAY_BUFFER, bufferId ); gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );

Page 41: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

triangle.js

// Associate out shader variables with our data buffer

var vPosition = gl.getAttribLocation( program, "vPosition" ); gl.vertexAttribPointer( vPosition, 2, gl.FLOAT, false, 0, 0 ); gl.enableVertexAttribArray( vPosition ); render(); };

function render() { gl.clear( gl.COLOR_BUFFER_BIT ); gl.drawArrays( gl.TRIANGLES, 0, 3 ); }

Page 42: CS452/552; EE465/505 Computer Graphics · Learn the fundamentals of computer graphics algorithms ! Learn to program 3D interactive graphical applications using OpenGL ! Gain an understanding

! Read Chapter 1 of Angel & Shreiner

For next time…