03 Primitive
03 Primitive
03 | Primitive
COMPUTER GRAPHICS AND VISUALIZATION
Agenda
Coordinate System.
Drawing Primitive using Triangles.
Triangulation vs. Tessellation.
Minimum Triangulation.
Vertex Ordering & Culling.
Practice : Creating 3D Object using Primitive.
COMPUTER GRAPHICS AND VISUALIZATION
Objectives
Explain Left-Handed & Right-Handed Coordinate
Systems.
Explain Triangulation & Tessellation Concepts.
Explain Vertex Ordering & Culling Technique.
Creating 3D Objects using Primitive with OpenGL.
COMPUTER GRAPHICS AND VISUALIZATION
Coordinate System.
Architect
COMPUTER GRAPHICS AND VISUALIZATION
COMPUTER GRAPHICS AND VISUALIZATION
3 Basic Primitives
COMPUTER GRAPHICS AND VISUALIZATION
COMPUTER GRAPHICS AND VISUALIZATION
Draw using Triangles.
COMPUTER GRAPHICS AND VISUALIZATION
Triangulation vs. Tessellation.
COMPUTER GRAPHICS AND VISUALIZATION
COMPUTER GRAPHICS AND VISUALIZATION
COMPUTER GRAPHICS AND VISUALIZATION
Vertex Ordering & Culling
COMPUTER GRAPHICS AND VISUALIZATION
How do we determine if a triangle is a front face or a back face?
FRONT BACK
COMPUTER GRAPHICS AND VISUALIZATION
Fix The Vertex Order
Triangle 1 : 0, 1, 2
3 2 Triangle 2 : 2, 0, 3
When backface
culling Enabled,
0 1
Triangle 2 Culled.
COMPUTER GRAPHICS AND VISUALIZATION
Z-Fighting
COMPUTER GRAPHICS AND VISUALIZATION
Practice: Creating 3D Object using Primitive.
3 2
0 1
7 6
4 5
COMPUTER GRAPHICS AND VISUALIZATION
References
Interactive 3D Graphics, Autodesk, Eric Haines.
Beginning OpenGL Game Programming, Course
Technology PTR, Luke Benstead, Dave Astle, Kevin
Hawkins.