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03 Primitive

The document discusses computer graphics and visualization. It covers topics like coordinate systems, drawing primitives using triangles, triangulation vs. tessellation, minimum triangulation, and vertex ordering and culling. The objectives are to explain left-handed and right-handed coordinate systems, triangulation and tessellation concepts, vertex ordering and culling techniques, and creating 3D objects using primitives with OpenGL. It also provides examples of different coordinate systems and the basic 3D primitives.

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Achmad Taufiq
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0% found this document useful (0 votes)
35 views23 pages

03 Primitive

The document discusses computer graphics and visualization. It covers topics like coordinate systems, drawing primitives using triangles, triangulation vs. tessellation, minimum triangulation, and vertex ordering and culling. The objectives are to explain left-handed and right-handed coordinate systems, triangulation and tessellation concepts, vertex ordering and culling techniques, and creating 3D objects using primitives with OpenGL. It also provides examples of different coordinate systems and the basic 3D primitives.

Uploaded by

Achmad Taufiq
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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AND VISUALIZATION

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.

Cartesian Coordinate System Spherical Coordinate System


COMPUTER GRAPHICS AND VISUALIZATION
3D Points and 3D Vectors
COMPUTER GRAPHICS AND VISUALIZATION
Left-Handed or Right-Handed ?
COMPUTER GRAPHICS AND VISUALIZATION
Left-Handed vs. Right-Handed
COMPUTER GRAPHICS AND VISUALIZATION
X
COMPUTER GRAPHICS AND VISUALIZATION
Minecraft
COMPUTER GRAPHICS AND VISUALIZATION
Computer
Which Way is Up?

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.

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