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0% found this document useful (0 votes)
29 views19 pages

Graphics

Uploaded by

frzerkebamo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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BONGA

UNIVERSTIY

College Of Engineering and Technology

Department of Computer Science

Computer Graphics

Group Assignment

group-5

1
Chapter TEN
Application Modelling

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Outline

 INTRODUCTION
The Matrix Stacks
Implementing a Scene Hierarchy
OpenGL Display List
 Display Lists and Traversal
how the concept are relaized in specfic system
OpenGL and Java 3D OpenGL

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INTRODUCTION

 Application modelling is a systematic approach to designing and


developing software applications.
 It involves creating a detailed representation of the application's
structure, behavior, and presentation levels to ensure a comprehensive
understanding of the system and facilitate effective communication
among stakeholders

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The Matrix Stacks

 A matrix stack is a data structure that stores matrices in a


Last-In-First-Out (LIFO) order.
 Each matrix represents a transformation, such as translation,
rotation, or scaling.
 The stack allows for the following operations:

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Cont..

 Pushing: Adding a new matrix to the top of the stack.

 Popping: Removing the top matrix from the stack.

 Loading: Setting the current matrix to a specific matrix.

 Multiplying: Multiplying the current matrix by another

matrix.

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Implementing a Scene Hierarchy

 Implementing a scene hierarchy in involves organizing the


elements of a 3D scene into a hierarchical structure, similar
to a tree.
 Implementing a scene hierarchy is a crucial step in computer
graphics, particularly in 3D graphics rendering.

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Implementing a Scene Hierarch

To implement a scene hierarchy:


 Define shapes and groups as derived from a single class, using
inheritance to create different types of shapes and groups.
 Pass a transform down the hierarchy before drawing, concatenating
transformations along the path from the root to the leaf.
 Perform basic scene graph operations such as editing transformations,
getting the transform of an object in world frame, grouping and
ungrouping, and representing nodes

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OpenGL Display List

 Display list is a group of OpenGL commands that have


been stored (compiled) for later execution
Key Features and Advantages
 Efficiency: Display lists are one of the fastest methods to
draw static data because vertex data and OpenGL
commands are cached in the display list memory
 Performance Optimization: By placing matrix transforms,
lighting, and material calculations inside display lists.

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CONT …

Limitations and Disadvantages


 Immutable: Once a display list is compiled, it cannot be modified later
 Data Size Limitations: Display lists have a limited size, which can
lead to memory fragmentation if portions of a modifiable display list
are changed.
 Client State: Any client state-related commands cannot be placed in
display lists

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hey are used to improve performance by reducing the number of OpenGL commands that need to be executed at runtime.
hey are used to improve performance by reducing the number of OpenGL commands that need to be executed at runtime.

Display Lists and Traversal

 display list is a collection of commands that define a graphical output.


 They are used to improve performance by reducing the number of
OpenGL commands that need to be executed at runtime
 traversal refers to the process of visiting and processing each node in a
hierarchical data structure, such as a tree or graph.
 This process is used in various algorithms to perform operations like
rendering, ray tracing, and data mining.

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how the concept are relaized in specfic system

 The concept of realization refers to the process of bringing a design


or plan into existence
 In the context of a specific system, realization can be understood as
the implementation of a system's design, architecture, and
functionality
 This process involves translating the system's requirements and
specifications into a working system that Realization in a Software
System
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OpenGL and Java 3D

OpenGL
 OpenGL is a low-level, cross-platform API (Application Programming
Interface) for rendering 2D and 3D graphics.
 OpenGL is widely used in various fields, including game development,
scientific visualization, and architectural visualization
 It is known for its flexibility and performance, but requires a good
understanding of computer graphics and low-level programming.

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CONT…..

Key Features of OpenGL


 Platform Independence: OpenGL is available on multiple
platforms, including Windows, macOS, and Linux.
 Low-Level API: It provides direct access to graphics hardware,
allowing for fine-grained control over graphics rendering.
 Performance: OpenGL is optimized for performance, making it
suitable for demanding applications like games and simulations

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CONT.....

Java 3D
 Java 3D is a high-level, object-oriented API for creating 3D graphics
applications and applets
. It provides a set of classes and methods that allow developers to
construct an Java 3D
 Java 3D is designed to be easy to use and provides features such as
scene graph management

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CONT….

Key Features of Java 3D


 High-Level API: Java 3D provides a higher-level abstraction than
OpenGL, making it easier to use for developers without extensive
graphics knowledge.
 Object-Oriented: Java 3D is built on object-oriented principles,
allowing for the creation of complex 3D scenes using a hierarchical
structure.

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Comparison of OpenGL and Java 3D

 Level of Abstraction: OpenGL is a low-level API, while Java 3D is a


high-level API.
 Performance: OpenGL is generally faster due to its direct access to
graphics hardware.
 Platform Independence: Both OpenGL and Java 3D are platform-
independent manipulate 3D scenes, including geometric data, attribute
information, and viewing information.

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Conclusion

 Application modeling in computer graphics involves


creating mathematical representations of three-dimensional
objects using specialized software.
 This process is similar to sculpting and can be used to
generate two-dimensional images through rendering or for
computer simulations.

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THANK YOU!!!

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