Assignment: Orthographic Wireframe Elevation Orthographic Wireframe End-Elevation
Assignment: Orthographic Wireframe Elevation Orthographic Wireframe End-Elevation
Assignment
Perspective View
2 of 25
Assignment (cont)
Your application must include the following:
Four different views of a scene:
An orthographic wireframe elevation of the scene which does not change An orthographic wireframe plan of the scene which does not change An orthographic wireframe end-elevation of the scene which does not change A perspective view of the scene in which the user should be able to move the camera
3 of 25
Assignment (cont)
At least one light source At least one bitmap textured surface Controls (using whatever modality you see fit, e.g. keyboard, mouse etc) that allow a user to:
Turn on and off the lights in the scene Navigate around the perspective view of the scene Reset the view of the scene to the initial position
A representation in each of the orthographic views of the camera position used in the 3-D perspective view Correct resizing of the window
4 of 25
Assignment (cont)
JAZZ! A considerable portion of the marks (20%) for this assignment will be awarded for doing something interesting in the application beyond what is given as the minimum requirements. Examples might include:
Using models designed in 3DS max/Milkshape/Maya Adding interesting effects such as particle systems Adding clever use of lighting for example have the light source appear to be the lamp in the scene in figure 1 Add a sky box
5 of 25
Assignment (cont)
Assignment submission deadline: 8th December, 2006 Submission of the assignment will be through WebCT
Any Questions?
6 of 25
CGames
The 9th International Conference on Computer Games: AI, Animation, Mobile, Educational & Serious Games will be held at DIT from the 22nd 24th of November All DIT students are allowed attend all sessions free of charge graphics labs/lectures will be rearranged to accommodate this more to follow For more: www.comp.dit.ie/cgames
8 of 25
Contents
In todays lecture we are going to start to look at how objects are modelled in 3D
Polyhedra Quadric surfaces Sweep representations Constructive solid geometry methods
9 of 25
Polyhedra
Objects are simply a set of surface polygons that enclose an object interior Simplest and fastest way to render objects Often referred to as standard graphics objects In many cases packages allow us to define objects as curved surfaces etc but actually convert these to polygon meshes for display To define polyhedra we simply define the vertices of the polygons required
Images taken from Hearn & Baker, Computer Graphics with OpenGL (2004)
10 of 25
Polyhedra (cont)
11 of 25
Quadric Surfaces
A frequently used class of objects are quadric surfaces These are 3D surfaces described using quadratic equations Quadric surfaces include:
Spheres Ellipsoids Tori Paraboloids Hyperboloids
12 of 25
x y z r
2 2 2
This can also be done in parametric form using latitude and longitude angles
13 of 25
P ( x, y, z ) r
x axis
y axis
14 of 25
Sweep Representations
Sweep representations are useful for constructing 3 dimensional objects that possess translational, rotational or other symmetries Objects are specified as a 2 dimensional shape and a sweep that moves that shape through a region of space
Images taken from Hearn & Baker, Computer Graphics with OpenGL (2004)
15 of 25
16 of 25
Images taken from Hearn & Baker, Computer Graphics with OpenGL (2004)
17 of 25
18 of 25
19 of 25
oper1
obj1
obj2
obj4
oper2
obj2
obj3
20 of 25
21 of 25
Ray-Casting
Ray-casting is typically used to implement CSG operators when objects are described with boundary representations Ray casting is applied by determining the objects that are intersected by a set of parallel lines emanating from the xy plane along the z axis
Images taken from Hearn & Baker, Computer Graphics with OpenGL (2004)
22 of 25
Ray-Casting (cont)
23 of 25
Ray-Casting (cont)
Surface intersections along each ray are calculated and these are sorted according to distance from the firing plane The surface limits for the composite object are then determined by the specified set operation
Images taken from Hearn & Baker, Computer Graphics with OpenGL (2004)
24 of 25
25 of 25
Summary
In todays lecture we began to look at how objects are modelled in 3D Polyhedra are by far the most common modelling technique, but there are many others Often more exotic modelling techniques are used in a modelling phase, but the resultant models are converted to polyhedra before rendering Next time we will look at more modelling techniques