These are not intended to be complete lecture notes. Complicated figures or tables or formulas are included here in case they were not clear or not copied correctly in class. Computer commands, directory names and file names are included. Specific help may be included here yet not presented in class. Source code may be included in line or by a link. Lecture numbers correspond to the syllabus numbering.
The purpose of this course is to provide the student both
knowledge and a basic Graphical User Interface, GUI, program
that the student has written and can be expanded into
various applications the student wants to develop.
Building GUI programs is non-trivial yet rewarding.
The student needs to understand the operating system,
the windowing system and "tool kits."
There are many potential employment opportunities for
graduates with computer graphics skills. The film
industry and advertising industry have many types of
positions available. The gaming industry, with some
firms local to the Baltimore area, have various
positions available. Check out Firaxis, Breakaway,
Day 1 Studios, Big Huge Games and others.
Course motto: If it works, use it.
If not, find another way.
You will be dealing with windowing systems and graphical
libraries that are much larger and more complex than
operating systems. I guarantee they will have bugs.
Your grade depends of finding a way around any bugs.
Your program must work in spite of system/library bugs.
The basic prerequisite for this course is to be able to
write working code in some reasonable programming language.
You will probably be writing 1,000 to 10,000 lines of code
in this course. Do not panic. A lot of code is repetitive.
You are expected to know the software development cycle:
Edit <-----------+
Compile |
Run |
Curse ---+
As an acknowledged expert, Edsger Dijkstra, has stated:
"Top down design and programming is right every time
except the first time." For your rapid learning you
do not want to use the "waterfall model" or even
Barry Boehms "spiral model", but rather use
"rapid prototyping".
Do not worry about the details, for a while, yet look over
the organization and structure of the same GUI application
written for X Windows Motif, OpenGL and Java.
You will need to make a choice of "platform" for doing
the programming for this course. My lectures will cover:
Microsoft Windows - OpenGL in C, C++ (same code for Linux and Mac OSX)
- Java (same code every where)
- Python or other (probably same code every where)
Linux, Unix - OpenGL in C, C++ (same code MS Windows and Mac OSX)
- Java (same code every where)
- Python or other (probably same code every where)
- X Windows Motif (same code for Mac OSX)
Mac OSX - OpenGL in C, C++ (same code for MS Windows and Linux)
- Java (same code every where)
- Python or other (probably same code every where)
- X Windows Motif (same code for Linux, Unix)
- xcode, cocoa (Mac specific)
Other - The adventurous student may use raw wx or Qt or Tk,
PyQt, or other language and graphics tool kit.
Microsoft's C# and game software may be used.
On Microsoft Windows you need Windows XP or Vista and
Microsoft Visual Studio installed in order to use OpenGL.
(In past, buy from UMBC bookstore at very low price.
now may be download free or see instructor.))
You will need OpenGL Utility Toolkit, GLUT, also.
On Microsoft Windows you need Java 1.6 or later installed
(Download from internet.)
On Linux, Unix gnu compilers should be available. Install
OpenGL (called Mesa) if not already available.
You will need OpenGL Utility Toolkit, GLUT, freeGlut, also.
On Linux, Unix you need Java 1.6 or later installed.
On Linux, Unix you need Motif (called Lesstif or OpenMotif) installed.
(UMBC linux.gl.umbc.edu has all software installed with the
possible exception of GLUT. For your computer - download from
the internet.)
On Mac the underlying operating system is Unix. Thus you can
download X windows, OpenGL, GLUT, Motif and other software if
it is not already installed. You may also use the Mac IDE.
Java has two execution models. "Frame" makes standard applications
that run in a standard window on all platforms. "App" or applet is
much more restrictive and must run in a WEB browser or appletviewer.
Then you have a choice of using just AWT or additionally Swing
or Swing2 and optionally Java3D. Explore "java.sun.com".
"Other" becomes the students responsibility to set up the
environment and do the homework and project. Just running a
demo project is not acceptable. You must make significant
additions and changes.
GUI Human factors: Make sure it is obvious to the user of your
application how to quit, exit, kill or stop.
Just a quick look at some sample code.
See which will run on your development system
w1.c basic X windows
w1.jpg - screen
w1gl.c - w1.c in OpenGL
w1gl.jpg - screen
W1frame.java - w1.c in Java
W1frame.jpg - screen
W1app.java - W1frame as an applet
hw1s.py - contributed Python wx
app1qt4.py - contributed Python Qt
w1tk.py - simple Python tk
w1qt.py - simple Python qt
w1wx.py - simple Python wx TBD
Note that:
w1.c, the basic X Windows GUI application can be compiled
and executed on all Unix based operating systems,
including MacOS X
w1gl.c, the OpenGL GUI application can be compiled
and executed on almost all operating systems
that provide windowing (All forms of Unix,
MacOS and Microsoft Windows, etc.)
W1frame.java, the Java GUI application can be compiled
and run on any system that has Java
J2SE 1.6, JDK 6 or later available.
W1app.java, the Java GUI application can be compiled
on any system that has Java J2SE 1.6 or
later available. Then run in almost any
WEB browser. But, the user may not have
Java applets enabled. There are also some
severe restrictions on applets.
Other demonstrations of sample applications may include:
split_cube - visualization, color, movement, inside
f to slow, O to close, c no color, C color helps visualize, R/L click
teapots - lighting, move light with arrow keys
planets - lighting and glowing 1
sky_fly - terrain
pilot - do your own flight simulator
springgl - education
spring2gl - build on previous applications
alpha_fade - scene transitions using fading
earth - texture map pictures onto objects
gears4 - modeling
tenseg2gl - modeling user controls viewing
light_dat - skull.dat , more modeling
draw - default object oriented graphics (digital logic and circuit symbols added)
pairs2 - card game
hull_draw - modeling boat hull
mover - independent window control
fractal.c - create scenes (art vs composition)
fractalgl.c - create scenes (art vs composition)
Fractal.java - create scenes (art vs composition)
Now, you need to set up your system for GUI programming.
linux.gl.umbc.edu has everything for Linux X Windows,
OpenGL and java. You may have to download software or
set up links or change directory names on your Linux
or Unix system.
Microsoft Windows needs to have Microsoft Visual Studio to
be able to compile programs for OpenGL. There are many
versions of Microsoft Visual Studio and thus they are
not covered in this course. The essential component is
"cl.exe" the C and C++ compiler that can be used from
a standard command prompt. If you use Visual Studio
be sure you turn off preference "precompiled header files".
Mac OSX, use either the Mac IDE or download the X environment.
More information is in getting started
That said, here are the Linux/Unix/Mac "Makefile" and the
Microsoft Windows "make.bat" files that compile and execute
the source code shown above.
Makefile1.linux
Makefile_mac_w1
make1.bat make1.bat.txt
In my personal directory, I have some Makefiles and
some make.bat files that includes all commands to make
most programs in that directory.
A start of my Makefile and make.bat is shown above.
An option to make.bat is to use nmake on Microsoft Windows.
(This is an optional exercise for the student.)
Or, use an IDE such as Visual Studio, Eclipse, etc. etc.
Now, a quick look forward to your project.
Start trying various OS, languages, and toolkits.
Do homework 1
Each student needs to choose an operating
system to which they have access.
UMBC makes available computers running Microsoft Windows XP,
Linux, Solaris, MacOS and several others.
Students may configure and use their personal computers.
UMBC offers economical software through my.umbc.edu "business".
The "windowing" system is chosen by default from the operating
system choice. MS Windows, X windows or Macintosh.
In Unix/Linux operating systems the user has a choice of window
manager and possibly a choice of desktop. There may be a graphical
software development environment available. Students may use any
tools they have learned and like. This course can not hope to
cover all possible development environments. Thus, tested command
line instructions are provided that will work for this course.
Do not expect help from the instructor on other development
environments, they generally have a long learning curve and are
found to be marginally more productive that command line development.
In the chosen operating system, the student
should choose a programming language, "C", C++,
Java, or other that has available interface to OpenGL.
You may start by using a UMBC machine and getting sample files
From any computer on the Internet that has "ssh" available
ssh -X linux.gl.umbc.edu (older systems)
ssh -Y linux.gl.umbc.edu (up to date systems)
(then enter your UMBC username and password)
Starter files may be copied to your subdirectory on
GL using commands such as (be sure to type the last space-dot):
cp /afs/umbc.edu/users/s/q/squire/pub/download/w1.c .
cp /afs/umbc.edu/users/s/q/squire/pub/download/w1gl.c .
cp /afs/umbc.edu/users/s/q/squire/pub/download/W1frame.java .
cp /afs/umbc.edu/users/s/q/squire/pub/download/W1app.java .
cp /afs/umbc.edu/users/s/q/squire/pub/download/W1app.html .
cp /afs/umbc.edu/users/s/q/squire/pub/download/Makefile1.linux .
*** currently on linux.gl.umbc.edu most students also need:
cp /afs/umbc.edu/users/s/q/squire/pub/download/libglut.so.3.7 .
cp /afs/umbc.edu/users/s/q/squire/pub/download/libXm.so.1 .
ln -s libglut.so.3.7 libglut.so.3
ln -s libglut.so.3.7 libglut.so
mkdir GL
cp /afs/umbc.edu/users/s/q/squire/pub/download/glut.h GL
setenv LD_LIBRARY_PATH .
*** the above is needed when GLUT and Motif are not installed
type make -f Makefile1.linux
make -f Makefile1.linux java
The java program runs upon typing the second command.
Type w1 to run the basic X Windows program.
Type w1gl to run the OpenGL program.
If you get a message about a missing .so file, you also need
setenv LD_LIBRARY_PATH .
in order for the ".so" shared object files to be found.
On the old UMBC lab machine running MS Windows 2000, there was a lot more
setup required. Here are the steps I needed to be able to use OpenGL
with Glut. (do NOT type the (stuff) ) (J: may be S:)
((Or you may use WinSCP, it works great for me.))
log on (I was in J:\umbc.edu\users\s\q\squire\home,
you will be in your /afs directory)
md cs437 (a special directory for this course)
cd cs437 (be there)
md GL (needed for GLUT)
cd GL (be there)
copy J:\umbc.edu\users\s\q\squire\pub\download\glut.h
cd .. (you are back in cs437)
copy J:\umbc.edu\users\s\q\squire\pub\download\glut32.lib
copy J:\umbc.edu\users\s\q\squire\pub\download\glut32.dll
copy J:\umbc.edu\users\s\q\squire\pub\download\w1gl.c
copy J:\umbc.edu\users\s\q\squire\pub\download\cl_setup.bat
cl_setup (you are running the .bat file)
cl /GX /ML /I. w1gl.c
w1gl
On Mac OSX you can use Cocoa, the native Mac graphics,
or use "fink" to download X Windows, Motif, possibly OpenGL
if not installed.
Cocoa will look like
#import
#import "your_stuff.h"
int main(int argc, char *argv[])
{
return NSAapplicationMain(argc,(const char *)argv);
}
or use the same command line commands as Linux, SunOS, or
any version of Unix.
X11 that is X windows (Different from native Mac OSX windows) can be
run on any Mac OSX computer. Here is the Makefile I have used for w1, etc
# Makefile_mac_w1 for CS437
# after you have installed X windows, X11
# e.g. using /sw/bin/fink install
# compile anywhere, execute in an X11, xterm
CC=gcc
CFLAGS= -I/sw/include -I/usr/X11R6/include
LIBX= -L/usr/X11R6/lib -L/sw/lib -lXext -lXm -lXt -lXi -lX11 -lm
LIBGL= -L/usr/X11R6/lib -L/sw/lib -lGLw -lGL -lGLU -lglut
LIBS=$(LIBGL) $(LIBX)
all: w1 w2 w1gl w2gl
w1: w1.c
$(CC) $(CFLAGS) -o w1 w1.c $(LIBS)
w2: w2.c
$(CC) $(CFLAGS) -o w2 w2.c $(LIBS)
w1gl: w1gl.c
$(CC) $(CFLAGS) -o w1gl w1gl.c $(LIBS)
w2gl: w2gl.c
$(CC) $(CFLAGS) -o w2gl w2gl.c $(LIBS)
Follow this link to Solve Setup Problems, Unix-Linux
Follow this link to Solve Setup Problems, Microsoft
Do not expect you system to be set up for GUI programming.
You are now into the expert programmer realm.
You must be able to find out how your specific computer is configured.
Use the command printenv | more to see your environment.
Specifically look at some environment variables:
echo $PATH # direct access to executable programs
echo $INCLUDE # direct access to include files
echo $LIB # direct access to linking libraries
You can modify environment variables for your use using:
set LIB=$LIB;/your-directory-path
export LIB
On some systems, X Windows and Motif may not be installed in default
directories. For these, use find /usr -name Xm.h -print
to get the include directory, CFLAGS= -I<path to directory>
CFLAGS= -I/usr/X11R6/include
Use find /usr -name libXm\* -print
to get the link directory, LIBX= -L<path to directory>
LIBX= -L/usr/X11R6/lib -lXm -lXt -lXi -lX11 -lm
Then use expanded compile and link command in the Makefile
tab gcc -o w1 $(CFLAGS) w1.c $(LIBS)
To get X windows manual pages, you may need, in your .bashrc file
set MANPATH=/usr/local/man:/usr/X11R6/man
export MANPATH
or in your .cshrc file
setenv MANPATH /usr/local/man:/usr/X11R6/man
OpenGL use requires access to the file GL/gl.h
and libgl.so or libgl.a
For gl.h, use find /usr -name gl.h -print
to get the include directory, CFLAGS= -I<path to directory>
(do not keep the trailing "/GL" in the "path to directory")
CFLAGS= -I/web/www/help/C++/opengl/glut-3.7/include
For libgl, use find /usr -name libgl\* -print
to get the link directory, LIBGL= -L<path to directory>
LIBGL= -L/usr/lib -lGLw -lGL
glut use requires access to the file GL/glut.h
and libglut.so or libglut.a
For glut.h, use find /usr -name glut.h -print
to get the include directory, CFLAGS= -I<path to directory>
(do not keep the trailing "/GL" in the "path to directory")
For libglut, use find /usr -name libglut\* -print
to get the link directory, LIBGL= -L<path to directory>
LIBGL= -L/usr/lib -lGLw -lGL -lGLU
There may be systems where links may be missing in /usr/lib
On one system, it was necessary, to specifically include the
".so" file
LIBGL= /usr/lib/libglut.so.3 -lGLw -lGL -lGLU
Combine library information using:
LIBS=$(LIBGL) $(LIBX)
Then compile using:
gcc -o w1 $(CFLAGS) w1.c $(LIBS)
You may want to use the Perl Script below to set up a UMBC lab
computer running Linux to have a friendly environment:
Be in a UMBC computer lab, booted up in Linux. Be in your cs437 directory.
ssh linux.gl.umbc.edu # log in, cd to your cs437 directory
do above to get w1.c, w2gl.c, Makefile1
cp /afs/umbc.edu/users/s/q/squire/pub/download/oglsetup.pl.txt .
mv oglsetup.pl.txt oglsetup.pl
./oglsetup.pl
1
this should set up a directory and links, if successful:
./oglsetup.pl
2
Makefile1
this augments Makefile1
^D log off linux.gl.umbc.edu back to lab machine
make
This should compile, without error, w1.c and w1gl.c
w1 # run w1
w1gl # run w1gl if it does not work, read the Pearl script
Do not expect you system to be set up for GUI programming.
You are now into the expert programmer realm.
Use the command set | more to see your environment.
Specifically look at some environment variables:
echo %PATH% # direct access to executable programs
echo %INCLUDE% # direct access to include files
echo %LIB% # direct access to linking libraries
You can modify environment variables for your use using:
set LIB=%LIB%;S:\your-directory-path
On some systems, OpenGL and glut may not be installed in default
directories. If not, just copy the needed files to the required
directories. The assumption is that Microsoft Visual Studio is
installed. This is not free software and must be purchased in
order to have a C and C++ compiler and associated libraries.
The following shows the directories and the necessary files:
(uppercase is the same as lowercase on Microsoft)
(replace Microsoft Visual Studio\VC98 with
Microsoft Visual Studio .NET 2003\VC7\PlatformSDK
Microsoft Visual Studio .NET\VC7\PlatformSDK
Microsoft Visual Studio 9.0\VC
for various versions)
C:\Program Files\Microsoft Visual Studio\VC98\include\GL\gl.h
C:\Program Files\Microsoft Visual Studio\VC98\include\GL\glaux.h
C:\Program Files\Microsoft Visual Studio\VC98\include\GL\glu.h
C:\Program Files\Microsoft Visual Studio\VC98\include\GL\glut.h
C:\Program Files\Microsoft Visual Studio\VC98\lib\opengl32.lib
C:\Program Files\Microsoft Visual Studio\VC98\lib\glu32.lib
C:\Program Files\Microsoft Visual Studio\VC98\lib\glaux.lib
C:\Program Files\Microsoft Visual Studio\VC98\lib\glut32.lib
C:\Windows\System32\opengl32.dll
C:\Windows\System32\glu32.dll
C:\Windows\System32\glut32.dll
You can get these files, if not on your system, from
/afs/umbc.edu/users/s/q/squire/pub/download
basically 7 files glut32 and opengl32 for .lib and .dll
and gl.h glut.h glu.h
If you are not set up for Command Prompt "C" programming, you need
to set up Environment Variables
Mouse your way to Control Panel on your computer
System
Advanced
Environment Variables
You have a choice of "user variables " just for current user
or "system variables" apply to all users
Check or add for appropriate version:
lib ;C:\Program Files\Microsoft Visual Studio\VC98\lib
lib ;C:\Program Files\Microsoft Visual Studio .NET 2003\VC7
\platformSDK\lib
lib ;C:\Program Files\Microsoft Visual Studio 9.0\VC\lib
include ;C:\Program Files\Microsoft Visual Studio\VC98\include
include ;C:\Program Files\Microsoft Visual Studio .NET 2003\VC7
\platformSDK\include
include ;C:\Program Files\Microsoft Visual Studio 9.0\VC\include
path ;C:\Program Files\Microsoft Visual Studio\VC98\bin
path ;C:\Program Files\Microsoft Visual Studio\VC7\bin
path ;C:\Program Files\Microsoft Visual Studio 9.0\VC\bin
(Concatenate, separating them by a semicolon, ;)
To set your environment variable on GL for a UMBC lab machine:
Right click on "my computer" click on properties,
advanced,
environment variables.
Note: There may be a \Microsoft Visual Studio .net\ (no 2003 )
To find missing or misplaced .dll files
cd \
dir /s mspdb71.dll (this is an example, probably not found)
dir /s mspdb80.dll (for visual studio 9.0)
Then copy the misplaced .dll to \windows\system32
(it is safe to add .dll files to \windows\system32 but suggest not overwrite)
Now use a Command Prompt window to compile
cl /GX /ML w1gl.c
Then execute the program
w1gl
You may use "nmake" on Microsoft, similar but not quite the same
as "make" or "gmake" on Unix-Linux
Note: When in command prompt window, the two commands:
cd \
dir /s opengl32.lib
will tell you if you have OpenGL and where the "lib" is
dir /s cl.exe will tell you the "path" to the compiler
dir /s gl.h will tell you where its "include" directory is.
You will probably have to add glut.h in directory with gl.h
You will probably have to add glut32.lib in directory with opengl32.lib
You will probably have to add glut32.dll in \windows\system32
or in working directory
Setup is a one time effort per machine per operating system.
Windows XP commands are command.help
Microsoft C and C++ compiler options are cl.help
Remember: Microsoft came after Unix and copied much.
Unix command line works in Microsoft command window
prog < data redirection of file 'data' to stdin
prog > reslt redirection of stdout to file 'reslt'
prog | more pipe output through 'more' same as Unix
prog -help often both /option and -option are allowed
"root" and directories are forward slash on Unix
"root" and directories are backward slash on Microsoft
some tools accept both " / " and " \ " on Microsoft, WWW, FTP, etc.
Microsoft 'nmake' much line Unix 'make' or 'gmake'
"C", "C++", Java, etc languages same on both.
Microsoft is case insensitive file system, thus
use all lower case in programs for compatibility.
e.g. #include <stdio.h> /* include path */
#include "your.h" /* local directory */
fopen("my_file.stuff", "r");
Both take long file names. No more 8.3 restriction.
Both allow spaces but save the headache, use underscore, _.
Both use environment variables and substitution in scripts.
Know and use tools to help yourself be efficient.
You many wish to keep old versions of programs (renamed or in separate
directories) and use "diff" on Unix, "fc" on MS Windows to find
the DIFFerences using a File Compare tool.
An extension of the very basic w1.c is to use the mouse to select points, then connect the points with lines. You may download these programs, changing "1" to "2" in the 'cp' commands in lecture 1. cp /afs/umbc.edu/users/s/q/squire/pub/download/w2.c cp /afs/umbc.edu/users/s/q/squire/pub/download/w2gl.c cp /afs/umbc.edu/users/s/q/squire/pub/download/W2frame.java cp /afs/umbc.edu/users/s/q/squire/pub/download/w2tk.py cp /afs/umbc.edu/users/s/q/squire/pub/download/wxmouse.py Modify the Makefile1.linux by copying the groups of lines and also changing "1" to "2" in the copied lines. After running the programs, look through the source code to see how the mouse is handled (in a number of places!). 3D select will be covered in Lecture 11. w2.c connect points X windows w2gl.c - w2.c in OpenGL W2frame.java - w2.c in Java W2app.java - W2frame as an applet w2tk.py python - w2.c in Python Tk test_mouse.py python Tk basic mouse wxmouse.py python wx basic mouse
One common GUI for the user to place objects at a position with a user chosen size is to draw a "rubber band" rectangle. This GUI feature uses "mouse motion" and typically has the user first select the object to be placed, then press and hold left mouse button down. The start coordinate is recorded on the button down, the rectangle is displayed stippled (dashed) while the user moves the mouse, then the end coordinate is recorded on the button up. Most systems provide a three button mouse with the buttons labeled left, middle and right or 1, 2 and 3. Any of the buttons may be used for any action, yet users expect the left button to be used for the most common actions. First the code is shown for just showing the rubber band rectangle. rubber.c Xlib code rubbergl.c GL code Rubber.java Java code Next the code is augmented to draw rectangles and do selections. Now the code leaves a red rectangle when the mouse button comes up. Note: "select" is also available. With multiple rectangles on the scene, left click in one rectangle, then another. Note that the selected "object" is changed to green color. rubber1.c Motif code rubber1gl.c GL code Rubber1.java Java code An option is to have a grid and snap to grid. The grid is always on in this example, yet should be under menu control (grid spacing, snap, hide, etc. as shown in "draw" demo.) I consider a grid essential on a mouse input GUI. rubber2.c Motif code rubber2gl.c GL code Rubber2.java Java code
Visual Effects, visual understanding
The program split_cube.c shows a solid cube that is made up of five (5) tetrahedrons. This would be hard to visualize without some considerations: 1) In order to see how the cube is constructed, an offset is provided. ("O" for larger offset, "o" for smaller offset, down to zero) Note: at very small or zero offset, it is hard to understand how the cube is built. 2) In order to see how the cube is constructed, the viewer may change the axis of rotation (from the present orientation). (Mouse press left, mouse press right, switches axis of rotation. If there is a middle mouse button, that also switches the axis of rotation.) Note: In this example, almost every axis of rotation provides a lot of information. 3) In order to see how the cube is constructed, the color of adjacent faces are made unequal. This is accomplished by slightly changing the color of the vertices of the triangles that make up the faces of the tetrahedrons. ("C" for larger contrast, "c" for smaller contrast, down to zero) Note: at very small or zero color contrast, it is hard to understand the shape of the rotating objects. 4) In order to see how the cube is constructed, the speed of rotation must be reasonable for the viewer. A static image does not convey all the information about how the cube is constructed. ("F" for faster rotation, "f" for slower, down to zero) Note: at very small or zero rotation, it is hard to understand the shape of the rotating objects. 5) In order to see how the cube is constructed, a wireframe can be displayed for the viewer. The wireframe shows edges of polyhedrons. It this case, the five tetrahedrons, each with unique color edges. ("W" for wireframe, "w" for solid) Note: That the edges merge and only one color is displayed with the offset goes to zero. Experiment with rotations (speed and direction), color shade, offsets, and wireframe vs solid. Consider what information your viewers need from your application. Provide the appropriate user interface. Then try split_cube6.c run from the command line with split_cube6 -x Unrecognizable, thus slow it down with f's. Change rotation with mouse and open it up with uppercase O's. Deepen colors with uppercase C. Two dimensional static pictures do not have the visualization capability of user movable and colorable objects. A classic demonstration, that measures frames per second, is gears.c Compile and run this demonstration. Note use of either letter keys 'x' 'y' 'z' or arrow keys.
Human Factors considerations
These are very loose time estimates and there is significant variation from person to person, yet the concepts are worth covering. Human beings are very slow compared to computers in many situations. But, human beings get very impatient if the computer does not respond in a timely manner. What is timely? A person sees an event and must take action. Here is the approximate time line: 1/10 second to "see" or recognize the event. 1/10 second to make a decision to take action 1/10 second to physically move a finger (e.g. press a key) Thus, the fastest a person can respond to a "message" on a computer screen is three tenths of a second. A person presses a key and expects a response from the computer. The person needs at least 1/10 second to "see" that there is a response. Another 1/10 second to "understand" the response. There seems to be some dead time between the key press and expecting to "see" the response. Experiments have been conducted and found, on average, that a computer response within one-half second did not slow down most users. A few users could tell the difference between two tenths of a second response and three tenths of a second response. On a modern computer with multiple pipelines and a 3GHz clock, about one billion instructions can be executed in one tenth of a second. There is a tradeoff that the GUI programmer has to make. For rapid response activities, low quality images may be needed and may be acceptable. For activities where the user is creating, more quality may be needed and slower response may be acceptable. For example, OpenGL lines are limited to square ends while basic X Windows and Microsoft Windows allow options for round ends and lengthen by one-half line width in order to provide a smooth sequence of connected lines. Consider a fast typist. Assume a person who can type 50 words per minute. The definition of a word is five characters and a space. Thus, 300 key presses per minute or 5 key presses per second. But, that only allows two 1/10 second time periods per character. Thus, the typist is multiplexing, reading ahead, selecting keys, and pressing keys overlapped in time. Color is in the category of "in the eyes of the beholder". There is a good reason why American traffic lights have red on top, yellow in middle and green on bottom as a standard. There are many forms of "color blind" and thus the standard position with each color emitting light is the "event" that a driver senses. For GUI programming, file menu on the left and help menu on the right is a defacto standard for the same reason. Users are more efficient, and happy, when they spend less time hunting for what they need. Common color issues are red appearing as grey, green and blue indistinguishable, etc. The GUI programmer can avoid these concerns by using intensity to create contrast. Rerun split_cube using "c" held down, then "C" held down, repeat, to see the visual effect. User interface speed comparing MAC OSX and Windows XP was measured and reported in UIF_Report.pdf The term "User Interface Friction" means friction that slows down the user. This varies with user capability. I call it fluff vs. function.Let the user know what will happen
Give the user feedback
On line are many helpful hints on user interface design. I like JJ Garrett's wisdom as given in his nine pillars of successful web teams: It is competent people in each of these nine areas that are more important than rolls, job descriptions, tools or process. Then, in his elements of user experience where he asks: "What do you expect to happen if you click there." "Think visually." Does the user get positive feedback to know the expected action happened? Consider a person setting a new alarm clock for the first time. Is it really set? Might I miss my important meeting tomorrow morning?
With pigment paint, the "primary colors" are red, blue and yellow. With electronic displays the "primary colors" are red, green and blue. The program Jcolor.java uses the built in names for colors and lists the numeric values that correspond to the red, green and blue color components. The output of Jcolor.java is:Notice that each color has a group of three numbers that represent the amount of red, green and blue, hereafter referred to as RGB. RGB = 0,0,0 is black, no color. RGB = 255, 255, 255 is white, all color. RGB = 255,0,0 is red. RGB = 0,255,0 is green. RGB = 0,0,255 is blue. A more complicated Java program consists of three files that need to be compiled, gives the user "sliders" to choose a color. The Red, Green and Blue components can be selected independently. MyColorChooser.java DrawPanel.java PaletteFrame.java an optional Java applet is: PaletteApp.java PaletteApp.html A sample of PaletteFrame output is:
In programming there is usually an alternative floating point RGB with the color components in the range 0.0 to 1.0 equivalent to 0 to 255. A fourth component "Alpha", A, opacity can be present making the RGBA of a pixel.
A sample of X Windows coding of a colorwheel is colorw.c uses calculated values for colors. The output is
A sample of OpenGL coding of a colorwheel is colorw_gl.c uses calculated values for colors. The output is
X Windows defines names for many more color names than Java, these are available in rgb.txt Colors are used in combination with lighting to fool the eye into seeing various textures. teapots.c renders the Utah Teapot with various colors and surfaces to provide the image. 10 values are used for each surface: Ambient RGB, Diffuse RGB, Specular RBG and shine. See numeric values below renderTrapot.
There are many formats for graphics files. Two of the most common used on the WWW are .gif and .jpg, Gif and Jpeg image files. Most graphics formats can be converted to most other graphics formats. A common program used for modifying images and changing formats is Paint Shop Pro. A free version of this program may be downloaded form the WWW for MS Windows. A similar program for Linux is Gimp which comes with many Linux distributions and may also be freely downloaded. Images may be scanned, captured from the WWW and created using a graphics editor. In order to use graphics in your application program, you need to be able to read the specific file format. Two demonstration programs alpha_fade.c and alpha_fade2.c are provided with respective files gifread.c and jpegread.c These demonstration programs read four .gif or .jpg files and also demonstrate the use of "Alpha" to fade from one image to the next. An example deck of cards as .gif files with an OpenGL display program is in the directory download/cards_gif The program card_gl.c that uses gif.h and gifread.c displays and shuffles the deck to display card_gl.jpg An example deck of cards as .xbm files with an OpenGL display program is in the directory download/cards_xbm The program cards_gl.c that uses xbmread.c displays and shuffles the deck to display cards_gl.jpg An example Java program to display .gif .jpg and .png files is ImageDisplay.java Many other graphics formats can be read. Some have code available on the WWW but some you may have to write your own code to read the format. The basic structure of graphic image files is a header with information about the image such as height and width in pixels. Then there is generally a Color Table, often coded as "ct". The basic idea is to have a set of colors, a set of RGB's, stored in a table and then use one unsigned byte for each pixel. The value in the unsigned byte is an index into the Color Table. The terminology is that a color table with RGB components of eight bits has 24 bits for each color or 2^24, over 16 million, possible colors. The Color Table may have a maximum of 256 entries, called the pallet, for this particular image. An unsigned byte can index from 0 to 255 thus selecting one of the 256 colors in the pallet for each pixel. Some graphics image formats allow compression such that the original image is not exactly reproduced yet can look acceptable. This saves on disk space and computer input/output time yet uses more CPU time. But, in your application program, each pixel is usually stored as a 32 bit word, RGBA. Note that OpenGL texture mapping files are stored just as they would appear in RAM in your application. X Windows bitmap files, d13.xbm , are actually "C" header files d13.xbm as text with the bits encoded as hexadecimal. The .xbm files can be read at execution time or included with "#include". For use in OpenGL use xbmread.c as tested in xbm_to_gl.c Each pixel in the .xbm file is on or off. The user specifies the foreground and background color. Just basic colors are not enough to get good looking graphics. Shading across each, usually small, polygon provides the finishing touch. The subject of "lighting" will be covered in a future lecture. Gouraud shading interpolates the colors at the vertices across the polygon. Phong specular shading interpolates the normal vector at the vertices across the polygon. More will be discussed on lighting in a later lecture. If you have a color image and need to get a gray scale image, the standard conversion is to make each RGB color have the value 0.299 * R + 0.587 * G + 0.114 * B Remember 1.0 is white and 0.0 is black. When R equals G equals B then you have a shade of gray. The "visible" spectrum, that which can be seen by average people, is roughly given by wavelength in nm = nanometer or 10^(-9) meter. Violet 390-455nm Blue 455-492nm Green 492-577nm Yellow 577-597nm Orange 597-622nm Red 622-770nm 100nm wavelength = about 1,500,000 GHz frequency 1000nm wavelength = about 150,000 GHz frequency The RGB color space is called an "additive color space." The CMYK, Cyan, Magenta, Yellow, black, color space is used for printing and is called a "subtractive color space." An approximate conversion, because every ink is unique, is C1 = 1.0-R M1 = 1.0-G y1 = 1.0-B K = min(C1, M1, Y1); C = C1-K M = M1-K Y = Y1-K TV uses an YIQ, luminance, inphase, quadrature, color space. The matrix conversion is |Y| |0.299 0.587 0.114| |R| |I| = |0.596 -0.275 -0.321| * |G| |Q| |0.212 -0.528 0.311| |B| Notice that Y, luminance, is the gray scale formula, for black and white TV. The IQ provide the color for color TV. The CMYK and YIQ are smaller color spaces than RGB, some RGB combinations are not representable. Action and music enhance interest For adding sound into your project, search Google. A sample for java is ClipPlayer.java and driver program ClipPlayerTest.java . Record your own sound clips with a microphone and possibly free download software.
Motion can be useful and impressive.
If your program must do a lot of computation for each movement,
you will need to "double buffer". With double buffering your
program is building the next screen in RAM while the previous
screen is seen by the user. Then the buffers are swapped and the
user sees the new screen and your program builds the next
screen in the other RAM buffer.
Examples to be demonstrated:
2D
single_double.c - buffers in OpenGL (motion)
(also multiple windows)
You may see redraw if not double buffered.
3D
split_cube.c - speed control (motion)
split_cube6.c - speed control (motion)
robot2.c - connected limbs movement (manual motion, mouse vs key)
robot3.c - connected limbs movement (data driven motion)
robot3 robot3.dat
pilot.c - game, exercise (motion)
planets.c - education, more on lighting later (motion)
SphereMotion.java - moving 3D lights (motion)
trackball.c - user control of view
skyfly - game, training, demo (motion)
draw3D1.java - evolving 3D data entry (multiple windows)
threads, manual menu
draw3D2.java - evolving
solid and wireframe, flipping, read/write
draw3D3.java - evolving
test.draw3d test data
RunThread.java Four windows, possible multi core
four_windows.c - display multiple windows in OpenGL four_windows.gif
Techniques for developing interactive graphics applications
robot.c I considered not much to talk about robot.jpg
dynamic.c A follow-on is some way, of robot.c was hard to read. dynamic.jpg
robot2.c was an interesting exercise for me to develop. robot2.jpg
My approach was to copy dynamic.c to robot2.c and make the following
changes, in order, compiling (fixing) and running (fixing) each change.
I could not see the lower leg from the upper leg, thus I changed the
colors for various body parts. Since this was a 'lighting' scene,
it was a matter of changing the emitted light to white and covering
the various limbs with material of various colors.
Now that I could see the motion better, I wanted to make the robot
bend, not just turn. Yuk! The code used numbers, 1, 2, 3 ... rather
than named numbers for the angles. Thus I went through and changed
all references, menu, angle[?] and a few others to names, #define's.
This really helped me understand the code because I had to look
at every section.
With menu and angles and rotations named, it was easy to add two
menu items, one to increase motion per click, another to decrease
motion per click.
Now it was easy to add bend to the torso because I had seen that
the head could both rotate and bend, just cut-and-paste with some
name changing.
When I lifted both legs, the robot did not lower itself, unreal.
Thus I added keyboard function for 'x', 'X', 'y' and 'Y' so the
robot could be moved.
Future ideas are to "fix" the upper limbs, shoulder hip, to both
rotate up and down and sideways like real limbs. Then add "hands"
with some kind of grip. Texture map the face. Change cylinders
to ellipsoids. Be able to read and save a script of a sequence
of motions. Oh! But if I did that, students could not use it
as a project.
P.S. somewhere along the way I added + and - so the "repeat" function
of the keyboard would do what the mouse clicks would do, only faster.
Thus there became a 'move' function, which now should be stripped
of the cases and all of it executed every time.
robot2.c is an example of why there are many lines in an
interactive program. Much code is repeated yet is not suitable
for putting in loops. I expect this program would become more
unreadable and unmaintainable using loops.
A possible project is to implement a "record" mode where a user
moves the robots limbs to make the robot walk, run, dance, jump etc.
Then a "play" mode where the robot performs the recorded motions.
robot3.c Then, finally time to add data driven.
A typical data structure for each move might have:
sequence number
delta time for move
mode (just move, interpolate, repeat sequence)
x coordinate
y coordinate
z coordinate
number of joints to move
joint angle
joint angle
...
or an optional repeat sequence
sequence number
delta time for move
mode repeat sequence
from sequence number
to sequence number
robot3.dat is my first implementation
If the "record" kept an ASCII text file, the user could edit
the action and potentially have a computer program generate
the motions.
User interface buttons similar to those found on VCR or DVD
recorders would seem appropriate.
The robot could be replaced by a more human figure, an animal
or some pseudo figure like a car, truck or machine that could
do non characteristic actions. e.g. cartoon characters.
Double buffering in Java takes some effort. The code below
shows a reasonably small example that could be copied if your
project is in Java and has any fast moving objects.
double_buffer.java
Compile and run this program, click left mouse many times to
get a very fast moving red ball.
An application of the above double_buffer.java is Springdb.java
Compare to basic Spring.java
Professional movie makers use sophisticated software that has
many motions preprogrammed. A technique for getting realistic
motion is to dress a person in clothing that has colored dots
placed at "control points" on the body. The person is then
recorded doing the desired actions. The coordinates of the dots
are extracted at each time step. The coordinates are then
entered into a data file for future use in animating figures.
The result is movies such as "Toy Story" , "Madagascar" ,
"Over the Hedge" , "Tale of Despereaux" , "Bolt" , etc.
to name just a few.
Many "trailers" are on line for viewing.
www.apple.com/trailers/disney/the_incredibles/trailer2_large.html
www.apple.com/trailers/disney
www.apple.com/trailers/dreamworks
The "Menu Bar" and drop down menus are the most common today. You could do your own menus, yet you will probably want to use the large amount of code provided by a GUI tool kit. This lecture will cover the details often hidden by most GUI tool kits. You may need to understand how menus are created in case you have to work around a bug or problem in the tool kit you are using. The richest toolkit for menus is Motif. (Linux/Unix/macOS) Close behind is proprietary Microsoft Windows C++ classes. Next comes Java Swing/Swing2. The weakest we will look at is OpenGL with GLUT. Yet, strong by getting FLTK, the Fast Light ToolKit from www.fltk.org Defacto standardization makes some design issues obvious. The "File" is on the left of the "Menu Bar". The "Help" is on the right, or rightmost, of the "Menu Bar". Using defacto standard names helps average users. Using names that mean something to you are best for an application you write for your own use. Example programs to be covered are: In X Windows using Motif, observe windows, widgets and buttons being created, callbacks assigned and functions to handle callbacks. The executable is w4 . w4a.cIn OpenGL, a mouse click is used to popdown the menu. Note that OpenGL requires sub menus to be created before the main menu, the opposite order of Motif or Java. w4gl.c Not able to capture open menu and get graphic. In Java using Swing, observe menu creation then menu item creation, action listeners and functions to handle actions. W4frame.java
For the more complex example, Spline Tutorial, download and compile: (note package myjava; and import myjava.*; fix to suit) I have this in my 'myjava' directory and use java myjava.SplineFrame Note that other windows are opened for tutorial information. The 'parameter' pull down menu uses radio buttons. The mouse is used for both menu selection and graphics. Spline.java SplineFrame.java Then you need the *.txt files that are read at execution time: SplineHelp.txt SplineAbout.txt SplineAlgorithm.txt SplineEvaluate.txt SplineIntegrate.txt
Clicking on menu bar 'Algorithm' (no 'File' items needed)
Clicking on menu bar 'Help' (Note that pull down menu can go outside the main window in Java.) To run demo I have my flash drive in the USB port and do commands: F: setup # runs setup.bat to set path and classpath cd myjava # where this demo is located java myjava.SplineFrame # I used 'package' The Lecture outline was: Show demo's. Quickly survey code. Explain how menubar or other features are created. Explain how menus are created in menubars. Explain how menu items are created in menus. Explain how callbacks are coded to act when a menu item is selected. Show where to put code that responds to a menu item select. Can be in-line code if short and simple. Use function call to handle long or complex actions. Very repetitive, much to remember, copy, cut and paste to suit. HW2 is assigned
In GUI applications, the code to get user input is much more complex than the code for a command line program. Much user input is via the mouse, button press or motion. Some user input is from the keyboard. You have the power to really mess up the user. Make the user click the mouse then type on the keyboard then click the mouse then type on the keyboard then click the mouse then type on the keyboard, etc. etc. etc. A user friendly interface has menus, buttons, graphics, etc to allow the user many steps with the mouse before touching the keyboard. Then when the keyboard is needed, allow the user to perform many steps before having to go back to the mouse. Mouse button press input in examples: w2.c X Windows w2gl.c OpenGL W2frame.java Java w2tk.py Python Tk Getting input data, text, into a graphical user interface program is much more difficult. The input of numbers is accomplished by inputting a character string and converting the character string to a number inside the program. The X Windows Motif program w5a has one pull-down menu on the menu bar, "Set Values". On the pull-down there are five menu items: "Number" "View Angle" "Name" "Apply" "Quit" The selecting one of the first three causes a popup dialog box to appear. The dialog box is where the user enters the data.![]()
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The source code is: w5a.c X Windows w5.h In OpenGL and GLUT I wrote my own data entry in fixed windows. These could be made into separate windows and could be selected by a menu. test_text_in.c OpenGL demo_text_in.c text_in.h text_in.c Now, add a popup dialog window for user data entry. w5gl.c The Java implementation is the shortest. Similar "toolkit" classes should be available for Microsoft C++ and C#. W5frame.java Java
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Another simple screen input/output Java program is Fahrenheit.java For games or interactive keyboard use, you will need a key listener. The events are key pressed, key typed, and key released. You probably only want key released and a switch on "keyCode" TestKeyCode.java with output for key sequence a A 0 space right left up down ctrl enter TestKeyCode.out In Python, to get keysyms, catch an event: test_keysym.py test_keysym_py.out When you can input text, a character string, then you can use your programming language to open and read and write files. You can get numeric data when needed but do not use this as a substitute for mouse input for numeric data, with possible use a grid for accuracy. A sample Java Swing File-Open then select a file is: W4frame.java that uses ExampleFileFilter.java A crude sample of reading a directory in C is dirprt.c This could be used in an OpenGL application with a display of the file names, selectable by using the mouse. Basically, a do-it-yourself file open dialog box. The File-open is handled by a widget in Motif as shown in the callback function DoOpen XmOpen.c
Text size is measured in "points". One "point" is 1/72 of an inch. Thus text drawn at 72pt would be about one inch high. (On paper!, it may be almost any size on a computer screen.) On a computer screen, a 5 by 7 size means each letter of text fits in a box: 5 pixels wide by 7 pixels high. Text such as lower case letters 'p' and 'q' extend below the baseline for placing text. Upper case letters and language marks may extend above the normal character height. A letter or symbol in a font is called a glyph. The bad news about fonts is that they require a lot of work to create and thus are almost always copyrighted. The good news is that your computer probably has many fonts available for your program to use. Fonts may have casual names such as Times Roman 12pt or Courier 10pt. The "official" computer name is presented later. Fonts may have proportional spacing, e.g. Times Roman, where 'm' takes more space than 'i', and additionally may be rendered using kerning that may place "AT" closer together than 'A' 'T'. Fonts may have fixed spacing, e.g. Courier, where every letter, glyph, takes the same width. Most people prefer proportional kerned spacing when reading a newspaper or book, yet looking at computer source code most prefer fixed width spacing. TestFonts.java shows Courier New and Times New Romanand writes out the available fonts TestFonts.outs If you application needs the user to select a font, a style and a size, then a Font Selection Box may be the most user friendly. Below is the Word Perfect and Microsoft Word font selection windows.
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Using X Windows you can experiment with creating or modifying a font using the X Font Editor, xfed.c on font timr24.bdf or font courr24.bdf "bdf" indicates Berkeley Distribution Font IIRC. Note the line starting "FONT" that has the official name of the font. Fonts are registered so that every font has a unique official designation. To find the fonts available on your X Windows system: In X Windows use font_list.c and font_show.c Note the font designation format in these two programs. font_list.out shows over 500 fonts on one system where font_list.c was run. On Microsoft Windows, the most common font format is True Type Font. In C:\ the command dir /s *.ttf will show the available fonts. An example of one PC shows over 1300 font files, yet there is a lot of duplication in the 92MB of disk space used. pc_ttf.fonts There are a number of programs for converting from one font format to another font format. ttf2pt1 is one example. Windows-based applications can use three different kinds of font technologies to display and print text: raster, vector, and TrueType. ------ ------ -------- The differences between these fonts reflect the way that the glyph for each character or symbol is stored in the respective font file. In raster fonts, a glyph is a bitmap that application programs use to draw a single character or symbol in the font. In vector fonts, a glyph is a collection of line endpoints that define the line segments that application programs use to draw a character or symbol in the font. In TrueType fonts, a glyph is a collection of line and curve commands as well as a collection of hints. The line and curve commands are used to define the outline of the bitmap for a character or symbol in the TrueType font. The hints are used to adjust the length of the lines and shapes of the curves used to draw the character or symbol. These hints and the respective adjustments are based on the amount of scaling used to reduce or increase the size of the glyph. Because the bitmaps for each glyph in a raster font are designed for a specific resolution of device, raster fonts are generally considered to be device dependent. Vector fonts, on the other hand, are not device dependent, because each glyph is stored as a collection of scalable lines. However, vector fonts are generally drawn more slowly than raster or TrueType fonts. TrueType fonts provide both relatively fast drawing speed and true device independence. By using the hints associated with a glyph, a developer can scale the characters from a TrueType font up or down and still maintain their original shape. As previously mentioned, the glyphs for a font are stored in a font file. For raster and vector fonts, the font data is divided into two parts: a header describing the font's metrics and the glyph data. A font file for a raster or vector font is identified by the .FON filename extension. For TrueType fonts, there are two files for each font. The first file contains a relatively short header and the second contains the actual font data. The first file is identified by a .FOT extension and the second is identified by a .TTF extension. The OpenType font format is an extension of the TrueType font format, adding support for PostScript font data. The OpenType font format was developed jointly by Microsoft and Adobe. OpenType fonts and the operating system services which support OpenType fonts provide users with a simple way to install and use fonts, whether the fonts contain TrueType outlines or CFF (PostScript) outlines. The OpenType font format addresses the following goals: broader multi-platform support better support for international character sets better protection for font data smaller file sizes to make font distribution more efficient broader support for advanced typographic control OpenType fonts are also referred to as TrueType Open v.2.0 fonts, because they use the TrueType 'sfnt' font file format. PostScript data included in OpenType fonts may be directly rasterized or converted to the TrueType outline format for rendering, depending on which rasterizers have been installed in the host operating system. But the user model is the same: OpenType fonts just work. Users will not need to be aware of the type of outline data in OpenType fonts. And font creators can use whichever outline format they feel provides the best set of features for their work, without worrying about limiting a font's usability OpenType fonts can include the OpenType Layout tables, which allow font creators to design better international and high-end typographic fonts. The OpenType Layout tables contain information on glyph substitution, glyph positioning, justification, and baseline positioning, enabling text processing applications to improve text layout. As with TrueType fonts, OpenType fonts allow the handling of large glyph sets using Unicode encoding. Such encoding allows broad international support, as well as support for typographic glyph variants. In OpenGL using GLUT the following bitmap fonts are available: GLUT_BITMAP_HELVETICA_10 GLUT_BITMAP_HELVETICA_12 GLUT_BITMAP_HELVETICA_18 GLUT_BITMAP_TIMES_ROMAN_10 GLUT_BITMAP_TIMES_ROMAN_24 GLUT_BITMAP_9_BY_15 GLUT_BITMAP_8_BY_13 Bitmap fonts do not move with the scene and do not scale when the window size changes. These are rendered using code such as 'show_text' from text_in.c void show_text(GLfloat x, GLfloat y, char msg[]) { int len, i; glPushMatrix(); glRasterPos2f(x, y); len = strlen(msg); for (i = 0; i<len; i++) glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, msg[i]); glPopMatrix(); } /* end show_text */ Then in 'display' set the color or material and render the text: glLoadIdentity(); glColor3f(0.0, 0.0, 0.0); /* black */ show_text(-0.5, -1.0, "user input, file name"); If you do not see your text: If using lighting, be sure material is applied to the text. If using lighting, be sure the 'Z' coordinate is correct to receive the light on the front of the text. In various perspective views, it may be hard to figure out where to place the text. One extreme measure is to use the second projection as in: static void drawText(int x, int y, char * msg) { int i, len; glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, winWidth, 0, winHeight, -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glColor3f(1.0f, 1.0f, 0.0f); glRasterPos2i(x, y); len = strlen(msg); for (i=0; i<len; i++) glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, msg[i]); glPopMatrix(); glPopMatrix(); } In OpenGL there are stroke fonts that move with objects and scale when the window size changes. These fonts include: GLUT_STROKE_ROMAN GLUT_STROKE_MONO_ROMAN static void drawText(GLfloat x, GLfloat y, char text[]) { char *p; glPushMatrix(); glLoadIdentity(); glTranslatef(x, y, 0.0); glScalef(0.01, 0.01, 0.0); /* 0.1 to 0.001 as required */ for(p=text; *p; p++) glutStrokeCharacter(GLUT_STROKE_ROMAN, *p); glPopMatrix(); } Then in 'display' call the 'drawText' function using: glLoadIdentity (); glEnable(GL_LINE_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glLineWidth(1.0); /* glColor3f or material set here */ drawText(3.0, 3.0, "Roman_stroke"); glLineWidth(2.0); drawText(2.0, 6.0, "width 2 Roman_stroke"); What can happen if your GUI program is executed on a system different from the development system? Assuming the program runs and uses some neat fonts, what can happen? Well two common approaches are to just show a blob if a font is not available on the users system or choose a default font to try to give the user a workable system. Note that fonts are typically installed on a specific computer. Not all users have large numbers of fonts. Some GUI applications carry along their own set of fonts, as was shown pc_ttf.fonts in various directories.
Have you ever been editing for a long time, then suddenly, crash? Were you able to recover most if not all of your work? A user may spend many hours on a GUI program and expects reasonable protection. As appropriate, some applications save automatically: at some time interval, after some amount of input or at some key place in program execution. Other applications save only when the user specifically chooses to save. Think about what is appropriate for your application. The technical process of saving user data can depend on programming language and operating system. A few applications have a lot of data and complex structure in the data and thus use a full relational database. Most application use a simple file for saving and restoring user data. Even though operating system crashes are much less common, there are still occasional power outages, network outages, network disconnects or your pet terminating you application. (One of my cats likes to jump six feet onto my keyboard while I am typing. This causes random chaos until the cat is safely on my lap.) Thus, the programmer must consider all places the application may be abruptly terminated and protect the users data from loss. The "bad method": Read in the users previous work, save the users present work by writing the new data into the old file. Consider what remains if the application is abruptly terminated just as the first record is being written: The old data is lost, the new data is not saved, the user has lost everything. A "better method": Read in the users previous work from a permanent file, close the file. When a save is to be executed, create a new file with a backup temporary name, write the users new work to the new file. Flush and close the new file. Open the permanent users file for writing, open the backup temporary file read-only, copy the backup temporary file to the permanent file, flush and close. Then, delete the backup temporary file. This method at worse has preserved the users original work. Upon startup the application should look for the backup temporary file name first, (it will always be the latest user work) and if not found, look for the users permanent file, and if not found create an initialized user permanent file. Other versions of A "better method": If provided by your programming language and operating system, once the backup temporary file is closed, rename or "move" the backup temporary name to the permanent file name. Both files should be in the same directory and thus only a directory update is performed. At least one of the files should be available even when there is an abrupt termination during the rename. For a game, please provide a "pause." It may be a phone interruption or a biologically urgent need. Then, there needs to be a "resume." Since the game does not know how long the pause will be, the state information should be written to a file. The computer could shut itself off or some other activity may kill the game. The "resume" may test if the state is still in RAM and quickly continue, or determine the state must be restored from a file. What file format should be used for saving? That depends on the application. My first choice is always an plain text ASCII file that I can look at (and fix if necessary) with any text editor (or word processor). For a large amount of numeric data, that is saved and restored often, an unformatted binary file may be more appropriate. It turns out that formatting binary data to ASCII numbers and formatting back is a very CPU intensive process. The ASCII form usually makes the file larger and thus also increases the disk read and write time. The amount and type of data varies according to the application. For a game or puzzle or lesson you would keep some statistics and possible user identification. For example, arcade game style is to have the highest scores displayed with the players initials. At the end of each game the permanent file is read and the new score inserted, in order, if it is higher than the lowest score. Usually the maximum number of saved scores is limited. For a one user game, the save file and present status, might be presented similar to FreeCell statistics:For an object oriented graphics editor the save file might look like rectangle 10.3 12.5 4.0 3.0 filled 255 0 0 0 255 0 circle 5.7 19.2 5.0 outline 128 128 128 line 22.7 39.4 22.7 59.4 3 0 0 255 text 14.6 50.2 courier 14 "this is my text" 0 0 0 It is the application programmers choice to use fixed fields or just a sequence with the interpretation based on the first field. Above, the rectangle has a lower left x,y at 10.3 12.5, a width and height of 4.0 and 3.0, it is filled with red and outlined in green. The circle has center at x,y 5.7 19.2, radius 5.0 and is just outlined in medium gray color. The line goes from x1,y1 to x2,y2 with line width 3 and color blue. The text has a lower left at x,y 14.6 50.2, using courier font 14 point and black. The words might be replaced with code numbers for more convenient programming but less convenient editing to fix problems (user or program). Beware, only add larger code numbers when modifying your application. Otherwise, getting an old saved file can be a real surprise. The voice of experience. In many programming languages it is more convenient to use space as a separator than to use comma. Fixed fields or just sequential may depend on a particular programming language. For an application where the user was creating 3D objects, like teapots or skulls, the .dat file is convenient. This file starts with two numbers, the number of points and the number of polygons. Then the x,y,z of the points followed by the polygons. Each polygon has a count of the number of points followed by that number of indices of points, the first point being point 1. The files datread.h and datread.c provide reading and writing this file type. See cube.dat below. For a graphics scene editor that places objects, the users work might be saved as a file such as: device: lab6_input1.rle postscript: lab6_input1.ps jpeg: input1.jpg debug: 5 viewport: 400 400 coi: 0 0 0 hither_yon: 1 100 observer: 4 1 20 angle: 8.0 light_position: 10 30 30 light_color: 1 1 1 object: drop.dat color_type: 1 1 0 0 illumination_parameters: .2 .8 1.0 50 shading: phong rotate: 45 30 60 scale: 1 1 1 translate: .25 -.36 0 object: drop.dat color_type: 1 1 1 0 illumination_parameters: .25 .75 1.0 10 shading: phong rotate: 0 0 180 scale: 1 1 1 translate: 0 .6 0 object: cube.dat illumination_parameters: .3 .70 0.0 10 shading: phong color_type: 1 1 .5 .5 scale: 2 2 .1 translate: 0 0 -.5 object: cube.dat shading: phong color_type: 1 .2 .9 1 illumination_parameters: .25 .75 1.0 100 scale: 2.0 .2 2.0 translate: 0 -1.0 .5 end Note that the type of input ends with a colon. An object in .dat format is placed in the scene with rotations, scaling and translations that are simple matrices as covered in an earlier lecture. Shading may be faceted, phong or none. Color is ARGB and illumination parameters are ambient, diffuse, specular and shiny. See teapots.c for examples. The above scene when rendered appears as:
The shapes of objects are stored in .dat files for this "run6" renderer. The cube.dat is 8 6 -0.5 0.5 0.5 0.5 0.5 0.5 0.5 -0.5 0.5 -0.5 -0.5 0.5 -0.5 0.5 -0.5 0.5 0.5 -0.5 0.5 -0.5 -0.5 -0.5 -0.5 -0.5 4 1 2 3 4 4 5 6 2 1 4 8 7 6 5 4 4 3 7 8 4 2 6 7 3 4 5 1 4 8 0.0 0.0 0.0 0.0 0.0 1.0 0.0 1.0 0.0 4.0 6.0 9.0 1.0 -1.0 -1.0 1.0 -1.0 1.0 100.0 100.0 100.0 |---VRP---| |--VPN-------||--VUP----| |----COP---| hith yon |--- window------| |------Light----| This example contains additional, optional, information for rendering. Other file types may be used for texture mapping, terrain, or backgrounds. For example terrain.bw in SkyFly. On a different subject, there are a lot of text editors around. Source code for a Motif version is w6a.c another of the w*.c collection Source code for wxPython is in three files (compile in this order): w6wxbar.py compiles into a .pyc w6wxed.py compiles into a .pyc w6wx.py runs the text editor If you think you have trouble saving users work:
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Simply stated, "The Painters Algorithm" draws the farthest away objects first. More technically, the farthest away front facing surface is rendered first. At an even more detailed level consider the individual pixel that is farthest away drawn to the display first, then the next closest, etc. In a two dimensional object oriented GUI program, the objects are typically pointed to by a linked list. This is typically called the display list. If two objects overlap, the object later on the linked list is drawn over the object earlier on the linked list. A typical user menu item is "move to front", that is easily implemented by unlinking the object from its present position and relinking the object at the end of the linked list. "move behind" would unlink the object and relink the object on the front of the linked list. One 3D implementation works from a different concept. The basic Z plane algorithm allows objects and surfaces of objects to be rendered in any order. Each pixel is recorded with RGBA and the Z coordinate. When a pixel is about to be rendered, the Z coordinate of the new pixel is compared to the existing Z coordinate. The pixel is replaced only if the new pixel is closer to the viewer, e.g. has a larger Z coordinate. In OpenGL: A simple program that you must edit to change 3D objects is object.c A more complete program to display the wireframe objects that are in GLU and GLUT is objects.c You have control of where the eye is positioned and where the eye is looking, six degrees of freedom. Note that for every wire frame you can render the object as a solid object. Solid objects look best when rendered with lighting. Hopefully the objects can produce normal vectors so that smooth shading can be computed. Consider the problem of having the user select an object with the mouse. What the user will do with the selected object depends on the application. In the 2D world a given screen i,j coordinate may be over no object, one object or many objects. When the user attempts to select an object the user must be given a visual clue to know which object (or point) was selected. The visual clue may be a color or intensity change, outline, bounding markers, etc. A poor example pick.c, needs to be run. A better example pick2.c, needs to be run. A java AWT version Select.java, needs to be run. A java swing version Select2.java, needs to be run. A simpler example is rubber2gl.c, needs to be run. In order for a user to pick one object out of overlapping objects, the user is given the "front" object. If this is not the desired object, the user moves this object to the back and re-selects. Example: draw program. In 3D it is more complex and the user may have to be given controls to rotate the object, as you might turn it in your hand, to see a specific place unambiguously. Eventually the user is just selecting an i,j coordinate on the display screen. To get back to find the object or specific vertex in world coordinates, the program has to "un-project". That is, go from screen coordinates back to world coordinates. The following sequence of programs shows the development of selecting a specific vertex in 3D world coordinates from a mouse click. unproject.c OpenGL color change unproject2.c extensions to find distance to vertex A possible project is editing 3D objects found in existing files. Applying 3D unproject to modify 3D images is difficult. It would probably be applied to the wireframe view. light_dat2.c application to Utah files datread.c for read and write of Utah files datread.h for read and write of Utah files on cube.dat, drop.dat, skull.dat, bull.dat Choices used for this program: 1) automatic scaling of input 2) user option of solid, wire frame or just vertices 3) left to a next version for moving vertices and outputting. (the code to output the data structure to a file is included) left to the next version for coloring in the Z direction. left to the next version for only displaying front half vertices The next version highlights the selected object. (reading and writing the .dat file are now in datread.h, datread.c ) Keyboard 's' writes changed object when second file name is selected. Trimming approximately the back half of the points, 't', was added. The changing of the object has not been coded in this version. Future mouse actions would do this. light_dat3.c application to Utah files datread.c for read and write of Utah files datread.h for read and write of Utah files on cube.dat, drop.dat, skull.dat, bull.dat pot7.dat mandelbrotgl.c Traditional Mandelbrot with user selected point to zoom in. Watch "size" at about 10^-15 the floating point computation collapses and color becomes constant.
Cover some loose ends.
Get your term project discussed. Start your project!
Review lectures and homework.
Quiz 1 will be: Open Book, Open Note, Open Computer.
One hour time limit.
(You may bring your own laptop)
(Not the "Study Guide" or copies thereof.)
(Read the instructions and follow the instructions.)
(Read carefully, answer the question that is asked.)
Some questions on concepts. e.g. mouse events, keyboard events, color,
menus, fonts, writing files
Some questions on code. Based on code displayed on course WEB pages.
Questions on color, know the following:
Primary colors for pigment paint, water and oil, are Red, Blue, Yellow.
These are subtractive colors applied to a white background.
Primary colors for computer displays are Red, Green, Blue.
These are additive colors, each may be 0.0 to 1.0 floating point,
or 0 to 255 integer, typically an 8 bit byte.
RGB 0,0,0 is black, 255,255,255 is white, 255,0,0 is red
Primary colors for color printers are Cyan, Magenta, Yellow.
These are subtractive colors applied to a white background.
There is also typically Black.
Color TV uses a very different method, YIQ that has
intensity Y, and uses phase angle IQ for color.
Not all RGB colors can be converted to YIQ.
An RGB image can be shown as gray scale, 0.0 to 1.0,
using 0.299 *R + 0.587 *G + 0.114 *B
with R, G, B in range 0.0 to 1.0
A fourth byte may be used to get 32 bit color, RGBA,
the A is alpha, 0 is transparent, 255 is opaque,
128 or 0.5 allows some of another image to come through.
Toolkits such as OpenGL with GLUT are available on
all operating systems.
Graphics in Java, Python and other languages are
very portable to all operating systems.
Motif is specific to systems with XWindows being
available, including all versions of Unix, Linux, MacOSX.
The painters algorithm, draws from a list, farthest back
object first.
Fonts may appear any size on a computer screen.
Only on paper, properly rendered, is a 72 point font
one inch high. Fonts may be stored in various formats.
Your software may use any font on your computer,
many available, that are in a format your software can read.
A font face many have names such as Times Roman, Helvetica,
Courier, etc. Some are fixed spacing, some are proportional
spacing.
A font type may be bold, italic, outline, underline, and
many others. Not all fonts are available in all types.
No Email or instant messaging during the exam.
The exam has not been written, thus number of questions unknown,
type of questions unknown. (Typically 40 to 50 questions, many
multiple choice.)
Based on Lectures 1 through 9. Based on completed Homework. See Review 1 for more information
"Pan" means move the viewport left, right, up, or down. The image stays in the same place in world coordinates. "Zoom" in or out by moving the viewer closer to, or farther from the object or scene. The object or scene stays in the same place in world coordinates. To get an idea about "Zoom" ;) landing simulation The implementations vary depending on the toolkit being used. The basic user interface is usually called a "slider". The user places the mouse on the slide bar and drags the slide bar to get the desired movement (pan, zoom, scroll, etc). The GUI programmer must keep the object or scene world coordinates unmoved and compute the new display requested by the user. The Motif toolkit provides an option when a drawing area is created to add horizontal and/or vertical scroll bars. When the user changes the position of the slider in the scroll bar, the program gets an event and receives a value that indicates the latest position of the slide bar. The program must compute the display based on the input. The computation is not automatic. Java provides a slider that can be used for a scroll bar. OpenGL can be programmed to display and sense the position of a slider. The "look and feel" of Motif scroll bars and zoom slider are shown in the following screen capture. The user drawing area is empty.draw_gui.c Motif window setup, big! Assume the values are from 'smin' to 'smax' on all the slide bars with the user placing the slide bar at 'spos'. The actual values of 'smin' and 'smax' are usually settable by the application program. Consider some point in 2D world coordinates x,y that is mapped to screen pixel coordinates i,j by: i = a*x + b*y + c (any complex mapping could be reduced to j = d*x + e*y + f the six values a, b, c, d, e, and f) This would be the nominal with all slide bars centered. Assume all quantities floating point even though pixel coordinates must eventually rounded to integers (or the intensity of the pixel is computed based on the pixel coordinates). The case where the user indicates scroll left, assume 'spos' as a value, would result in: new_i = i + (width*(spos-smin)/(smax-smin)-width/2) More scrolling can be provided by an additional multiplicative constant times the width. Generally there must be a fixed limit to how far the user can scroll. Using this simple equation gives the user a double width working area. To get a four width and height working area: new_i = i + 2 * (width*(sposx-sminx)/(smaxx-sminx)-width/2) new_j = j + 2 * (height*(sposy-sminy)/(smaxy-sminy)-height/2) The case where the user can zoom in to see a larger version of a smaller part of the working area, assume 'smin', 'smax' and 'spos' are the slider values and the zoom factor is to be from 'zmin' to 'zmax'. (you must limit both largest and smallest zoom, always positive) The 'zval' zoom value is then: zval = (zmax-zmin)*(spos-smin)/(smax-smin)+zmin new_new_i = (new_i-width/2) *zval + width/2 new_new_j = (new_j-height/2)*zval + height/2 Note: In order to zoom, the i,j is translated to the center of the screen, scaled, then translated back. If this is not performed, then the zooming would also move the screen up and to the left. The simple equations shown above become much more complex in 3D. Yet, with a graphics tool kit, it reduces to the following: To scroll left, move the position of the eye left while keeping the direction vector unchanged. To zoom in, move the eye closer to the object or scene. The next lecture will cover the perspective and model transformations in more detail, but for now it is sufficient to know that there are two distinct transformations to get a point on a object in world coordinates onto the display screen. There is a perspective matrix that implements the frustum shown in a previous lecture. This matrix is based on the location of the eye relative to the scene, the direction the eye is looking, the field of view, angle, the eye is viewing. The pan and zoom can be accomplished in this matrix. The model matrix implements the rotations, scaling and translations of world coordinates into how the user views the scene. This does not need to change with pan and zoom. The scene itself is constructed in world coordinates. Any units of measure may be used as long as all distances are in the same units. e.g. microns, feet, kilometers, etc. The example pilot.c is the basic demonstration of moving the eye, pilot in this case, through all six degrees of freedom. X, Y, Z, roll, pitch, heading. Typically users are not given roll, pitch and heading so that the horizontal scroll is X, the vertical scroll is Y and zoom is Z. The Java program PaletteFrame.java calls MyColorChooser.java that uses JSliders and looks like the image below.
ScrollDemo2.java looks like the image below. Java automatic pop-into-existance scroll bars is demonstrated by ScrollDemo2.java looks like the image below. I personally prefer the scroll bars to be displayed all the time. It is distracting to me when widgets such as scroll bars pop into existance then pop out of existance.
Are these good, average or poor examples of pan and zoom? 90 second maps of history Try some.
Suppose you want to update the display at a uniform rate,
independent of the speed of the computer. Assuming the computer
you are using is reasonably fast.
initialize your program
loop
start = get_the_time
cause_display_update
repaint(); in Java
glFlush();
glutSwapBuffers(); in OpenGL
do your calculations that will be used by your paint
or display routine. (Physics, motion, etc.)
loop
now = get_the_time
if ( now > start + your_update_time ) break
end loop
end loop
The above allows for a reasonable variation in the time to
do your calculations.
Double buffering is desirable for smooth motion.
To get the time in "C", unfortunately may be coarse.
time_cpu.c
To get the time of day in C.
time_of_day.c
The output is:
time_of_day.out
To get the time in Java, milliseconds.
time_of_day.java
The output shows all the stuff in "now"
time_of_day.outj
For dynamic display, you may want to follow somewhat
standard design of separating the display from the
physics of the motion. The classic "Three Body Problem"
has three masses, for us, The Sun, Earth and Moon,
and the basic laws of physics.
F = G m1 m2 / d^2 F, A, V, S have x,y,z components
F = m2 v^2 / d d^2 = (x2-x1)^2 + (y2-y1)^2 + (z2-z1)^2
A = F / m1 acceleration along force components
V = V + A dt velocity update at delta time dt
S = S + V dt position update at delta time dt
For a simple delay in Java, see "sleep" in thread at end.
body3.java
Basically the Sun, Earth orbiting Sun and Moon orbiting the Earth.
Ummm? Just a little unstable numerically.
Actually, the Earth and Moon are slowly changing their orbit.
The Sun does not have enough mass, thus the Earth moves it a little.
Actually, the planets near alignment do move the Sun a little.
body3 in C, very close to Java version.
body3.c
With a snapshot of the output:
body3.jpg
When using motion, dynamics, in your GUI, think about what you want to convey. F35 fighter plane, NGC ad. Russian fighter Two choices are cartoon or realism. The choice of cartoon allows you to violate the laws of physics. You can squash, stretch and make objects fly and stop instantaneously. This can be very effective to impress the viewer. In order to get realism, the motion needs to approximate the real world laws of physics. In the simplest terms: dt is the time for one screen update ds is the distance moved for one screen update dv is the change in velocity for one screen update s is the objects position (may have 1, 2 or 3 components, x,y,z) v is the objects velocity (may have 1, 2 or 3 components) a is the acceleration of the object ( " ) m is the mass of the object f is the force being applied to the object ( " ) Then, given a force, f, compute for each screen: a = f / m (may have 1, 2 or 3 components) dv = a * dt v = v + dv ds = v * dt s = s + ds For a complete set of physics equations and related information see click on last item, Physics Equations The short clip, Flatland, is intended to get you thinking about how people will view your GUI. Put yourself in the local characters position - what do you see? Put yourself in the outside observers position - what do you see? Notice how Flatlanders move around. like us, they face front when walking, running, driving. Yet, flip in two dimensions. Observe the trailers. Do you notice any violations of the laws of physics? This will be intuitive from your life experience, not from trying to mentally compute equations. Note body shape, good for fast rendering of graphics. www.apple.com/trailers/disney/the_incredibles/trailer1_large.html www.apple.com/trailers/disney/the_incredibles/trailer2_large.html Typical, some duplication of scenes in various trailers. Are these cars obeying the laws of physics? www.pixar.com/featurefilms/index.html Wall-E , Toy Story etc. Then, simulation of a construction process. Not real time. Used to check assembly sequence. The International Space Station, iss Your project should have either manual, user, speed control or automatic speed control using clock or some other timing. Do not expect to get the super performance of movies, unless you are using a graphics tool kit that uses the graphics card processor in a near optimum way.
There are many interesting curves and surfaces that are represented by parametric equations. These may be used in GUI applications. My reference book is: "CRC Standard Curves and Surfaces" by David von Seggern, CRC Press, ISBN 0-8493-0196-3. The uses include defining motion such as the cycloid for making the robot walk or 3D objects that may be useful or just interesting. To understand the examples below, you will have to run the program read the code. The screen shots are just small samples. curv_surf.c The basic idea is to have a standard way to size and parameterize curves and surfaces. Then a standard set of points can be generated and these points used either for static drawing or for dynamic movement, as in a target for a game. 3D surfaces are a bit more complicated. I tend to write a specific program to generate the 3D surface in some standard format, I use .dat, then I can combine the 3D objects into a scene. make_spiral_635.c is a typical program to generate a 3D object. The output is spiral_635.dat which is not much to look at. The image drawn by light_dat.c is:A second example, to see the great similarity, is: make_helix_635.c is a typical program to generate a 3D object. The output is helix_635.dat which is not much to look at. The image drawn by light_dat.c is:
Note that light_dat.c uses datread.h and datread.c Thus you can read, write and clean the .dat files. Cleaning, removing redundant vertices, is necessary for good quality rendering when normals are going to be interpolated. From the book "Curves and Surfaces" a cylindrical spiral was easily generated as shown in make_cyl_spiral_635.c that made the file cyl_spiral_635.dat file displayable in light_dat as:
The same code was dropped into an OpenGL program to create surf3d.c showing the object as a wireframe. New topic: There are many ways to run "apps" applications over the Internet in a browser. Plain HTML can be interactive, Java applets and JavaScript are available along with many others. Now, some want to go significantly farther. The goal is to have to complete application on a server rather than have the user istall the application on their computer. Some will keep the users data on the same server. Do you trust that? RIA, Rich Internet Applications, fully interactive that can have fancy graphics use databases may use AJAX, Asynchronous JavaScript and Xml, Flash (or Microsofts competing Silverlight) in your browser. Now, groups are working on the equivalent of AppletViewer that runs Java Applets without a browser. Mozilla Prism is one of the new RIA Platforms, for Windows, Linux and MacOSX. RIA War Is Brewing
How can you make your graphics run faster?
What takes the time?
Oh, 1) physics to compute new location of objects.
2) AI or other problem solving logic
3) rendering
Ah Ha! multiple processors, at least three, can help.
You probably already have a graphics processor.
How much of its capability depends on your graphics tool kit.
You may have multiple cores.
How much they are used depends on your program.
In order to understand parallelism, you need some information
on computer architecture and operating system.
A multiple core computer is a "shared memory" system.
All cores get program and data from the same RAM and the
same hard drives and the same CD/DVD's.
Multiple cores can run separate "processes" with each process
having its own memory space. There can be inter-process
communication through the operating system. in general,
think of a process as an individual program.
Multiple cores can run one process that has multiple threads.
All threads in a process share the same address space.
Threads may communicate using memory and also by control
structures within a program.
Threads are one of the easier methods of using a multiple
core computer to speed up a single program such as your
graphics program.
Language support for threads is available to C, C++ and any
language that can call a C library by using pthreads.
Some people think this is too low level, yet you can
get maximum flexibility and maximum speed (if you can
get it working).
Java and Python have threads available. Ada calls them tasks
yet typically uses the underlying pthreads for implementation.
Threads must still have some interaction with the
operating system, because the operating system has full
control of what is running on which core.
I have shown one sample program that used Java threads,
draw3D.java. This was not for speed, but rather to have
a thread for each window. Thus the program was significantly
easier to write and debug. There was no possibility of
deadlock or data corruption.
In order to get a speed up using multiple cores, some
careful planning is required:
Start with double buffering. The display is showing
the previous frame while the program is computing
a future frame.
Assign a thread to do AI or problem solving logic. This is
based on a previous frame and will provide the driving
information to the physics calculations. The new data
must be in a separate buffer, and can not overwrite data
that may be in use.
Assign one thread to do motion calculations, the physics.
Data on all objects from a previous frame are in RAM.
The new data for all objects is computed and stored in
a separate place in RAM, ready to be used.
Use the GPU, Graphics Processing Unit, to render, shade,
the next frame. There is probably double buffering inside
the GPU so that the entire newly rendered frame is
written to the display as one image.
These threads are scheduled and each gets its assigned
old and new buffers. Not hard to program.
Then, there is the asynchronous thread. The thread receiving
user inputs. This must carefully insert the information
from the user at the start of a AI thread and allow the
ongoing work of other threads to continue. Here,
synchronizing may get complex.
A simple example of Java threads, demonstrated using four windows,
is RunThread.java
A simple example of Python threads, with no windows,
is thread_example.py
The output is thread_example_py.out
Another simple example of Python threads, using a window to
start threads is worker_threads.py
You do not have to memorize your physics text book, yet you
should be able to look up basic equations. If all else fails,
check my WEB page here.
My crude cut at "frogger" with mouse action at various speeds.
Note logs coming out of waterfall. Water some day.
No 'gators yet.
Now, choice of mouse click on where frog is to jump.
Thus, can test if on log or in water, take different actions.
frogger.c
More physics and dynamics in various "spring" files.
This was a prototype for an education module for
High School physics.
Note drawing of spring used prior "curves and surfaces"
F = k * x for spring (note heuristics)
a = F/m see "physics" in code
v = v + a * dt
x = x + v * dt dt is delta time, the time step for each frame
Note buttons show what will happen if you click.
The text changes after you click.
Note heavy objects should look heavier.
Stronger springs should look stronger.
Give the user good visual clues in your GUI.
Run sequence gl,2gl,3gl, .java, db.java double buffered
springgl.c
spring2gl.c
spring3gl.c
Spring.java
Springdb.java smoother
spring.c Motif
Around the track, the physics and geometry of a race track.
Note incline on curves. (See code in "build_track")
Note navigation around curves. (See code in "drive")
racegl.c
Subtitle: modeling and simulation Given that you can get a 3D scene rendered, you may want: a) to have the user move the scene or b) have the user move (the location of the users eye). The minor difference is that moving the scene left gives the eye the impression that the scene is moving to the left. Whereas, moving the direction the eye is looking to the left gives the brain the impression the scene is moving to the right. Be careful of the plus or minus sign on rotation matrices.Modeling and Simulation
There are six degrees of freedom of motion and the problem for the GUI programmer is how to make it convenient and intuitive for the user. My example code using the keyboard for x,y,z r,p,h in pilot.c is very hard to use and does not represent the controls in an airplane.![]()
Remember! All free objects rotate about their center of gravity. The Longitudinal, Lateral and Vertical axes all pass through the center of gravity. Position, Velocity and Acceleration are applied to the center of gravity. The rendering then draws relative to the six degrees of freedom about the center of gravity. Russian fighter FYI. A typical small airplane has a yoke with what looks like a steering wheel that can also move forward and backward. The foot pedals move in opposite directions, right down causes left up. This only provides control of three (3) degrees of freedom, yet is sufficient for the pilot to fly the airplane. Turning the wheel causes roll (ailerons move), pushing the wheel causes pitch (elevators move) and pushing the petals causes yaw (rudder moves). The airplane is turned by causing roll with small compensating pitch to maintain constant altitude (changes x,y). Performed properly, this is called a coordinated turn. The radius of the turn may be defined as "g" force, the equivalent force of gravity pushing the pilots down into their seats. The airplane changes altitude using the pitch control (changes z). Of course the airplane must be moving to stay in the air, thus some velocity vector in x,y,z determines the direction of motion. The typical way to model the flight of an airplane is to consider the airplane to be at position x,y,z at some time "t". The airplane has some velocity vector vx,vy,vz and the pilots three controls in conjunction with the airplanes aerodynamics determine the acceleration vector ax,ay,az. Then at some delta time later "t+dt" the position is updated x,y,x = x,y,z + dt * vx,vy,vx and velocity is updated vx,vy,vz = vx,vy,vz + dt * ax,ay,az . Similar updates are computer for the angles roll, pitch and yaw (not really heading). Angular velocities are vr,vp,vy and angular accelerations ar,ap,ay are computed based on the pilots three controls in conjunction with the airplanes aerodynamics. Then at some delta time later "t+dt" the roll, pitch, yaw angles are updated r,p,y = r,p,y + dt * vr,vp,vy and angular velocities are updated vr,vp,vy = vr,vp,vy + dt * ar,ap,ay . The basis of motion is from calculus: velocity(time T) = velocity(time 0) + integral from 0 to T acceleration(t) dt position(time T) = position(time 0) + integral from 0 to T velocity(t) dt The discrete numerical calculation approximates the analytic expression using small discrete time steps, dt, and simple multiplication and addition. There is, of course, a fourth control: the throttle and the brakes that are primarily used for takeoff and landing. This control contributes to the acceleration along the longitudinal axis of the airplane. Technically, the positions, velocities and accelerations are all computed at the center of gravity of the airplane. The longitudinal, lateral and vertical axes pass through the airplanes center of gravity. For graphic rendering, particularly at takeoff and landing, compensation must be made for height of the center of gravity above the ground. OK, so how are the accelerations computed? It boils down to Sir Isaac Newton, F = m a . Force equals mass times acceleration. Given that we know the weight of the airplane, we can compute the airplanes mass, m. Then, from the throttle position, we can fit a low degree polynomial to give the force (called thrust) as a function of throttle position and velocity. Thus, we compute the acceleration along the longitudinal axis from a = F/m and resolve the force into ax,ay,az. Multiple forces add and thus multiple accelerations add. The force in the direction opposite thrust is called drag. Drag is computed based on the coefficient of drag, Cd, that is a function of the physical shape of the airplane, multiplied by air density, surface area of the airplane, and velocity squared over 2. The force along the vertical axis, in the up direction is called lift. Lift is computed based on coefficient of lift, Cl, that is a function of the physical shape of the airplane, multiplied by air density, surface area of the airplane times velocity squared then divided by 2. D = Cd * r * Area * V^2 / 2 where r depends on air density and units L = Cl * r * Area * V^2 / 2 e.g. r = 0.00237 slugs/cu ft The roll, pitch and yaw angular acceleration are typically modeled by low degree polynomials on the respective control position, multiplied by velocity squared (For small aircraft well below Mach 1.0). Thus, there are many, relatively simple, steps to compute the aircraft's 3D position verses time and render the aircraft's motion. Additional GUI user control may be desired to allow for the pilot to look left and right, up and down. This addition becomes a user interface problem on most standard computers. One possible user interface is a "wheel mouse". The left-right mouse motion is interpreted as roll left-right. The forward-back mouse motion is interpreted as pitch down-up. The center wheel motion forward-back is interpreted as rudder position left-right. Throttle and brakes must be input from the keyboard. Anyone who has flown a small aircraft or a radio control aircraft understands the awkwardness of the computer GUI. The radio control interface is two joy sticks (left thumb and right thumb) controlling rudder-throttle and roll-pitch. A little hard to read, for a specific wing shape, the chart shows Cl and Cd as a function of angle of attack. The angle of attack is the angle between the chord of the wing and the velocity vector.
Lift equations Local copies at NACA-460 1933 78 airfoils and NACA-824 1945 Airfoil Summary The reference material comes from NACA the predecessor of NASA. NACA-460 1933 78 airfoils and NACA-824 1945 Airfoil Summary and A crude airplane can be generated and manually moved, the usual x, y, z, roll, pitch, heading:
This could be modified to be "flown" using a script or the user moving the mouse. A background could be added and coloring and decorations added to the plane. plane2gl.c plane_fuse.h
Accurate Modeling and Simulation
Of course, this is not the end of the complexity of accurate modeling and simulation. When a person moves a control, that signal typically goes to a servo, which sends signals to the actuator to move the physical object the person wants to control. A servo works on the principal of measuring where the physical object is, x, how the physical object is moving, vx, and the persons desired position xp. There is some time lag as the servo drives the physical object to make x equal to xp. This is known as a servo loop or control loop. In general, human factors requires that the person be provided a control for position or angle rather that acceleration. Embedded computers or electro-mechanical devices cause the persons control signal to be translated to a force that in turn causes acceleration that ultimately causes the physical device to reach the commanded position.
Kinematics, how to compute and present movement from one given position and orientation to another position and orientation. This lecture covers the graphics display and timing control for a motion path generated by a control system. One example is computing the path for a two drive wheel robot:The basic control system is given by the code: /* kine.c from CH 3 S&N Autonomous Mobile Robots */ /* given starting position, goal is origin, control vector */ /* navagate to goal. From any x0,y0 to x1,y1 OK, just compute dx,dy */ /* chosen control parameters */ static double kr = 3.0, ka = 8.0, kb = -3.0; /* compute deltas from control system */ drho = -kr*rho*cos(alpha); dalpha = kr*sin(alpha) - ka*alpha - kb*beta; dbeta = -kr*sin(alpha); dtheta = -(dbeta+dalpha); /* robot has to move distance drho*dt */ /* at angle theta+dtheta*dt */ dx = dx + drho*dt*cos(theta+dtheta*dt); dy = dy + drho*dt*sin(theta+dtheta*dt); rho = sqrt(dx*dx+dy*dy); theta = theta+dtheta*dt; alpha = -(theta - atan2(dy, dx)); beta = -(theta + alpha); t = t+dt; /* simulation time */ kine.c Simple linear control system
Add the output of individual wheel speeds that could drive the robots wheels. kine2.c Displaying individual wheel speeds
Now test from various starting points at various starting angles. kine3.c Showing 8 starting points to end 0,0
The control system can be made to operate in a three dimensional scene by adding Z axis convergence. kine4.c Three dimensional paths The basic control system can be implemented in any language with a choice of graphics library for display. Kine.java Techniques for developing interactive graphics applications from some starting code. robot.c I considered not much to talk about robot.jpg It did have mouse control and the "robot" arm did move under user control. There was a ready made addition available: dynamic.c starting point of robot2.c was hard to read. dynamic.jpg My approach was to copy dynamic.c to robot2.c and make the following changes, in order, compiling (fixing) and running (fixing) each change. I could not see the lower leg from the upper leg, thus I changed the colors for various body parts. Since this was a 'lighting' scene, it was a matter of changing the emitted light to white and covering the various limbs with material of various colors. Now that I could see the motion better, I wanted to make the robot bend, not just turn. Yuk! The code used numbers, 1, 2, 3 ... rather than named numbers for the angles. Thus I went through and changed all references, menu, angle[?] and a few others to names, #define's. This really helped me understand the code because I had to look at every section. With menu and angles and rotations named, it was easy to add two menu items, one to increase motion per click, another to decrease motion per click. Now it was easy to add bend to the torso because I had seen that the head could both rotate and bend, just cut-and-paste with some name changing. When I lifted both legs, the robot did not lower itself, unreal. Thus I added keyboard function for 'x', 'X', 'y' and 'Y' so the robot could be moved. robot2.c was an interesting exercise for me to develop. robot2.jpg Now I could add the upper limbs, shoulder hip, to both rotate up and down and sideways like real limbs. Then add "hands" with future some kind of grip. Then be able to read and save a script of a sequence of motions. robot3.c add hands and ball joint at shoulder. robot3.jpg A possible future project is to implement a "record" mode where a user moves the robots limbs to make the robot walk, run, dance, jump etc. Then a "play" mode where the robot performs the recorded motions. A typical data structure for each move might have: sequence number mode (just move, interpolate, repeat sequence) delta time for move x coordinate y coordinate z coordinate number of joints to move joint angle joint angle ... or an optional repeat sequence sequence number delta time for move mode repeat sequence from sequence number to sequence number If the "record" kept an ASCII text file, the user could edit the action and potentially have a computer program generate the motions. User interface buttons similar to those found on VCR or DVD recorders would seem appropriate. The robot could be replaced by a more human figure, an animal or some pseudo figure like a car, truck or machine that could do non characteristic actions. e.g. cartoon characters. Do far, a small data file may look like: robot3.dat Project testing and demonstrations, if any are ready.
Rendering a static scene with lighting and shading is a complex program. I have written one as have some of you. The basic input is a 3D model. A 3D model must have coordinates of vertices. The model may have lines, polygons and more complex shapes and imported objects. There may be colors, lighting and texture mapping. A number of programs are available to allow a person to create or enter a model. There are many formats for 3D models. I have shown the Utah Graphics .dat (ASCII) and .det (binary) files that have vertices and polygons. There is also .3ds that has key words and syntax (ASCII) and there are many more formats. One primitive input, to a renderer named "run6" looks like lab6_input1 The model is your "world" that is to be rendered. The world does not move, the point of view, your eye, moves. OpenGL is a 3D rendering system. It uses what is called a "rendering pipeline" to present the modeled scene as a 2D image on the computer screen. Graphics cards may have some to very sophisticated rendering built into hardware and software. Your 3D world model may use only triangles to represent the surface of objects. Triangles are convenient for renderers because the three points that define the triangle exactly define a plane. Everywhere on that plane has the same normal vector that is needed in computing the lighting. Use of quadrilaterals and higher order polygons, may not be planar. Thus, every point on the surface may have a unique normal vector, that must be computed, to determine the lighting. Covered in the textbook, Chapter 12, is Advanced Rendering. This covers ray tracing and other advanced techniques. For download of a ray trace renderer, the one I like best is www.povray.org and www.povray.org/download Available for MS Windows, Linux, MacOS in both binary and source. Example outputs:![]()
![]()
features scene description For shadows, light through glass, rainbow effects, it is best to use a ray casting renderer. For very complex geometries without the above effects, a Z-Plane renderer may be best. For example, OpenGL can do shadows, yet they are difficult. The next level of complexity and sophistication is rendering animation. This is typically done off line by massive computing power. We have seen some trailers of some 3D cartoon movies. Technical activities also need animation. Dynamic rendering, international space station assembly A different animation than shown previously. See Google Sketchup for 3D object and scene input. Cartoons and games are rendering every frame. Special techniques are used to obtain the required frame rates. Each frame must be rendered or at a minimum, the pixels that change must be rendered. Think outside the cube. Consider the fourth dimension, not time. Is the video consistent? tetraspace.alkaline.org forward link to 4D in lecture 21 time to do HW5
The Java 3D code SphereMotion.java keeps moving. Yet, it can be captured, as seen by the file SphereMotion.jpgNote that the red and green dots are not planets but are the position of the lights that are moving. The method of capturing using external tools is operating system dependent. There are many tools and methods for every operating system, only one method is presented for each operating system. On Microsoft Windows I make the window to be captured active by clicking in the blue bar at the top of the window. Then I press and hold the "alt" key while pressing and releasing the "print scr" key. This captures the active window in the Microsoft cut-and-paste buffer. Now I execute PaintShopPro and click on the "edit" menu and drag to "paste as new image" then release. At this point I may change the size of the image or crop to a selected area or make other modifications. To save the, possibly modified, image I use "save as" and select the saved format, e.g. .jpg, .gif or other. Then select the directory where the image is to be saved and save the file. On X Windows systems which include Unix, Linux and others, I open a shell window and make it small in the lower right hand corner of the screen. I "cd" to the directory where the file containing the image is to be stored. I then move the window to be captured to the upper left hand corner of the screen so there is no overlap. In the shell window I type "import name.jpg" and then left click in the window to be captured. If sound is turned on there is one beep when the capture starts and a second beep when capture is finished. File types of at least .jpg, .png and .gif are recognized. Then I do the cleanup: "gimp name.jpg" two windows come up, one with tools, one with my captured image. I click on dashed-square-box and place dashed line around the part of the image I want. Then click on "image" menu and move down to "crop to selection." Next, if I want a different size, click on "image" menu and move down to "canvas size". Now you can change horizontal and vertical size by pixel or percentage. Be sure to use "file" then "save" in order to keep you modifications. The program "xv" can be used to display many image formats. The command "xv name.jpg" will display the image captured by the procedure above. Your browser can display and print images. Just use file:///home/your-directory/name.jpg Or, file:///some-directory to see all the files, then navigate and double click to view a graphics file. On Microsoft Windows, file:///C:/documents and settings/user/name.jpg Image file formats provide a range of compressions and thus a range of sizes. The quality of the program writing the image file format can also make a big difference. For example, to write a fully compressed .gif file requires a license whereas a program can write a .gif file that can be read by other applications and not use the proprietary part of the compression. Below is the same, large, image captured by "import" as .jpg, .png and .gif. The sizes in bytes are respectively 39,098 , 11,490 and 329,115 . These take a while to display, thus only the .jpg is shown:
The source code that you may get and put inside your application includes: www.ijg.org Independent Jpeg Group /files get jpegsrc.v6b.tar.gz www.filelibrary.com/Contents/DOCS/101/new.html get jpeg6b.zip libpng.sourceforge.net links to download www.libpng.org/pub/png send you to sourceforge Next: For the real GUI programmer, you want to build into your application the ability to directly write out some image file format. The code needed to capture the pixels from the screen in your program depend on language and toolkit, not on operating system. Thus, you can write portable code that outputs various image file formats. The following demonstrates basic capturing pixels, formatting and writing the file. Modify to suit your needs. The examples cover OpenGL, Java and X Windows. These happen to use the legal code to do .gif output. Substitute .jpg, .png or other as you desire. Note that the "decorations" put on by the window manager are not part of your window. You only get out the pixels your application writes. w1gif.c w1.c with .gif output writes w1gif.gif
Hex dump of the above file. Note readable file type, GIF89a, width and height, little endian hexadecimal 00C5 by 007A, mostly unused color table. A color table is an indexed list of colors, e.g. color index R G B 0 255 0 0 1 0 255 0 2 0 0 255 3 200 200 200 Image byte values 0 0 1 3 2 2 2 would give pixels red, red, green, grey, blue, blue blue. Note that in this simple case, only 256 colors are available for any specific image. 8-bits replaces 24-bits for a 3-to-1 compression. The image byte values may be further compressed by run length encoding or other methods. Ugh, this version does not build the color table, it basically tests background, that will come out white, and other that will come out black. w1glgif.c w1gl.c with .gif output writes w1glgif.gif
Hex dump of the above file. color tables
Some small special topics.
Review lectures 11 through 17 and homework 3.
Same type of quiz as Quiz 1.
Open book, open note, open computer.
One hour time limit.
(You may bring your own laptop)
(Not the "Study Guide" or copies thereof.)
(Read the instructions and follow the instructions.)
(Read carefully, answer the question that is asked.)
Based on WEB pages and lectures 11 through 17.
Key items:
3D rendering may use Z-plane or Ray Trace or other methods.
Povray is one free Ray Trace renderer.
Scroll Bars are typically used to "pan" across an image.
Typically scroll bars are on the bottom and right.
Some application allow a user to "zoom" in or out.
In order to make movement realistic, use the equations
of physics. Usually provide some kind of manual or
automatic speed control, in order to account for various
computers having different processing and graphics speeds.
Typically users are given speed controls rather than
acceleration controls. The "accelerator" in a vehicle
is a speed control, in spite of its name. Some applications
may use a force control that is translated into an
acceleration using Acceleration=Force/Mass.
Special purpose kinematics may be used in some applications
to compute a path from one location to another. These may
work in either two or three dimensions.
A body in air or space, has six degrees of freedom:
Movement in the three space dimensions, X, Y, Z and
rotation about the three axis through the center of
gravity, roll about the longitudinal axis, pitch about
the lateral axis and yaw about the vertical axis.
Target motion can be generated by using published
equation for curves and surfaces. A vapor trail can
be shown by keeping a few previous coordinates and
drawing increasingly smaller stuff.
Cartoons use squash and stretch and squeeze for humorous
effects. Older 2D cartoons used a hand drawn background
and moved only a mouth or hand for some frames. Each
frame became a frame on the final film. Each frame was
drawn by hand, called "ink and paint".
3D rendering may use Z-plane or Ray Trace or other methods.
Povray is one free Ray Trace renderer.
Based on Lectures 11 through 19. Based on all completed homework. See Lecture 19, Review 2 for more information
Perspective Viewing, Resize Choices and Transformation Matrices. This lecture covers the technical details and mathematics that makes a 2D screen look like a 3D scene. In the simplest case, computing the i,j screen position of a vertex at world coordinates x,y,z is accomplished by multiplying a 4 by 4 perspective matrix by a 4 by 4 model matrix times the x,y,z,w vertex vector, then placing the i,j in the viewport.Shows the frustum that contains the 3D "World" that is to be presented to the user. Any objects with more positive Z than "near" are clipped, any objects with more negative values of Z than "far" are clipped. Any objects outside of the X or Y of the frustum are clipped. The positive Z axis is considered to come out of the screen toward the viewer. Name the vertices on the diagram as: On the 'near' rectangle, the lower left is 'xmin' 'ymin' the upper left is 'xmin' 'ymax' the lower right is 'xmax' 'ymin' the upper right is 'xmax' 'ymax' The distance from the eye to near is 'near' a positive number The distance from the eye to far is 'far' a positive number The 4 by 4 perspective matrix is |2*near/(xmax-xmin) 0.0 (xmax+xmin)/(xmax-xmin) 0.0 | | | | 0.0 2*near/(ymax-ymin) (ymax+ymin)/(ymax-ymin) 0.0 | | | | 0.0 0.0 -(far+near)/(far-near) -2*far*near/(far-near)| | | | 0.0 0.0 -1.0 0.0 | The OpenGL call to create this perspective matrix is: glFrustum(xmin, xmax, ymin, ymax, near, far); An alternate call uses the vertical the eye position, looking at the center of interest, + on 'far', and Y up=1, X up=0, Z up=0 is: gluLookAt(eyex, eyey, eyez, coix, coiy, coiz, Xup, Yup, Zup); Yet another alternative using the angle, field of view, and w/h aspect ratio is: gluPerspective(angle, w/h, near, far); The model view matrix begins as the identity matrix and is multiplied by the users rotations, scaling and translations. The world coordinates may be in any system of physical units, yet all coordinates must be in the same units. The six degrees of freedom for a solid 3D object are to to translate in three dimensions and rotate about three axis. The translation matrix to translate 0,0,0 to x,y,z is | 1.0 0.0 0.0 x | | 0.0 1.0 0.0 y | unused translations are 0.0 | 0.0 0.0 1.0 z | | 0.0 0.0 0.0 1.0 | glTranslatef(x, y, z); The scaling matrix to scale x by sx, y by sy and z by sz is | sx 0.0 0.0 0.0 | | 0.0 sy 0.0 0.0 | unused scales are 1.0 | 0.0 0.0 sz 0.0 | | 0.0 0.0 0.0 1.0 | glScalef(sx, sy, sz); The rotation matrix by angle a about the X axis is | 1.0 0.0 0.0 0.0 | | 0.0 cos a -sin a 0.0 | | 0.0 sin a cos a 0.0 | | 0.0 0.0 0.0 1.0 | glRotatef(a, 1.0, 0.0, 0.0); The rotation matrix by angle a about the Y axis is | cos a 0.0 sin a 0.0 | | 0.0 1.0 0.0 0.0 | | -sin a 0.0 cos a 0.0 | | 0.0 0.0 0.0 1.0 | glRotatef(a, 0.0, 1.0, 0.0); The rotation matrix by angle a about the Z axis is | cos a -sin a 0.0 0.0 | | sin a cos a 0.0 0.0 | | 0.0 0.0 1.0 0.0 | | 0.0 0.0 0.0 1.0 | glRotatef(a, 0.0, 0.0, 1.0); A user world coordinate vertex p = x, y, z, w (w=1.0) is transformed into pp by perspective matrix times model view matrix times p is pp To get screen coordinates, given the screen width w, and screen height h, screen x = w * ((pp.x/pp.z)-xmin)/(xmax-xmin) screen y = h * ((pp.y/pp.z)-ymin)/(ymax-ymin) Trying to check that the equations are correct, the program demo_mat.c writes out OpenGL matrices. The output is demo_mat.out The equations are coded in check_mat.c The output is check_mat.out It seems that OpenGL stores the matrix column major (Fortran style) while the "C" program stores the matrix row major, causing the printout to appear to be the transpose. The same geometry and same data were used in both programs. The final result from both is essentially the same. output from demo_mat.c OpenGL 0.5, 1.5, 2.5 at win x=25.798641, y=345.927915, z=0.827098 output from check_mat.c x scr, y scr=25.798841, 345.927778 at relative z=0.827098) width, height =300.000000, 400.000000 In OpenGL or equivalently in your code, you can save the present matrix and start with a new identity matrix, do transformations, cause actions, then revert back the the prior matrix. glPushMatrix(); glLoadIdentity(); glRotatef(theta[0], 1.0, 0.0, 0.0); glRotatef(theta[1], 0.0, 1.0, 0.0); glRotatef(theta[2], 0.0, 0.0, 1.0); glTranslatef(pos[0], pos[1], pos[2]); /* use the Model view matrix to do something */ glPopMatrix(); /* a possible Reshape, it happens on first expose and every change */ glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if(w <= h) /* e.g size = 2.0, x in -2.0 .. 2.0 */ glOrtho(-size, size, /* xmin, xmax */ -size*(GLfloat)h/(GLfloat)w, size*(GLfloat)h/(GLfloat)w, /* ymin, ymax */ -10.0, 10.0); /* near in real Z value, far as real Z value */ else glOrtho(-size*(GLfloat)w/(GLfloat)h, size*(GLfloat)w/(GLfloat)h, -size, size, /* Y is size, w/h for X */ -10.0, 10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); /* go do Display or something */
The simplest equations for orthographic projection are given by: Xs, Ys are 2D screen coordinates. Assume 0,0 at lower left. X,Y,Z are 3D world coordinates. Assume 0,0,0 at lower left. Xs = X + cos(theta)*Z Ys = Y + sin(theta)*Z Scaling and offsets may be provided as required. Theta is the angle up from the Xp axis to the where the 3D Z axis is drawn Doing your own 3D projection may be easiest as orthographic. For example, in this simple 3D shape entry program, the entry is in XY (front view), XZ (top view), or YZ (side view) plane then shown in three views and as orthographic. The source is draw3D3.java with output:
A first cut at 4D, four dimensional rendering, uses 5 by 5 matrices: Note that there are now eight (8) degrees of freedom: Move in X, Y, Z, T and rotations about each axis (split into 6 matrices)
Notation: x is left and right. y is up and down z is forward and back t is in and out (a fourth spacial dimension) cube.dat4 unit hypercube data The 5 by 5 perspective matrix is |2*near 0.0 0.0 xmax+xmin 0.0 | |--------- --------- | |xmax-xmin xmax-xmin | | | | 0.0 2*near 0.0 ymax+ymin 0.0 | | -------- --------- | | ymax-ymin ymax-ymin | | | | 0.0 0.0 2*near zmax+zmin 0.0 | | ------- ----------- | | zmax-zmin zmax-zmin | | | | 0.0 0.0 0.0 -(far+near) -2*far*near | | ----------- ----------- | | far-near far-near | | | | 0.0 0.0 0.0 -1.0 0.0 | The model view matrix is the product of the needed matrices below. The translation matrix to translate 0,0,0,0 to x,y,z,t is | 1.0 0.0 0.0 0.0 x | | 0.0 1.0 0.0 0.0 y | unused translations are 0.0 | 0.0 0.0 1.0 0.0 z | | 0.0 0.0 0.0 1.0 t | | 0.0 0.0 0.0 0.0 1.0 | translate(x, y, z, t) The scaling matrix to scale x by sx, y by sy, z by sz, t by st is | sx 0.0 0.0 0.0 0.0 | | 0.0 sy 0.0 0.0 0.0 | unused scales are 1.0 | 0.0 0.0 sz 0.0 0.0 | | 0.0 0.0 0.0 st 0.0 | | 0.0 0.0 0.0 0.0 1.0 | scale(sx, sy, sz, st) The six rotation matrices are combined to make the four rotations: The rotation matrix by angle a about the X,T axis is | 1.0 0.0 0.0 0.0 0.0 | | 0.0 cos a -sin a 0.0 0.0 | | 0.0 sin a cos a 0.0 0.0 | | 0.0 0.0 0.0 1.0 0.0 | | 0.0 0.0 0.0 0.0 1.0 | rotate(a, 1.0, 0.0, 0.0, 1.0) The rotation matrix by angle a about the Y,T axis is | cos a 0.0 -sin a 0.0 0.0 | | 0.0 1.0 0.0 0.0 0.0 | | sin a 0.0 cos a 0.0 0.0 | | 0.0 0.0 0.0 1.0 0.0 | | 0.0 0.0 0.0 0.0 1.0 | rotate(a, 0.0, 1.0, 0.0, 1.0) The rotation matrix by angle a about the Z,T axis is | cos a -sin a 0.0 0.0 0.0 | | sin a cos a 0.0 0.0 0.0 | | 0.0 0.0 1.0 0.0 0.0 | | 0.0 0.0 0.0 1.0 0.0 | | 0.0 0.0 0.0 0.0 1.0 | rotate(a, 0.0, 0.0, 1.0, 1.0) The rotation matrix by angle a about the X,Y axis is | 1.0 0.0 0.0 0.0 0.0 | | 0.0 1.0 0.0 0.0 0.0 | | 0.0 0.0 cos a -sin a 0.0 | | 0.0 0.0 sin a cos a 0.0 | | 0.0 0.0 0.0 0.0 1.0 | rotate(a, 1.0, 1.0, 0.0, 0.0) The rotation matrix by angle a about the X,Z axis is | 1.0 0.0 0.0 0.0 0.0 | | 0.0 cos a 0.0 -sin a 0.0 | | 0.0 0.0 1.0 0.0 0.0 | | 0.0 sin a 0.0 cos a 0.0 | | 0.0 0.0 0.0 0.0 1.0 | rotate(a, 1.0, 0.0, 1.0, 0.0) The rotation matrix by angle a about the Y,Z axis is | cos a 0.0 0.0 -sin a 0.0 | | 0.0 1.0 0.0 0.0 0.0 | | 0.0 0.0 1.0 0.0 0.0 | | sin a 0.0 0.0 cos a 0.0 | | 0.0 0.0 0.0 0.0 1.0 | rotate(a, 0.0, 1.0, 1.0, 0.0) To get a rotation about only the X axis, use the matrix product of X,Y X,Z X,T To get a rotation about only the Y axis, use the matrix product of X,Y Y,Z Y,T To get a rotation about only the Z axis, use the matrix product of X,Z Y,Z Z,T To get a rotation about only the T axis, use the matrix product of X,T Y,T Z,T A user world coordinate vertex p = x, y, z, t, w (w=1.0) is transformed into pp by perspective matrix times model view matrix times p is pp To get screen coordinates, given the screen width w, and screen height h, screen x = w * ((pp.x/pp.t)-xmin)/(xmax-xmin) ? screen y = h * ((pp.y/pp.t)-ymin)/(ymax-ymin) ?
Notation: x is left and right. y is up and down z is forward and back t is in and out (a fourth spacial dimension) Vertices x, y, z, t 1 0, 1, 0, 0 2 0, 0, 0, 0 3 1, 0, 0, 0 4 1, 1, 1, 0 5 0, 1, 0, 1 6 0, 0, 0, 1 7 1, 0, 0, 1 8 1, 1, 1, 1
User control for plotting any two of x, y, z, t against the value of function u(x,y,z,t)
source code plot_4d.javaFront and side display can be any pair. The right side shows the other two variables. Step for looking at individual values, "run" for moving display.
Why did I choose to use triangles in Lecture 21,
3 point surface, rather than 4 point surface?
Answer: For efficiency and ease of coding for some renderer's.
There are many types of renderer's as covered in Lecture 18.
For this lecture I am focusing on a renderer that will use
Phong Specular Lighting and thus requires normals to surfaces
that are interpolated across the surface.
To understand relative efficiency, in this case twice as many
3 point surfaces as four point surfaces for the same object,
both the data structures and the processing must be analyzed.
The data structures, copied from working code, are:
typedef struct {GLfloat x; GLfloat y; GLfloat z;
GLfloat nx; GLfloat ny; GLfloat nz;} dpts;
static dpts * data_points; /* malloc'd space for vertices */
For example, OpenGL code using normals and vertices:
glNormal3f(data_points[k-1].nx, data_points[k-1].ny, data_points[k-1].nz);
glVertex3f(data_points[k-1].x, data_points[k-1].y, data_points[k-1].z);
With precomputed normals from:
for(i=0; i<num_pts; i++)
{
/* get &data_points[i].x, &data_points[i].y, &data_points[i].z */
data_points[i].nx = 0.0; /* normals averaged and normalized */
data_points[i].ny = 0.0;
data_points[i].nz = 0.0;
}
/* pick up three points, pts, of a polygon */
for(j=0; j<3; j++)
v[j] = data_points[kk[j]-1];
/* compute, normalize and average normals */
ax = v[2].x - v[1].x;
ay = v[2].y - v[1].y;
az = v[2].z - v[1].z;
bx = v[1].x - v[0].x;
by = v[1].y - v[0].y;
bz = v[1].z - v[0].z;
nx = ay*bz-az*by; /* cross product */
ny = az*bx-ax*bz;
nz = ax*by-ay*bx; /* technically, the normal at point [1] */
s = sqrt(nx*nx+ny*ny+nz*nz);
nx = nx / s;
ny = ny / s;
nz = nz / s;
for(j=0; j<j; j++)
{
data_points[kk[j]-1].nx += nx; /* sum normals */
data_points[kk[j]-1].ny += ny;
data_points[kk[j]-1].nz += nz;
}
for(j=3; j<pts; j++)
{
/* if more than 3 points, compute normal at every vertex */
/* repeat 13 lines above for points other than [1] */
}
I have provided the utility files to read, write and clean the
".dat" and binary form ".det" files that can be used with OpenGL
and other applications.
The basic capabilities are shown in datread.h
The code is in datread.c
Three sample uses that provide various OpenGL viewers for .dat files are
light_dat.c
light_dat2.c
light_dat3.c
Some screen shots are
Now, suppose you want to edit a 3D image.
Possibly by picking a point and pulling it.
What can we give the used to help pick the points?
a) wireframe display with color change
b) vertex display with color change
c) trimmed vertex display with color change
d) color depths with various shades
Demonstrate light_dat3 skull.dat
w h to rotate, mouse to pick a vertex
note color change to show "pick"
v now vertices, mouse to pick
t trims vertices that should be hidden
less clutter
c (work in progress) show depth as various shades
Notice that a closed volume has an inside and an outside.
Most graphics software requires the normal vector to point outward.
An open volume may have a different color on the inside from the
color on the outside. Generally surfaces are given by triangles,
rectangles or polygons. The convention is to list the vertices
in counter clockwise order ( CCW ). The figure below is a cube
with the six surfaces flattened and the eight vertices labeled.
The order of the vertices allows the computation of the normal
to be an outgoing vector.
One specific format, the .dat (ASCII) or .det (binary) is:
number-of-vertices number-of-polygons
x1 y1 z1 three floating point numbers
x2 y2 z2
...
xn yn zn n = number of vertices
c1 vi vj vk ... vc1 vertex numbers starting with 1, c1 of them
c2 vl vn vm each line can have different number of points
...
cm va vb vc m = number-of-polygons
Example file acube.dat (annotation, not part of file)
8 6
0.0 0.0 0.0 p1
1.0 0.0 0.0 p2
0.0 1.0 0.0 p3
1.0 1.0 0.0 p4
0.0 0.0 1.0 p5
1.0 0.0 1.0 p6
0.0 1.0 1.0 p7
1.0 1.0 1.0 p8
4 3 4 8 7 top
4 1 2 4 3 front
4 5 6 2 1 bottom
4 7 8 6 5 back
4 5 1 3 7 L side
4 2 6 8 4 R side
A .stl ASCII file consists of triangles and the normals
with lots of labeling as in cube2.stl
Neither of the above files contain color information.
They just define the shape of an object.
A renderer takes a control file that places many objects and
applies color and shading to the objects. One such file is
lab6_input1 shown below:
device: lab6_input1.rle
postscript: lab6_input1.ps
debug: 1
viewport: 400 400
coi: 0 0 0
hither_yon: 1 100
observer: 4 1 20
angle: 8.0
light_position: 10 30 30
light_color: 1 1 1
object: drop.dat
color_type: 1 1 0 0
illumination_parameters: .2 .8 1.0 50
shading: phong
rotate: 45 30 60
scale: 1 1 1
translate: .25 -.36 0
object: drop.dat
color_type: 1 1 1 0
illumination_parameters: .25 .75 1.0 10
shading: phong
rotate: 0 0 180
scale: 1 1 1
translate: 0 .6 0
object: cube.dat
illumination_parameters: .3 .70 0.0 10
shading: phong
color_type: 1 1 .5 .5
scale: 2 2 .1
translate: 0 0 -.5
object: cube.dat
shading: phong
color_type: 1 .2 .9 1
illumination_parameters: .25 .75 1.0 100
scale: 2.0 .2 2.0
translate: 0 -1.0 .5
end
Note: shading, color, illumination, scale and position (translate)
are given for each object. Global parameters include window size,
center of interest, truncated prism specification, files, etc.
The result of the above scene is shown below.
UMBC Game Track makes national news:
From: technews
Subject: ACM TechNews; Wednesday, April 23, 2008
Read the TechNews Online at: http://technews.acm.org
HEADLINES AT A GLANCE:
* Serious About Games
Serious About Games
Baltimore Sun (04/20/08) P. 1A; Emery, Chris
Nearly 400 U.S. colleges and universities, including MIT and Carnegie
Mellon, now offer formal training in game development, ranging from
elective courses to full degree programs. The increasing complexity
of computers and game systems requires teams of dozens of artists,
producers, and programmers to create a game. "Twenty years ago, a
game was made by one guy, or two or three people," says International
Game Developers Association executive director Jason Della Rocca.
"The games you see now take up to 200 people to make. You need a more
institutionalized pipeline of training developers." Vocational
schools have a lead in issuing certificates in game development, but
universities are catching up as more students demand full degree
programs.
The University of Maryland Baltimore County's program
provides broad-based training in visual arts and computer science.
UMBC computer science professor Marc Olano says the school's gaming
classes are designed to give students a solid education that will
make them employable outside of the game industry. However, there are
plenty of jobs for gaming majors. The average developer's salary was
$73,000 last year, according to Game Developer magazine, while
computer and video game sales have tripled since 1996. "Students are
demanding these types of programs, and schools are listening," Della
Rocca says. "These classes do well in terms of filling classrooms."
Click Here to View Full Article - Web Link May Require Free Registration
Some mathematical techniques have multiple uses in graphics.
The understanding of the development may be more important
than a specific chunk of code because your specific need may
be slightly different.
In order to not loose everyone in notation, we start with one
dimension, then we wave our hands and say it now should be obvious
in three dimensions. :)
Our goal is to do interesting manipulations of 3D patches.
The smallest useful patch is 16 3D points forming a 4 by 4 mesh.
Starting easy, consider four values of x, e.g. x0, x1, x2, x3
that can also be represented as a vector X.
Given that the x's are evenly spaced, we want to find an easy and
efficient way to compute intermediate values. This is called
interpolation.
The solution is to create a polynomial, P(u), with an independent
variable u that goes from 0.0 to 1.0 such that:
P(0) = x0
P(1/3) = x1
P(2/3) = x2
P(1) = x3
and any value of u between 0.0 and 1.0 gives a reasonable value for x.
(Note the equal spacing, 0 to 1/3, 1/3 to 2/3, 2/3 to 1)
There are various approximations that can be used if we do not need
exact equality at every point. For example, see the GUI tutorial on
spline fit. For the purpose of understanding, we use the exact fit by
a third order polynomial.
P(u) = c0 + c1*u + c2*u^2 + c3*u^3
A side note is that we use Horner's rule for the actual computation
P(u) = c0 +u*(c1 + u*(c2 + u*c3))
using three multiplications and three additions.
In vector notation, C represents the four values c0, c1, c2, c3.
Now, combining what we have so far, e.g. p(1/3) = x1 and P(u), in a
neat form we can see the matrix-vector version of our problem.
P(0) = c0 + c1*(0) + c2*(0)^2 + c3*(0)^3 = x0
P(1/3) = c0 + c1*(1/3) + c2*(1/3)^2 + c3*(1/3)^3 = x1
P(2/3) = c0 + c1*(2/3) + c2*(2/3)^2 + c3*(2/3)^3 = x2
P(1) = c0 + c1*(1) + c2*(1)^2 + c3*(1)^3 = x3
Noting that this is a set of simultaneous equations,
define the constant matrix A from the equations above
| 1 0 0 0 |
A = | 1 1/3 1/9 1/27 |
| 1 2/3 4/9 8/27 |
| 1 1 1 1 |
and writing the matrix vector equation (ignoring row vs column vectors)
C * A = X
We know the values of X and A, thus we directly compute C using
C = A^(-1) * X
compute the inverse of matrix A and multiply by vector X to get vector C.
For computational efficiency, the inverse of A is computed at most once
and can be used for many different X vectors. Having the C vector,
Horner's method is used to compute the intermediate values at the
u needed by our graphics application.
simeq.c Solves simultaneous equations and computes inverse.
Now for the hand waving. Using the method described above and considering
a 3D point having x,y and z, we can compute three C vectors, Cx, Cy and Cz
by using X, Y, and Z vectors, thus getting three polynomials
Px(u), Py(u) and Pz(u) that interpolate and produce an x, y and z for
each value of u in the range 0.0 to 1.0. 'u' is known as the parameter
and the equations are called parametric equations for x, y, z.
What is usually needed is interpolation in two dimensions, say u and v,
for a two dimensional mesh of three dimensional points. Thus we have
16 points and this would need 16 c's for an exact fit, needing
16 by 16 matrices. In order to get better computational speed, smoothing
is applied and Bezier or cubic B-Splines are typically used.
To really get deep into surface patches, check out Non Uniform Rational
B-Splines, NURBS.
The use of "patches" allows complex surfaces to be drawn with a few
pixels when far away and many pixels when close up. Thus uniformly
good quality images may be displayed with only as many computations
as are needed.
For example, bteapot.c displays the wireframe.
bteapot uses vertices.h
teapot.c has the data internal, and has a
bug in the data that creates a crack in the pot. Cracked pot?
Modeling techniques.
Suppose you want to model characters that are going to move and perform
actions. In 2D the character would be drawn by the creative artist in
a number of situations. An author would create the story line. An
animator would draw the character at various stages in the story.
Other people would fill in the frames between the stages. Other people
would "ink and paint" the frames so that every 1/24 of a second a
frame could be displayed and the viewer would see smooth natural
motion as the character went about doing the story line. This is
still being performed and computers are helping some, but it is still
a lot of work.
In 3D modeling such as the movies Toy Story and Finding Nemo the
effort is even greater. Typically each frame must exists in terms
of geometry of objects, texture mapping, coloring, materials and
lighting. Out takes of many animations have been shown. One from
Shrek presented a dress moving one way and the princess moving
the other way, oops, the texture mapping coordinates were wrong.
In movies such as Madagascar and Over The Hedge there was a
line of code for every hair in some closeups.
Thus additional math is needed and more is being used. Once the
character is modeled in 3D, the motion can be computed for
actions such as walking and running. Once the motion is computable
then all the joint movements can be computed. Some of the motion
is captured by placing "dots" on human subjects and recording the
position and angle of body parts. Using human motions can make the
characters more "life like", more pleasing to the eye.
Complex figures, such as The Incredibles and Robots, seem to be using
a technique where the body is modeled by limbs as lines, then
ellipsoids are placed on the limbs. The actual appearance of skin is
computed based on an elastic mesh that covers the ellipsoids.
Not quite the exact physics of skin because the tension on the
mesh has to be adjusted on various parts of the body. Actions
such as taking a punch in the stomach are computed by deformation
of the mesh.
The creative talent of artists, authors and animators
is still needed. Much of the other work may be assisted by
mathematical computations.
over the hedge trailer
gain.umbc.edu
Now that the class has been using one or more windowing systems
to do homework and their project, let us peek under the cover
and learn some fundamentals that are hidden by tool kits.
The facilities and functions presented in this lecture are
available for everyone to use. Yet, typically these "low level"
facilities and functions are called by higher level tool kits.
Both Microsoft Windows windowing and X Windows windowing will
be covered. The names may be changed yet the observant student
will see great similarity at the basic capability level.
A first look at Microsoft Windows starts with the "C" header
file Windows.h and the header
files that are included:
WinDef.h
WinBase.h
WinGDI.h
WinUser.h
ShellAPI.h
and
WindowsX.h
A higher level Microsoft toolkit is the Microsoft Foundation Classes,
MFC, for C++. Within this toolkit the top level files are:
StdAfx.h and StdAfx.cpp
An example use is:
vc_plotd.h and vc_plotd.cpp
Then, the Windows make file and a use of vc_plotd (one of many plotd's)
hw7.mak and hw7vc.cpp
Hopefully, you are using a higher level graphics tool kit than this
for your project.
To help understand some of the function calls, "h" as a first
letter of a type usually means "handle" that means a "C" pointer.
Thus, hwnd, is a handle to a specific window. hdc, is a handle to a
device context, drawing context, that contains drawing parameters
such as colors and pixels.
The X Windows System considers the top level entity to be a "display"
typically named "dpy". A display may have one or more "screens".
Within each screen is a top level window that covers the entire
screen. Within the top level window there can be any number of
windows, some with the top level window being the parent and others
nested, children, to any nesting depth. For each window that may be
one or more graphics context, "gc" that contain drawing parameters.
The basic header file for X Windows is Xlib.h
XDrawArc and many other functions and data structures
The next level header file is Intrinsic.h
XtAddCallback and many other functions and data structures
The Motif tool kit main header file is Xm.h
XmCreateSimpleMenuBas and many other functions and data structures
Note that the library names for linking are -lXm -lXt -lX11 for
Xm.h Intrinsic.h and Xlib.h respectively.
man X as a text file
An example basic X Windows program is w1.c
There are an amazing number of windows on a desktop.
The program treewalk.c shows 465 windows
for a Linux KDE desktop treewalk.out
Note that some windows have names, some do not.
Child windows are shown indented. Coordinates and sizes are shown.
X Windows and Microsoft Windows give the user some control over
what seem to be unchangeable programs. For X Windows check out
/usr/X11R6/lib/X11/app-defaults directory,
or /etc/X11/app-defaults,
or /usr/lib/X11/app-defaults. "a rose by any other name ..."
For example XCalc.ad
used to produce GUI
A user may modify one of these files, typically with
an ".ad" extension meaning "application default".
This particular .ad file defines almost the entire GUI
of the calculator.
For Microsoft Windows there is a resource file, typically with extension
".rc" that gets compiled by the resource compiler into a binary file.
For example hw7.rc
Application default or resource files can set simple items such as
colors and sizes, can provide additional key bindings and in some cases
can change the names of menu items or behavior of the application.
Some blog comments are at blog
Chapter 6 of our Textbook: Interactive Computer Graphics, gives the
definitions and equations for doing lighting in any language on
any graphics platform. Programming these yourself is often a project
in CMSC 435, Computer Graphics. Many graphics toolkits implement
the lighting models for reasonably convenient use.
The physics:
Light is electro magnetic radiation. Each color has a wavelength.
We are interested in the visible spectrum between infrared
and ultraviolet. From long ago, Roy G Biv, Red, orange, yellow,
Green, Blue, indigo, violet. RGB are the electronic primary colors.
The human eye can detect the intensity and wavelength of light.
White light is all colors, black is no colors.
In ambient white light, an object looks red because the object
is reflecting light with wavelengths near red and absorbing light
at other wavelengths
Graphics definitions:
Ambient light: comes from no specific source, exists in all directions.
Diffuse light: has a point source, strikes the surface of an object at
some angle, reflects or is absorbed by an object, the
amount of reflected light depends on the incident angle
and the normal to the surface.
Specular reflection: comes from point source light reflected to a pixel
based on the angle of incidence and angle of
reflection, and takes into account the shininess
of an object. This produces a highlight or bright spot.
An object is said to have a surface material and that material can
have Ambient, Diffuse and Specular properties (for each primary color).
Example programs covered: (execute and observe lighting)
planets.c
SphereMotion.java
SphereMotion.jpg
SphereMotion.html
teapots.c
teapots.jpg
The lighting environment is the physical objects in the truncated
tetrahedron plus the light(s) that may be outside this volume.
(also see textbook 5.5)
The components of light that the user sees is intensity, I, of
the primary colors RGB.
Irgb = Iambient + Idiffuse + Ispecular [clamped to 1.0 maximum each color]
(see text book 6.1-6.5)
The intensity of a pixel on the display is computed independently
for each primary color. Each intensity is the result of light on
the material of the object being reflected to the pixel on the
display screen. For the following we assume the material on the
object has been defined to provide the reflectivity of each primary
color for ambient reflection, diffuse reflection, specular reflection
and shininess. We assume that ambient light has been defined with
the amount of light for each primary color. We assume that one or more
point lights have been defined at some position with the amount of
light for each primary color. All lights and reflectivities are
assumed converted to the range 0.0 to 1.0. Any undefined value is
considered to be 0.0.
The intensity for each color is computer by the formulas:
Iambient = Kambient * Lambient
Kambient is the materials reflectivity to each color
Lambient is the amount of ambient light for each color
Idiffuse = Kdiffuse (Lvector dot Nvector) Ldiffuse
Kdiffuse is the materials reflectivity to each color
Ldiffuse is the amount of one point light for each color
Lvector is the vector from the point light to the surface
Nvector is the normal vector at the surface
the dot product computes the cosine of the angle between vectors
Ispectral = Kspecular (Rvector dot Vvector)^alpha Lspecular
Kspecular is the materials reflectivity to each color
Lspecular is the amount of one point light for each color
alpha is the exponent of the dot product, typically 20 to 100
alpha can be derived from the amount of shininess of the object
Rvector is the reflection vector
Vvector is the vector to the eye
(actual computation uses a transformation, Hvector)
A few examples:
red light amount red reflectivity result intensity
0.0 0.0 0.0
0.0 1.0 0.0
1.0 0.0 0.0
1.0 1.0 1.0
0.5 0.5 0.25
1.00^50 = 1.0
0.99^20 = 0.8 alpha = 20 at angle T, 0.99 = cos(T)
0.95^20 = 0.35
0.99^50 = 0.6 alpha = 50
0.95^50 = 0.076
teapots includes both lighting and texturing, which
are both closely related to how people interpret,
visualize, the display of graphical objects.
Texturing is covered more in the next lecture.
light_dat.c
light_dat2.c show faces
light_dat3.c show vertices
datread.c reads .dat and .det files
datread.h
drop.dat Utah .dat or .det formats
skull.dat example
skull.jpg rendered as brass
bull.dat example many vertices, surfaces
bull.jpg rendered as brass
There are many 3D graphical images available from the Utah project(s).
The .det format uses binary IEEE floating point and binary "C"
integers for fast input. The .dat format is exactly the same
numeric values encoded as ASCII text readable by "C" fscanf or
equivalent.
When you can see the object on the screen with lighting,
there has been a z-plane rendering or ray trace rendering
to convert the vertices and faces to a smooth looking object.
planets.c Lighted extension of planet.c
This demonstrates putting a light inside an object to give somewhat an
illusion of a glowing object.
Compare above to planet.c
Texture mapping and bump mapping are computer techniques to make images seem more realistic to observers. There is not enough computer power to model a wall in a house, with its irregularities and discolorations, to make it appear "real" on a computer screen. Thus, the technique of texture mapping or bump mapping is applied to the graphics rendering of the wall to make it look more realistic. Examples include: earth.c readtex.c earth_small.rgb a binary file that looks like:The earth_small is stored as a flat 2D colored image is wrapped around a sphere using texture mapping. Run earth, expand size very large. Note how rotation slows down. More computation. Right click for menu, left click rotate faster. Show difference in point filtering and line filtering. These are just two of many. checker.c An internally computer checker board pattern is texture mapped onto a cube and the cube is shown from two views. The texture sticks to the object as it moves and rotates.
teapots.c teapots.jpg teapots uses color and lighting to give the impression of texture. Both are closely related to how people interpret, visualize, the display of graphical objects. Some times you may need terrain or a forest. See the skyfly subdirectory on the distributed CD. The authors created a file with the terrain of mountains and valleys. Some scenes are best created using fractals. An example of one tree, one of many shapes based on numeric parameters: fractal.c X Windows fractalgl.c OpenGL Fractal.java Java The above can be used with a random number generator on position and parameters to compute a forest background. Other techniques that can create interesting designs are from chaos theory. Typically a simple recursive equation that produces interesting results. x horizontal, r vertical chaos1.c OpenGL version
Mr. Voronoi has an interesting way of coloring the closest: voronoi.c OpenGL version
Run voronoi. Left click three points to make a triangle. Right click, then left click three more points. Each right click starts another polygon. Any number of left clicks can define the polygon. Our small solar system, in our small galaxy, in our big Universe. Stars and galaxies may add interesting effects to your GUI. from images/stars.jpg
images/stars2.jpg
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Color can be used to indicate values. On a 2D plot, the height or value may be shown with color variation. On a 3D plot the color can show a fourth dimension value such as temperature. In OpenGL: A simple program that manually creates colors and values is color_scale.c that displaysA more typical output where colors and values may be generated by the program may look like
A Python Tk program to do an orthographic plot of a wire frame, with color of edge representing z value of z=x*x+y*y plot_parab.py that displays
A Java graphics program to do orthographic plot of a wire frame, with color of edge representing z value of z=x*x+y*y plot_parab.java that displays
This has a "run" button that causes crude motion. A sample program that generates many colors and displays a color wheel colorw_gl.c that displays
Note that the RGB must be changed in combinations, not individually. Note also that a specific display or specific person reaches a place where adjacent colors appear the same. To see the similarity with various graphics packages, the X Windows version of color wheel is colorw.c that displays
A small sample of python graphics and color is pycolourchooser.py
The set of required files to build pycolourchooser is: pycolourchooser
Often you or a user may desire an output file format other than a screen capture. There are many reasons such as better resolution, anti aliasing, better color or conversion of color to greyscale. A library is available for including in your "C" program to be able to both input and output Jpeg files. All WEB browsers handle *.jpg files and these files can be compressed to various degrees to get a size verses detail trade off. Get the Jpeg source code for reading and writing via: jpegsrcv6b.tgz worked for me on Linux. jpegsrcv6b.zip can be made to work on MS Windows. An example use of the above jpeg library for writing a .jpg file is: write_jpg_file.c from my draw program. Capture the pixels using the method as demonstrated for Gif output. Use Jpeg sample program to call routines in libjpeg to write file. PostScript is a graphical programming language for printers. PostScript can be generated by your program. A sample of PostScript routines is available. Note that a PostScript file is plain text. A PostScript file may be edited similar to any programming language. Well, PostScript can be used as a programming language although that is not the primary use. PostScript for printing greyscale of a 3D color rendered image: draw_post.h function prototypes draw_post.c "C" code that writes *.ps file test_post.c test program for above files test_post.ps PostScript output as text Postscript will not display in some browsers. Convert postscript .ps to pdf .pdf using: ps2pdfwr xxx.ps xxx.pdf test_post.pdf draw_postscript.c example use from 3D data structure drawps.cc Program to convert the output of an object oriented 2D digital logic schematic editor to a PostScript file. This program reads a .draw ASCII file that the user of the editor saved. Use Goggle to search for "A First Guide to PostScript" then find a more complete manual, big, searching for "Adobe PostScript Programming Manual" Basic PostScript is easy to write. Most PostScript files are hard to read because of the extensive use of unique macros. Note that draw_post.c has the original PostScript commented out, and now writes much smaller files using macros. "Smaller" is a joke when it comes to rendered 3D graphics, these PostScript files are typically large, 1MB or more. Note that I have only used greyscale PostScript. There are a few color PostScript printers available and the cost are coming down. The conversion from RGB to greyscale 'shade' where RGB are in the range 0.0 to 1.0 and shade is in the range 0.0 to 1.0 is: shade = 0.299 * R + 0.587 * G + 0.114 * B The Postscript page for 8-1/2 by 11 paper in portrait orientation would have x coordinates from 0 to 612 (8.5 * 72) and y coordinates from 0 to 792 (11 * 72). But, leave a margin because most printers will not print to the edge of the page. For 1/2 inch boarders, scale and offset the scene to x in 36 to 576 and to y in 36 to 756. png graphic files can be read and written easily in Java. Viewer.java reads and displays a .png file. PNGwrite.java writes a .png file. This sample code shows that whatever was used for "paint" must be used again to build an internal buffered image that can be written out as a .png file. Other file types such as .jpg are available also. The commands: javac Viewer.java java Viewer colorw.png javac PNGwrite.java java PNGwrite xxx.png java Viewer xxx.png demonstrate the capabilities of both programs. colorw.png isxxx.png is
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Project Demonstrations and Review
The Quiz 3, final exam, covers the entire course.
See Review Lectures 9 and 19 also.
Same type of exam. One hour time limit.
(You may bring your own laptop)
(Not the "Study Guide" or copies thereof.)
(Read the instructions and follow the instructions.)
(Read carefully, answer the question that is asked.)
Then, finish the last of project demonstrations.
This course has covered various building blocks
that can be used to build a Graphical User Interface.
Whenever possible use the capabilities in your
tool kit, rather than coding standard features.
Use your time to put together an integrated application,
using all available code, graphics, sound, etc.
In order to make movement realistic, use the equations
of physics. Usually provide some kind of manual or
automatic speed control, in order to account for various
computers having different processing and graphics speeds.
Typically users are given speed controls rather than
acceleration controls. The "accelerator" in a vehicle
is a speed control, in spite of its name. Some applications
may use a force control that is translated into an
acceleration using Acceleration=Force/Mass.
Special purpose kinematics may be used in some applications
to compute a path from one location to another. These may
work in either two or three dimensions.
A body in air or space, has six degrees of freedom:
Movement in the three space dimensions, X, Y, Z and
rotation about the three axis through the center of
gravity, roll about the longitudinal axis, pitch about
the lateral axis and yaw about the vertical axis.
Target motion can be generated by using published
equation for curves and surfaces. A vapor trail can
be shown by keeping a few previous coordinates and
drawing increasingly smaller stuff.
Cartoons use squash and stretch and squeeze for humorous
effects. Older 2D cartoons used a hand drawn background
and moved only a mouth or hand for some frames. Each
frame became a frame on the final film. Each frame was
drawn by hand, called "ink and paint".
Postscript is a language for displaying text and
graphics. Your application can generate Postscript
output relatively easily. Outputting jpeg or png
files can be accomplished with an appropriate
tool kit.
3D rendering may use Z-plane or Ray Trace or other methods.
Povray is one free Ray Trace renderer.
The rendering may use a frustum volume or a cube volume or other.
The closest surface of the rendered volume is sometimes called
"hither" and the farthest surface "yon". Any physical units
with any scaling may be used in the "world coordinate" volume.
Rendering may show shading, plane faces, wireframe or vertices.
Each may be useful to a user or developer for various purposes.
OpenGL takes a world coordinate, also called the
model coordinate, and multiplies by the 4 by 4 model view matrix.
The resulting translated and rotated homogeneous coordinate [x, y, z, w]
is multipled by the 4 by 4 perspective matrix. The result is
scaled to the screen. The model view matrix is initialized
to the identity matrix and the perspective matrix is
initialized based on the frustum with eye typically at 0,0,0.
Another way to render 3D is an orthographic projection that
has much easier computation.
Final exam is same type as Quiz 1 and 2.
Open book, open note, open computer.
One hour time limit.
No EMail or instant messaging during exam.
Based on WEB pages and lectures 1 through 29.
Comprehensive, on all lectures and all homeworks. See Lecture 29, Review
Last updated 5/25/09