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Improving the appearance of 3D OpenGL scenes

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Title: Improving the appearance of 3D OpenGL scenes


1
Improving the appearance of 3D OpenGL scenes
  • Brian Farrimond
  • Robina Hetherington

2
What we shall do
  • Hidden line removal
  • Enable nearer objects to hide distant objects
  • Lighting and shading
  • Improve the sense of depth with shading
  • Materials
  • Add colour
  • Importing 3DSMax models
  • Add realistic models

3
Hidden line removal
  • Unless told otherwise, OpenGL draws on top of
    other objects
  • regardless of how far away they are
  • Suppose we want to draw this -----------?

4
First attempt
5
The effect
  • Because OpenGL draws the cube then the sphere,
    the sphere is drawn on top even though it is
    further away
  • Ex07

6
Hidden line removal
  • OpenGL uses depth-buffering (also known as
    z-buffering)
  • Depth buffer is created
  • It records for each pixel, the distance from the
    viewer
  • Initially all set to a very large value

7
Hidden line removal
  • As each object drawn
  • each pixel is generated
  • its distance from the viewer is compared with the
    corresponding value in the depth buffer
  • If smaller than the value already there then
  • Pixel is updated
  • Its distance is recorded in the depth buffer
  • Otherwise
  • Pixel is not drawn

8
Coding in OpenGL
  • 1. In main create a depth buffer

9
Coding in OpenGL
  • 2. In reshape enable depth testing

10
Coding in OpenGL
  • 3. In display set the depth buffer to high
    values

11
Results Ex08
12
Lighting
  • 3D drawing aims to look realistic
  • Realism includes realistic lighting effects
  • Light in the real world is very complicated
  • Optics is a whole branch of Physics
  • Light involves quantum mechanics!
  • OpenGL uses simplified light calculations
  • Results are acceptable

13
Default lighting
  • OpenGL default is to have no lighting
  • Switch on the lighting with
  • glEnable(GL_LIGHTING)
  • OpenGL has 8 lights available named
    GL_LIGHT0, GL_LIGHT1, .., GL_LIGHT7
  • Switch on a light like this
  • glEnable(GL_LIGHT0)

14
Ex09
  • Here is init modified to switch on GL_LIGHT0

15
Ex09
Ex08 no lighting
  • Ex09 with lighting

16
Ex09
  • Sphere has its polygons visible
  • No colours glColor3f is ignored in a lit scene

17
Setting the shade model
  • We can make the sphere show its polygons with
  • glShadeModel(GL_FLAT)
  • When drawing a polygon, OpenGL chooses one of the
    polygons vertices and colours all the polygon's
    pixels the same colour as this vertex
  • Put the command into init

18
Setting the shade model
  • We can make the sphere look smoother with
  • glShadeModel(GL_SMOOTH)
  • When drawing a polygon, OpenGL computes a colour
    for each vertex then colours the polygon's
    interior pixels by interpolating the vertex
    values to provide the smooth effect.
  • This is the OpenGL default.
  • Put the command into init

19
Defining materials to get colour
  • When we use lights we need to specify an objects
    colour in a more sophisticated way
  • Interaction of a surface with light is scary
    physics
  • In OpenGL we simplify by using the concept of
    material properties

20
Lights with colour
21
OpenGL material properties
22
Specifying diffuse colour
Defining colours as 4 element arrays of floating
point numbers red, green, blue, alpha
23
Specifying diffuse colour
Each array element is a floating point number
24
Specifying diffuse colour
Indicates the variable is an array instead of a
single value
25
Specifying diffuse colour
Puts values into the array
26
Specifying diffuse colour
Setting the colour for the red cube
27
Specifying diffuse colour
Setting the colour for the green sphere
28
Notes
  • We need to use arrays to define material colours
  • GL_FRONT specifies that the colour should be
    applied to the front of the objects polygons
  • Alternatives are GL_FRONT and GL_FRONT_AND_BACK

29
Defining the light
  • Default colour is white
  • Default position is (0, 0, 1)
  • Change the position like this

30
Defining the light
  • Default colour is white
  • Default position is (0, 0, 1)
  • Change the position like this

Array containing x, y, z coords of light position
plus w value w 0 light at specified point w
1 light is at infinity in direction from
origin through (x, y, z)
31
Defining the light
  • Default colour is white
  • Default position is (0, 0, 1)
  • Change the position like this

Light is moved to the new position
32
Nate Robbins tutorial
  • LightMaterial

33
ExLoad3DS
  • Illustrates changing the light position
    interactively

34
Using 3DS Models in OpenGL
  • Complex models can be imported into OpenGL if the
    file format is understood
  • 3DSMax has a facility for exporting models as
    .3ds files.
  • Web sites contain clues as to the structure of
    this file format
  • In this module we shall use the vertex and
    polygon information found there

35
Using 3DS Models in OpenGL
  • We need to
  • Load the 3DS data into a suitable data structure
  • Use the data structure to draw OpenGL polygons

36
Procedure adding files
  • Put a copy of the files
  • load3dsbtf.cpp
  • load3dsbtf.h
  • into your project folder
  • Add load3dsbtf.cpp to your project tree

37
Procedure programming the OpenGL
  • Add a variable that forms the data structure
  • Use the call loadBTF3DS to load a model from the
    .3ds file
  • Use the call display3DSObject to display the
    model in OpenGL

38
ExLoad3ds
Include file with definitions needed for 3DS
39
ExLoad3ds
3DS file may contain more than one object
40
ExLoad3ds
Array of pointers to 3ds object data structures
41
ExLoad3ds
Count of the number of 3ds objects
42
A function to set the colour
43
init
Here we load the 3DS object from its file
44
display
45
display
Display each of the objects read from the 3DS file
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