Tools of the Trade

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Tools of the Trade. Design Tools. Tools for creating 2D and 3D graphics off-line Model building Animation Particle effects Pyrotechnic, atmospheric, fluid… Scene graph management Shaders Textures Fur, hair, clothing…. Design Tools. Alias – Maya, now owned by AutoDesk www.alias.com - PowerPoint PPT Presentation

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Tools of the Trade

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Design Tools

• Tools for creating 2D and 3D graphics off-line– Model building– Animation– Particle effects

• Pyrotechnic, atmospheric, fluid…

– Scene graph management– Shaders– Textures

• Fur, hair, clothing…

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Design Tools

• Alias – Maya, now owned by AutoDesk– www.alias.com – $$$

• Discreet – 3DS Max (3D Studio Max), now owned by AutoDesk– www.discreet.com– $$$

• Renderman– renderman.pixar.com– $$$

• Chumbalum-soft – MilkShape 3D– http://www.swissquake.ch/chumbalum-soft/– Shareware

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Programming Libraries

• Libraries for creating 2D and 3D graphics real-time– Provide access to graphics hardware accelerators– Provide software emulation in the absence of

hardware accelerators– Describe 3D objects– Describe properties of 3D objects

• Texture, color, shading, lighting, etc.

– Describe 3D viewing geometries

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Programming Libraries

• OpenGL– Multi-platform– www.opengl.org– 3D graphical libraries

• Microsoft DirectX– Windows platform– www.microsoft.com/windows/directx/– User interface libraries

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Programming Libraries

• Java 3D API– Multi-platform– java.sun.com/products/java-media/3D/– User interface libraries

• Java OpenGL– OpenGL library for Java– opengl.j3d.org– Various others

• Virtual Reality Mark-up Language (VRML)– www.vrmlsite.com– Internet based 3D content creation

OpenGL

• What is OpenGL?– Came out of Silicon Graphics (SGI)in the early

90’s (was IRIS GL specifically for their graphic workstations)

• A software interface to graphics hardware– Provide a uniform API – Hardware independent– Operating system independent– About 200 core commands

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OpenGL

• What if your graphics hardware doesn’t support OpenGL?– Then OpenGL will run in pure software mode

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OpenGL

• What OpenGL does not do– It does not provide support for user interface

devices– It does not provide audio support– It does not provide game play support– It does not provide network interface support

• It merely provides access to your graphics hardware

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OpenGL Basics

• 3D graphics – nothing more, nothing less

• There is no user interface definition

• But…there are available libraries and SDKs– GL Utility Toolkit (GLUT)

• http://www.opengl.org

– Flash Light Toolkit (FLTK – Full Tick)• http://www.fltk.org/

– Jules' Utility Class Extensions (JUCE)• http://www.rawmaterialsoftware.com/juce/

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OpenGL Basics

• All the primitive tools we’ve looked at are included– Line drawing (polygon)– Shading– Lighting– Projections (orthographic, perspective)– Hidden surface removal– Texture mapping– Alpha blending

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OpenGL Basics

• Special effects– Motion-blur– Fog– Depth-of-field (depth-of-focus)

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OpenGL Code

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int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB); glutInitWindowSize (500, 500); glutInitWindowPosition (100, 100); glutCreateWindow (argv[0]); init (); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMainLoop(); return 0;}

OpenGL Concepts

• Modeled as a state machine– You set states (modes) that remain in effect until

you change them• Current color

• Viewing transformations

• Line/polygon patterns

• Lighting characteristics

• Object material properties

– OpenGL State Machine

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OpenGL Rendering Pipeline

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Pixel data

Vertex data

OpenGL Rendering Pipeline

• Display List– A storage area for holding objects to be displayed

at a later time

• Evaluators– Conversion of parametric objects (e.g. curves) to

vertices

• Per-vertex operations– Conversion of vertex primitives to screen objects

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OpenGL Rendering Pipeline

• Primitive assembly– Clipping (so things don’t display off the window),

culling (hidden surface removal), depth cues (perspective transformations)

• Pixel operations– Packing and unpacking of pixel data, scaling (for

size)

• Texture assembly– Texture mapping

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OpenGL Rendering Pipeline

• Rasterization– Conversion of geometric (polygons) and pixel data

to fragments (pixels in the frame buffer)

• Fragment operations– Final modification of frame buffer pixels

(texturing, blending, dithering, masking, …)

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OpenGL Demonstrations

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Bibliography

• Books– OpenGL Programming Guide (Red book)

• Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis• Addison Wesley publisher

– The OpenGL Reference Manual (Blue book)• OpenGL Architecture Review Board, Shreiner• Addison Wesley publisher

– OpenGL: A Primer• Edward Angel• Addison Wesley publisher

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Bibliography

• Books– The Zen of Direct3D Game Programming

• Peter Walsh• Prima Tech publisher

– Special Effects Game Programming With DirectX• Mason McCuskey• Premier Press publisher

– Physics for Game Developers• David M. Bourg• O’Reilly publisher

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Bibliography

• Periodicals– Game Developer Magazine

• CMP publisher

• www.gdmag.com (free subscriptions available)

– Computer Graphics World• PennWell publisher

• www.cgw.com (free subscriptions available)

– ACM Transactions on Graphics– IEEE Computer Graphics and Applications

Magazine

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Bibliography

• Conferences– ACM SIGGRAPH

• www.siggraph.org

– Game Developer’s Conference• www.gdconf.com

– E3 (Electronic Entertainment Expo)• www.e3expo.com

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Things To Do

• Tonight– Final project proposal

• What is your project going to entail?

• What algorithms will you use?

• What will be the final deliverable?

– Programming help/questions

• Next week– Demonstrate your deliverable to the class

– Write (and turn in) the report describing your project