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Презентация на тему Cmpe 466 computer graphics. Computer graphics software. (Chapter 3)

Coordinate representationsFigure 3-1 The transformation sequence from modeling coordinates to device coordinates for a three-dimensional scene. Object shapes can be individually defined in modeling-coordinate reference systems. Then the shapes are positioned within the world-coordinate scene.
CMPE 466 COMPUTER GRAPHICSChapter 3Computer Graphics SoftwareInstructor: D. AriflerMaterial based on- Computer Coordinate representationsFigure 3-1  The transformation sequence from modeling coordinates to device Graphics functionsOutput primitives: plot character strings, points, straight lines, curved lines, polygons, Software standardsPrimary goal: PortabilityGraphical Kernel System (GKS)Programmer’s Hierarchical Interactive Graphics System (PHIGS) Language bindingA language binding is defined for a particular high-level programming languageThis Other graphics packagesOpen InventorVirtual Reality Modeling Language (VRML)Java 2DJava 3DRenderMan InterfaceLibraries for Mathematica, MATLAB, and Maple OpenGLOpenGL basic (core) libraryFunction names start with “gl”OpenGL Utility (GLU) libraryConstants and OpenGL header filesWindows#include #include #include or simply#include GLUT ensures that gl.h and An example programFigure 3-2  A 400 by 300 display window at An example program An example program
Слайды презентации

Слайд 2 Coordinate representations
Figure 3-1 The transformation sequence from

Coordinate representationsFigure 3-1 The transformation sequence from modeling coordinates to device

modeling coordinates to device coordinates for a three-dimensional scene.

Object shapes can be individually defined in modeling-coordinate reference systems. Then the shapes are positioned within the world-coordinate scene. Next, world-coordinate specifications are transformed through the viewing pipeline to viewing and projection coordinates and then to normalized coordinates. At the final step, individual device drivers transfer the normalized-coordinate representation of the scene to the output devices for display.

Right-handed vs. left-handed coordinate reference frame


Слайд 3 Graphics functions
Output primitives: plot character strings, points, straight

Graphics functionsOutput primitives: plot character strings, points, straight lines, curved lines,

lines, curved lines, polygons, etc.
Attributes: set properties of output

primitives such as color specifications, line styles, fill patterns, etc.
Geometric transformations: change size, position, orientation of an object
Viewing transformations: select a view of the scene, type of projection to be used, location on video monitor where the view is to be displayed
Input functions: control and process the data flow from interactive devices
Control operations: house-keeping tasks such as clearing a screen display area


Слайд 4 Software standards
Primary goal: Portability
Graphical Kernel System (GKS)
Programmer’s Hierarchical

Software standardsPrimary goal: PortabilityGraphical Kernel System (GKS)Programmer’s Hierarchical Interactive Graphics System

Interactive Graphics System (PHIGS) and PHIGS+
Graphics Library (GL)
OpenGL (hardware-independent

version of GL)

Слайд 5 Language binding
A language binding is defined for a

Language bindingA language binding is defined for a particular high-level programming

particular high-level programming language
This binding gives the syntax for

accessing various graphics functions
OpenGL bindings for C and C++ are the same
OpenGL bindings are also available for Java and Python

Слайд 6 Other graphics packages
Open Inventor
Virtual Reality Modeling Language (VRML)
Java

Other graphics packagesOpen InventorVirtual Reality Modeling Language (VRML)Java 2DJava 3DRenderMan InterfaceLibraries for Mathematica, MATLAB, and Maple

2D
Java 3D
RenderMan Interface
Libraries for Mathematica, MATLAB, and Maple


Слайд 7 OpenGL
OpenGL basic (core) library
Function names start with “gl”
OpenGL

OpenGLOpenGL basic (core) libraryFunction names start with “gl”OpenGL Utility (GLU) libraryConstants

Utility (GLU) library
Constants and data type names begin with

“GL”
Function names start with “glu”
Window management operations are device-dependent
OpenGL extensions to the X Windows System (GLX)
Apple GL (AGL)
Windows GL (WGL)
OpenGL Utility Toolkit (GLUT) library
Library of functions for interacting with any windowing system
Functions are prefixed with “glut”

Слайд 8 OpenGL header files
Windows
#include
#include
#include
or simply
#include
GLUT

OpenGL header filesWindows#include #include #include or simply#include GLUT ensures that gl.h

ensures that gl.h and glu.h are included
Apple OS X
#include



Слайд 9 An example program
Figure 3-2 A 400 by

An example programFigure 3-2 A 400 by 300 display window at

300 display window at position (50, 100) relative to

the top-left corner of the video display.

Figure 3-3 The display window and line segment produced by the example program.


Слайд 10 An example program

An example program

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