Hierarchical and ObjectOriented Graphics - PowerPoint PPT Presentation

1 / 70
About This Presentation
Title:

Hierarchical and ObjectOriented Graphics

Description:

Model more complicated shapes. Mass properties calculations. Volume and ... Constructive solid geometry (CSG) operates on a set of solid geometric entities ... – PowerPoint PPT presentation

Number of Views:25
Avg rating:3.0/5.0
Slides: 71
Provided by: hughmas
Category:

less

Transcript and Presenter's Notes

Title: Hierarchical and ObjectOriented Graphics


1
Hierarchical and Object-Oriented Graphics
  • Construct complex models from a set of simple
    geometric objects
  • Extend the use of transformations to include
    hierarchical relationships
  • Useful for characterizing relationships among
    model parts in applications such as robotics and
    figure animations.

2
Symbols and Instances
  • A non-hierarchical approach which models our
    world as a collection of symbols.
  • Symbols can include geometric objects, fonts and
    other application-dependent graphical objects.
  • Use the following instance transformation to
    place instances of each symbol in the model.
  • The transformation specify the desired size,
    orientation and location of the symbol.

3
Example
4
Hierarchical Models
  • Relationships among model parts can be
    represented by a graph.
  • A graph consists of
  • A set of nodes or vertices.
  • A set of edges which connect pairs of nodes.
  • A directed graph is a graph where each of its
    edges has a direction associated with it.

5
Trees and DAG Trees
  • A tree is a directed graph without closed paths
    or loops.
  • Each tree has a single root node with outgoing
    edges only.
  • Each non-root node has a parent node from which
    an edge enters.
  • Each node has one or more child nodes to which
    edges are connected.
  • A node without children is called a terminal node
    or leaf.

6
Trees and DAGS Trees
root node
edge
node
leaf
7
Example
8
Trees and DAG DAG
  • Storing the same information in different nodes
    is inefficient.
  • Use a single prototype for multiple instances of
    an object and replace the tree structure by the
    directed acyclic graph (DAG).
  • Both trees and DAG are hierarchical methods of
    expressing relationships.

9
Example A Robot Arm
  • The robot arm is modeled using three simple
    objects.
  • The arm has 3 degrees of freedom represented by
    the 3 joint angles between components.
  • Each joint angle determines how to position a
    component with respect to the others.

10
Robot Arm Base
  • The base of the robot arm can rotate about the y
    axis by the angle ?.
  • The motion of any point p on the base can be
    described by applying the rotation matrix

11
Robot Arm Lower Arm
  • The lower arm is rotated about the z-axis by an
    angle ?, which is represented by
  • It is then shifted to the top of the base by a
    distance , which is represented by
    .
  • If the base has rotated, we must also rotate the
    lower arm using .
  • The overall transformation is
    .

12
Robot Arm Upper Arm
  • The upper arm is rotated about the z-axis by the
    angle ?, represented by the matrix
    .
  • It is then translated by a matrix
    relative to the lower arm.
  • The previous transformation is then applied to
    position the upper arm relative to the world
    frame.
  • The overall transformation is

13
OpenGL Display Program
display() glRotatef(theta, 0.0, 1.0,
0.0) base() glTranslatef(0.0, h1,
0.0) glRotatef(phi, 0.0, 0.0,
1.0) lower_arm() glTranslatef(0.0, h2,
0.0) glRotatef(psi, 0.0, 0.0,
1.0) upper_arm()
14
Tree Representation
  • The robot arm can be described by a tree data
    structure.
  • The nodes represent the individual parts of the
    arm.
  • The edges represent the relationships between the
    individual parts.

15
Information Stored in Tree Node
  • A pointer to a function that draws the object.
  • A homogeneous coordinate matrix that positions,
    scales and orients this node relative to its
    parent.
  • Pointers to children of the node.
  • Attributes (color, fill pattern, material
    properties) that applies to the node.

16
Trees and Traversal
  • Perform a tree traversal to draw the represented
    figure.
  • Two possible approaches
  • Depth-first
  • Breadth-first
  • Two ways to implement the traversal function
  • Stack-based approach
  • Recursive approach

17
Example A Robot Figure
  • The torso is represented by the root node.
  • Each individual part, represented by a tree node,
    is positioned relative to the torso by
    appropriate transformation matrices.
  • The tree edges are labeled using these matrices.

18
Stack-Based Traversal
  • The torso is drawn with the initial model-view
    matrix
  • Trace the leftmost branch to the head node
  • Update the model-view matrix to
  • Draw the head
  • Back up to the torso node.
  • Trace the next branch of the tree.
  • Draw the left-upper arm with matrix
  • Draw the left-lower arm with matrix
  • Draw the other parts in a similar way.

19
OpenGL Implementation Head
Figure() glPushMatrix() torso() glTranslate
glRotate3 head() glPopMatrix()
20
OpenGL Implementation Left Arm
glPushMatrix() glTranslate glRotate3 Left_upper_a
rm() glTranslate glRotate3 Left_lower_arm() glPo
pMatrix()
21
Push and Pop Operations
  • glPushMatrix puts a copy of the current
    model-view matrix on the top of the
    model-view-matrix stack.
  • glTranslate and glRotate together construct a
    transformation matrix to be concatenated with the
    initial model-view matrix.
  • glPopMatrix recovers the original model-view
    matrix.
  • glPushAttrib and glPopAttrib store and retrieve
    primitive attributes in a similar way as
    model-view matrices.

22
Recursive Approach
  • Use a left-child right-sibling structure.
  • All elements at the same level are linked left to
    right.
  • The children are arranged as a second list from
    the leftmost child to the rightmost.

root
23
Example

24
FirstChild pointer arrow that points
downward NextSibling pointer arrow that goes
left to right

25
Data Structure for Node
Typedef struct treenode GLFloat m16 void
(f)() struct treenode sibling struct
treenode child treenode
26
Description of Data Structure Elements
  • m is used to store a 4x4 homogeneous coordinate
    matrix by columns.
  • f is a pointer to the drawing function.
  • sibling is a pointer to the sibling node on the
    right.
  • child is a pointer to the leftmost child.

27
OpenGL Code Torso Node Initialization
glLoadIdentity() glRotatef(theta0, 0.0, 1.0,
0.0) glGetFloatv(GL_MODELVIEW_MATRIX,torso_node.m
) Torso_node.ftorso Torso_node.siblingNULL To
rso_node.child head_node
28
OpenGL Code Upper Left Arm Node Initialization
glLoadIdentity() glTranslatef(-(TORSO_RADIUSUPPE
R_ARM_RADIUS), 0.9TORSO_HEIGHT,
0.0) glRotatef(theta3, 1.0, 0.0,
0.0) glGetFloatv(GL_MODELVIEW_MATRIX,
lua_node.m) Lua_node.fleft_upper_arm Lua_node.s
ibling rua_node Lua_node.child lla_node
29
OpenGL Code Tree Traversal
Void traverse (treenode root) if (rootNULL)
return glPushMatrix() glMultMatrixf(root-gtm)
root-gtf() if (root-gtchild!NULL)
traverse(root-gtchild) glPopMatrix() if
(root-gtsibling!NULL) traverse(root-gtsibling)
30
Animation
  • Objective to model a pair of walking legs.

31
Animation Walking Legs
  • Rotation of the base will cause rotation of all
    the other parts.
  • Rotation of other parts will only affect
    themselves and those lower parts attached to them.

32
Definition of Body Metrics
  • The relative body metrics are defined in the file
    model.h.
  • The main parts include the base and the two legs.

define TORSO_HEIGHT 0.8 define TORSO_WIDTH
TORSO_HEIGHT0.75 define TORSO_DEPTH
TORSO_WIDTH/3.0 define BASE_HEIGHT
TORSO_HEIGHT/4.0 define BASE_WIDTH
TORSO_WIDTH define BASE_DEPTH TORSO_DEPTH
33
Drawing the Base
void Draw_Base(void) glPushMatrix()
glScalef(BASE_WIDTH,BASE_HEIGHT, BASE_DEPTH)
glColor3f(0.0,1.0,1.0) glutWireCube(1.0)
glPopMatrix()
34
Drawing the Upper Leg
void Draw_Upper_Leg(void) glPushMatrix()
glScalef(UP_LEG_JOINT_SIZE,UP_LEG_JOINT_SIZE,UP_L
EG_JOINT_SIZE) glColor3f(0.0,1.0,0.0)
glutWireSphere(1.0,8,8) glPopMatrix()
glColor3f(0.0,0.0,1.0) glTranslatef(0.0,-
UP_LEG_HEIGHT 0.75, 0.0) glPushMatrix()
glScalef(UP_LEG_WIDTH,UP_LEG_HEIGHT,UP_LEG_WIDTH
) glutWireCube(1.0) glPopMatrix()
35
Drawing the Whole Leg
void Draw_Leg(int side) glPushMatrix()
glRotatef(walking_anglesside3,1.0,0.0,0.0)
Draw_Upper_Leg() glTranslatef(0.0,-
UP_LEG_HEIGHT 0.75,0.0) glRotatef(walking_a
nglesside4,1.0,0.0,0.0) Draw_Lower_Leg()
glTranslatef(0.0,- LO_LEG_HEIGHT 0.625,
0.0) glRotatef(walking_anglesside5,1.0,0.
0,0.0) Draw_Foot() glPopMatrix()
36
Drawing the Complete Model
void Draw_Base_Legs(void) glPushMatrix()
glTranslatef(0.0,base_move,0.0) Draw_Base()
glTranslatef(0.0,-(BASE_HEIGHT),0.0)
glPushMatrix() glTranslatef(TORSO_WIDTH
0.33,0.0,0.0) Draw_Leg(LEFT)
glPopMatrix() glTranslatef(-TORSO_WIDTH
0.33,0.0,0.0) Draw_Leg(RIGHT)
glPopMatrix()
37
Modeling the Walking Motion
38
Codes for Calculating Vertical Displacement
double find_base_move(double langle_up, double
langle_lo, double rangle_up, double rangle_lo)
double result1, result2, first_result,
second_result, radians_up, radians_lo
radians_up (PIlangle_up)/180.0 radians_lo
PI(langle_lo-langle_up)/180.0 result1
(UP_LEG_HEIGHT 2UP_LEG_JOINT_SIZE)
cos(radians_up) result2 (LO_LEG_HEIGHT2(L
O_LEG_JOINT_SIZEFOOT_JOINT_SIZE) FOOT_HEIGHT)
cos(radians_lo) first_result LEG_HEIGHT -
(result1 result2)
39
Codes for Calculating Vertical Displacement
radians_up (PIrangle_up)/180.0
radians_lo PI(rangle_lo-rangle_up)/180.0
result1 (UP_LEG_HEIGHT 2UP_LEG_JOINT_SIZE)
cos(radians_up) result2 (LO_LEG_HEIGHT
2(LO_LEG_JOINT_SIZEFOOT_JOINT_SIZE) FOOT_HEI
GHT) cos(radians_lo) second_result
LEG_HEIGHT - (result1 result2) if
(first_result lt second_result) return (-
first_result) else return (-
second_result)
40
Key-Frame Animation
  • The more critical motions of the object is shown
    in a number of key frames.
  • The remaining frames are filled in by
    interpolation (the inbetweening process)
  • In the current example, inbetweening is automated
    by interpolating the joint angles between key
    frames.

41
Interpolation Between Key Frames
  • Let the set of joint angles in key frame A and
    key frame B be
  • and
    respectively.
  • If there are M frames between key frame A and B,
    let
  • The set of joint angles in the m-th in-between
    frame is assigned as

42
Implementation of Key-Frame Animation
switch (flag) case 1
l_upleg_dif 15 r_upleg_dif 5
l_loleg_dif 15 r_loleg_dif 5
l_upleg_add l_upleg_dif / FRAMES
r_upleg_add r_upleg_dif / FRAMES
l_loleg_add l_loleg_dif / FRAMES
r_loleg_add r_loleg_dif / FRAMES
walking_angles03 l_upleg_add
walking_angles13 r_upleg_add
walking_angles04 l_loleg_add
walking_angles14 r_loleg_add
43
Implementation of Key-Frame Animation
base_move find_base_move(walking_angles0
3, walking_angles04, walking_angles13
, walking_angles14 )
frames-- if (frames 0)
flag 2 frames FRAMES break
case 2
44
Snapshots of Walking Sequence
45
Object-Oriented Approach
  • Adopt an object-oriented approach to define
    graphical objects.
  • In an object-oriented programming language,
    objects are defined as modules with which we
    build programs
  • Each module includes
  • The data that define the properties of the module
    (attributes).
  • The functions that manipulate these attributes
    (methods).
  • Messages are sent to objects to invoke a method.

46
A Cube Object
  • Non object-oriented implementation
  • Need external function to manipulate the
    variables in the data structure.

Typedef struct cube float color3 float
matrix44 cube
47
A Cube Object
  • Object-oriented implementation

Class cube float color3 float
matrix44 public void render() void
translate (float x, float y, float z) void
rotate(float theta, float axis_x, float axis_y,
float axis_z)
48
A Cube Object
  • The application code assumes that a cube instance
    knows how to perform action on itself.

Cube a a.rotate(45.0, 1.0, 0.0,
0.0) a.translate (1.0, 2.0, 3.0) a.render()
49
Other Examples a Material Object
  • Definition of the material class
  • Creating an instance of the material class

Class material float specular3 float
shininess float diffuse3 float ambient3
Cube a Material b a.setMaterial(b)
50
Other examples a light source object
  • Definition of the light source class

Class light boolean type boolean
near float position3 float
orientation3 float specular3 float
diffuse3 float ambient3
51
Solid Modeling
  • How would you interpret the above object?

52
Solids
  • Definition
  • A model which has a well-defined inside and
    outside
  • For each point, we can determine whether the
    point is inside, outside, or on the solid
  • Purpose
  • Model more complicated shapes
  • Mass properties calculations
  • Volume and Moment of Insertia
  • CAD/CAM manufacturing

53
Representations
  • Constructive Solid Geometry (CSG)
  • Spatial Partitioning representation
  • Cell Decomposition
  • Spatial-occupancy Enumeration
  • Quadtrees and Octrees
  • Binary Space Partitioning (BSP)

54
Constructive Solid Geometry (CSG ) Trees (1)
  • Data Structure Binary tree
  • Nodes Boolean Operations
  • Union, Intersection, Difference
  • Nodes Transformation
  • To position and scale objects
  • Leaves Primitives
  • Blocks and wedges
  • Quadrics spheres, cylinders, cones, paraboloids
  • Deformed solids

55
CSG Trees (2)
  • Constructive solid geometry (CSG) operates on a
    set of solid geometric entities instead of
    surface primitives.
  • Uses three operations union, intersection, and
    set difference
  • A?B consists of all points in either A or B.
  • A?B consists of all points in both A and B.
  • A-B consists of all points in A which are not in
    B.

56
CSG Trees (3)
57
CSG Trees (3)
  • The algebraic expressions are stored and parsed
    using expression trees.
  • Internal nodes store operations.
  • Terminal nodes store operands.
  • The CSG tree is evaluated by a post-order
    traversal.

58
CSG Trees (4)
  • Example

Extracted from Foley et al.s book
59
CSG Trees (5)
  • Example

CSG does not provide unique representation
Extracted from Foley et al.s book
60
Spatial Partitioning Representation (SPR) Cell
Decomposition
  • Each cell-decomposition system defines a set of
    primitives cells that are typically parameterized
  • Gluing them together

Extracted from Foley et al.s book
61
SPR Spatial-Occupancy Enumeration
  • Special case of cell decomposition
  • Decomposed into identical cells arranged in a
    fixed, regular grid

Extracted from Foley et al.s book
62
SPR Quadtrees and Octrees (2)
  • A hierarchical variant of spatial-occupancy
    enumeration
  • Designed to address approachs demanding storage
    requirements
  • Use separating planes and lines parallel to the
    coordinate axes.
  • For a quadtree, each parent node has four child
    nodes.
  • For an octree (derived from quadtrees), each
    parent node has eight child nodes.

Extracted from Foley et al.s book
63
SPR Quadtrees and Octrees (3)
  • Successive subdivision can be represented as a
    tree with partially full quadrants (P), full (F)
    and empty (E)
  • No standard for assigning quadrant numbers (0-3)

Extracted from Foley et al.s book
64
SPR Quadtrees and Octrees (4)
  • Octree is similar to the quandtree, except that
    its three dimensionals are recursively subdivided
    into octant.

Extracted from Foley et al.s book
65
SPR Quadtrees and Octrees (5)
  • Boolean set operations

S
T
Extracted from Foley et al.s book
66
SPR Binary Space-Partitioning (BSP) Trees (1)
  • Recursively divide space into a pairs of
    subspaces, each separated by a plane of arbitrary
    orientation and position.
  • Originally, used in determining visible surface
    in graphics

View point
67
SPR Binary Space-Partitioning (BSP) Trees (2)
  • Rendering of a set of polygons using binary
    spatial-partition tree (BSP tree)
  • Plane A separates polygons into two groups
  • B,C in front of A
  • D,E and F behind A.
  • In the BSP tree
  • A is at the root.
  • B and C are in the left subtree.
  • D, E and F are in the right subtree.

68
SPR Binary Space-Partitioning (BSP) Trees (3)
  • Proceeding recursively
  • B is in front of C
  • D separates E and F
  • In the 2 BSP sub-trees
  • B is the left child of C
  • E and F are the left and right of D respectively

69
SPR Binary Space-Partitioning (BSP) Trees (4)
  • Later to represent arbitrary polyhedra.
  • Each internal node is associated with a plane and
    has two child pointers one for each side
  • If the half-space on a side of the plane is
    subdivided further, its child is the root of a
    subtree
  • If the half-space is homogenous, its child is a
    leaf, representing a region either entirely
    inside or entirely outside, labeled as in or
    out

70
Comparison of Representations
  • Accuracy
  • Spatial-partitioning only an approximation
  • CSG high
  • Uniqueness
  • Octree and spatial-occupancy-enumeration unique
  • CSG not
Write a Comment
User Comments (0)
About PowerShow.com