3D Computer Graphics

3/9/99


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Table of Contents

CS 497: Computer Graphics

Overview

Contract w/ Dr. Fairfield

Tests, Quizzes, and Projects

Attendance & Lectures

Course Contents

Grading

The Problem:

The Solution:

Homework

Topics

Vectors

Vectors

Vectors

Vectors and Dot Products

Vector and Dot Products

Matrices

Matrices

Multiplying Vectors

Multiplying Matrices

Multiplying Matrices

Matrices, Inverses, & Determinants

Vectors and Cross Products

Planes

Planes and Normals

Planes

Homework

Points and Homogeneous Form

Homogenous Form and Matrices

From XYZ to Homogeneous and Back

Translation

Scaling

Rotating in X

Rotating in Y

Rotating in Z

Combining Matrices

Homework

Projections

3D Viewing Process

Projections

Perspective Projections

Specifying a View

Specifying a View

Specifying a View

Specifying a View

From View Volume to display

Perspective Projection

Translate VRP to origin

Rotating the Axes

Rotating the Axes

Translating the COP

Shearing the Z Axis

Shearing the Z Axis

Scaling the view volume

Scaling the view volume

Clipping

Clipping

Mapping

Finished

Implementing Perspective Projections

What is a polygon?

How does we represent a polygon?

Vertex Pointer Representation

Vertex Object

Vertex Object

Vertex Object

Vertex Object

Vertex Object

Vertex Object

Vertex Object

VertexList Object

Hashing? What’s that? Flattened Hash Browns?

Hash Tables

VertexList Object

VertexList Object

VertexList Object

VertexList Object

PPT Slide

PPT Slide

VertexList Object

Polygon3D Object

PPT Slide

Polygon3D Object

Clipping in 4D

Clipping in 4D

Clipping in 4D

Clipping a 3D polygon

Clipping a 3D polygon

Clipping a 3D polygon

Parametric form of lines

Equations of the intersections for a plane

Equations of the intersections for a plane

Equations of the intersections for a plane

Clipping a 3D polygon

Back Face Culling

Back-Face Culling

Visible Surface Determination

Z Buffer Algorithm

PPT Slide

Determining Z

Determining Z

Filling a 2D Polygon

Filling a 2D polygon

Filling a 2D polygon

Filling a 2D polygon

Filling a 2D polygon

Filling a 2D polygon

Specifying Color

Ambient Lighting

Ambient Lighting

Point Light Sources

Diffuse Reflection

Diffuse Reflection

Diffuse Reflection

Combining Ambient and Diffuse Reflection

Light source attenuation

Light source attenuation

Light source attenuation

Colored Lighting

Colored Lighting

Colored Lighting

Specular Reflection

Specular Reflection

Specular Reflection

Phong Illumination Model

Phong Illumination Model

Phong Illumination Model

Multiple Light Sources

Multiple Light Sources

Constant Shading

Constant Shading

Interpolated Shading

Interpolated Shading

Interpolated Shading

Polygon Meshes and Shading

Gouraud Shading

Gouraud Shading

Gouraud Shading

Phong Shading

Phong Shading

Texture Mapping

Texture Mapping

Texture Mapping

Texture Mapping

Texture Mapping

Texture Mapping

Texture Mapping

Graphics Databases

Organization of the DB

Organization of the DB

Organization of the DB

Organization of the DB

What attributes would a polygon have?

What would an object contain?

What would a light have?

What would a world have?

Object Collision

Object Collision

Object Collision

Object Collision

Object Collision

Object Collision

Moving Up in the World

Falling in the world!

Falling in the world!

Falling in the world!

Author: James Money

Email: jmoney@math.jmu.edu

Home Page: http://www.math.jmu.edu/~jmoney

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