Viewing Shading III Pertemuan 14 Hand out Komputer

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Viewing & Shading III Pertemuan 14 Hand out Komputer Grafik

Viewing & Shading III Pertemuan 14 Hand out Komputer Grafik

TIU: Mahasiswa mampu menghasilkan aplikasi Komputer Grafik sederhana (4) Mampu menghasilkan aplikasi pengolah grafis

TIU: Mahasiswa mampu menghasilkan aplikasi Komputer Grafik sederhana (4) Mampu menghasilkan aplikasi pengolah grafis yang memiliki kemampuan mentransformasi obyek vektor dan berinteraksi dengan pengguna (C 5, P 3) (5) Mampu menghasilkan aplikasi pengolah grafis yang memiliki kemampuan mengatur viewing dan shading (C 5, P 3) (3) Mampu menganalisa aplikasi pengolah grafis yang menampilkan gambar 2 dimensi (C 4, P 3) (2) Mampu menggunakan aplikasi pengolah grafis 3 D untuk membuat animasi 3 dimensi sederhana (C 3, P 3) (1) Mampu menjelaskan konsep dasar grafika di komputer (C 2) Entry Behaviour Memahami konsep Vektor, Persamaan Linier, Matrik, dan Determinan Memahami konsep pemrograman berorientasi Obyek

Bahasan n n Pokok: Konsep Viewing dan shading pada Open. GL API Sub: n

Bahasan n n Pokok: Konsep Viewing dan shading pada Open. GL API Sub: n Viewing API n Proyeksi API n Cahaya dan benda n Sumber cahaya n Refleksi n Polygonal Shading (Flat & Smooth) n Sumber cahaya API n Material API n Tugas Besar 4

Steps in Open. GL shading 1. 2. 3. 4. Enable shading and select model

Steps in Open. GL shading 1. 2. 3. 4. Enable shading and select model Specify normals Specify material properties Specify lights

Normals n In Open. GL the normal vector is part of the state n

Normals n In Open. GL the normal vector is part of the state n Set by gl. Normal*() n n n gl. Normal 3 f(x, y, z); gl. Normal 3 fv(p); Usually we want to set the normal to have unit length so cosine calculations are correct n Length can be affected by transformations n Note that scaling does not preserved length n gl. Enable(GL_NORMALIZE) allows for autonormalization at a performance penalty

Normal for Triangle n plane p 2 n ·(p - p 0 ) =

Normal for Triangle n plane p 2 n ·(p - p 0 ) = 0 n = (p 2 - p 0 ) ×(p 1 - p 0 ) normalize n n/ |n| p p 1 p 0 Note that right-hand rule determines outward face

Enabling Shading n Shading calculations are enabled by n gl. Enable(GL_LIGHTING) Once lighting is

Enabling Shading n Shading calculations are enabled by n gl. Enable(GL_LIGHTING) Once lighting is enabled, gl. Color() ignored Must enable each light source individually n gl. Enable(GL_LIGHTi) i=0, 1…. . Can choose light model parameters n n gl. Light. Modeli(parameter, GL_TRUE) n GL_LIGHT_MODEL_LOCAL_VIEWER do not use simplifying distant viewer assumption in calculation n GL_LIGHT_MODEL_TWO_SIDED shades both sides of polygons independently

Defining a Point Light Source n For each light source, we can set an

Defining a Point Light Source n For each light source, we can set an RGBA for the diffuse, specular, and ambient components, and for the position GL float diffuse 0[]={1. 0, 0. 0, 1. 0}; GL float ambient 0[]={1. 0, 0. 0, 1. 0}; GL float specular 0[]={1. 0, 0. 0, 1. 0}; Glfloat light 0_pos[]={1. 0, 2. 0, 3, 0, 1. 0}; gl. Enable(GL_LIGHTING); gl. Enable(GL_LIGHT 0); gl. Lightv(GL_LIGHT 0, GL_POSITION, light 0_pos); gl. Lightv(GL_LIGHT 0, GL_AMBIENT, ambient 0); gl. Lightv(GL_LIGHT 0, GL_DIFFUSE, diffuse 0); gl. Lightv(GL_LIGHT 0, GL_SPECULAR, specular 0);

Distance and Direction n The source colors are specified in RGBA The position is

Distance and Direction n The source colors are specified in RGBA The position is given in homogeneous coordinates n If w =1. 0, we are specifying a finite location n If w =0. 0, we are specifying a parallel source with the given direction vector The coefficients in the distance terms are by default a=1. 0 (constant terms), b=c=0. 0 (linear and quadratic terms). Change by a= 0. 80; gl. Lightf(GL_LIGHT 0, GLCONSTANT_ATTENUATION, a);

Spotlights n Use gl. Lightv to set Direction GL_SPOT_DIRECTION n Cutoff GL_SPOT_CUTOFF n Attenuation

Spotlights n Use gl. Lightv to set Direction GL_SPOT_DIRECTION n Cutoff GL_SPOT_CUTOFF n Attenuation GL_SPOT_EXPONENT n Proportional to cosaf n -q f q

Global Ambient Light n Ambient light depends on color of light sources n n

Global Ambient Light n Ambient light depends on color of light sources n n A red light in a white room will cause a red ambient term that disappears when the light is turned off Open. GL also allows a global ambient term that is often helpful for testing n gl. Light. Modelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient)

Moving Light Sources Light sources are geometric objects whose positions or directions are affected

Moving Light Sources Light sources are geometric objects whose positions or directions are affected by the model-view matrix n Depending on where we place the position (direction) setting function, we can n Move the light source(s) with the object(s) n Fix the object(s) and move the light source(s) n Fix the light source(s) and move the object(s) n Move the light source(s) and object(s) independently n

Material Properties n Material properties are also part of the Open. GL state and

Material Properties n Material properties are also part of the Open. GL state and match the terms in the modified Phong model Set by gl. Materialv() n GLfloat ambient[] = {0. 2, 1. 0}; GLfloat diffuse[] = {1. 0, 0. 8, 0. 0, 1. 0}; GLfloat specular[] = {1. 0, 1. 0}; GLfloat shine = 100. 0 gl. Materialf(GL_FRONT, GL_AMBIENT, ambient); gl. Materialf(GL_FRONT, GL_DIFFUSE, diffuse); gl. Materialf(GL_FRONT, GL_SPECULAR, specular); gl. Materialf(GL_FRONT, GL_SHININESS, shine);

Front and Back Faces n n n The default is shade only front faces

Front and Back Faces n n n The default is shade only front faces which works correctly for convex objects If we set two sided lighting, Open. GL will shade both sides of a surface Each side can have its own properties which are set by using GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK in gl. Materialf back faces not visible back faces visible

Emissive Term We can simulate a light source in Open. GL by giving a

Emissive Term We can simulate a light source in Open. GL by giving a material an emissive component n This component is unaffected by any sources or transformations n GLfloat emission[] = 0. 0, 0. 3, 1. 0); gl. Materialf(GL_FRONT, GL_EMISSION, emission);

Transparency Material properties are specified as RGBA values n The A value can be

Transparency Material properties are specified as RGBA values n The A value can be used to make the surface translucent n The default is that all surfaces are opaque regardless of A n Later we will enable blending and use this feature n

Efficiency n n Because material properties are part of the state, if we change

Efficiency n n Because material properties are part of the state, if we change materials for many surfaces, we can affect performance We can make the code cleaner by defining a material structure and setting all materials during initialization typedef struct material. Struct { GLfloat ambient[4]; GLfloat diffuse[4]; GLfloat specular[4]; GLfloat shineness; } Material. Struct; n We can then select a material by a pointer

Polygonal Shading n Shading calculations are done for each vertex n n By default,

Polygonal Shading n Shading calculations are done for each vertex n n By default, vertex shades are interpolated across the polygon n n Vertex colors become vertex shades gl. Shade. Model(GL_SMOOTH); If we use gl. Shade. Model(GL_FLAT); the color at the first vertex will determine the shade of the whole polygon

Polygon Normals Polygons have a single normal n Shades at the vertices as computed

Polygon Normals Polygons have a single normal n Shades at the vertices as computed by the Phong model can be almost same n Identical for a distant viewer (default) or if there is no specular component n Consider model of sphere n Want different normals at each vertex even though this concept is not quite correct mathematically n

Smooth Shading We can set a new normal at each vertex n Easy for

Smooth Shading We can set a new normal at each vertex n Easy for sphere model n n If centered at origin n = p Now smooth shading works n Note silhouette edge n

Mesh Shading The previous example is not general because we knew the normal at

Mesh Shading The previous example is not general because we knew the normal at each vertex analytically n For polygonal models, Gouraud proposed we use the average of the normals around a mesh vertex n n = (n 1+n 2+n 3+n 4)/ |n 1+n 2+n 3+n 4|

Gouraud and Phong Shading n n Gouraud Shading n Find average normal at each

Gouraud and Phong Shading n n Gouraud Shading n Find average normal at each vertex (vertex normals) n Apply modified Phong model at each vertex n Interpolate vertex shades across each polygon Phong shading n Find vertex normals n Interpolate vertex normals across edges n Interpolate edge normals across polygon n Apply modified Phong model at each fragment

Comparison n If the polygon mesh approximates surfaces with a high curvatures, Phong shading

Comparison n If the polygon mesh approximates surfaces with a high curvatures, Phong shading may look smooth while Gouraud shading may show edges Phong shading requires much more work than Gouraud shading n Until recently not available in real time systems n Now can be done using fragment shaders (see Chapter 9) Both need data structures to represent meshes so we can obtain vertex normals

Tugas Besar 4 Buat program Open. GL: • Menampilkan 3 digit terakhir NRP anda

Tugas Besar 4 Buat program Open. GL: • Menampilkan 3 digit terakhir NRP anda dalam format 3 dimensi. • Pertama kali dijalankan, NRP berputar pada sumbu Z. • Klik tombol mouse kiri, NRP berputar pada sumbu X • Klik tombol mouse tengah, NRP berputar pada sumbu Y • Klik tombol mouse kanan, NRP berputar pada sumbu Z • Tekan tombol x, kamera bergerak 1 poin ke sumbu X negatif • Tekan tombol X, kamera bergerak 1 poin ke sumbu X positif • Tekan tombol y, kamera bergerak 1 poin ke sumbu Y negatif • Tekan tombol Y, kamera bergerak 1 poin ke sumbu Y positif • Tekan tombol z, kamera bergerak 1 poin ke sumbu Z

Tugas Besar 4

Tugas Besar 4

Penilaian n n n n Tampil digit NRP dalam format 3 D 50 NRP

Penilaian n n n n Tampil digit NRP dalam format 3 D 50 NRP berputar pada sumbu Z 5 Klik kiri mouse membuat NRP berputar pada sumbu x 5 Klik tengah mouse membuat NRP berputar pada sumbu y 5 Klik kanan mouse membuat NRP berputar pada sumbu z 5 Tombol ‘x’, kamera geser ke sumbu x negatif 5 Tombol ‘X’, kamera geser ke sumbu x positif 5 Tombol ‘y’, kamera geser ke sumbu y negatif 5

Rangkuman n Penambahan shading memberikan efek mempercantik tampilan

Rangkuman n Penambahan shading memberikan efek mempercantik tampilan

Contoh Soal: Memori Frame Buffer haruslah cukup cepat untuk dibaca isinya. Hal ini dimaksudkan

Contoh Soal: Memori Frame Buffer haruslah cukup cepat untuk dibaca isinya. Hal ini dimaksudkan agar jika Monitor CRT butuh me-refresh tampilan terhindar dari tampilnya kedip/flicker. Jika sebuah monitor memiliki resolusi 1280 x 1024 piksel, di-refresh 72 kali per detik, berapa kecepatan baca memori frame buffer? Dalam bahasa lain, berapa waktu maksimum yang dibutuhkan untuk membaca informasi 1 piksel dari frame buffer?

Referensi n n Edward Angel, “Interactive Computer Graphics Fourth Edition”, Pearson, 2006, ch 5,

Referensi n n Edward Angel, “Interactive Computer Graphics Fourth Edition”, Pearson, 2006, ch 5, p 233 – 284, ch 6, p 285 – 322 F. S. Hill, Jr. , “Computer Graphics Using Open. GL Second Edition”, Prentice Hall, 2001, ch 5, p 259 – 276, ch 7, p 358 – 407, ch 8, p 408 – 439