Content
• Concepts of computer graphics such as rendering, shading, and lighting
• Techniques for creating 3D models, textures, and materials
• Overview of the graphics pipeline and how it applies to VR and AR
Fundamentals of Computer Graphics:
Computer graphics is the field of study that deals with
creating, manipulating, and displaying visual content using computers. In the
context of Virtual Reality (VR) and Augmented Reality (AR), computer graphics
plays a vital role in creating the immersive experience that users expect. Here
are some of the key concepts and techniques used in computer graphics:
Rendering: Rendering is the process of generating a 2D image
or animation from a 3D model. The goal of rendering is to simulate the physical
properties of light and create a realistic image that mimics how light
interacts with surfaces in the real world.
Shading: Shading refers to the process of assigning colors
to the pixels in a rendered image. The goal of shading is to create the
appearance of different materials and textures in a scene.
Lighting: Lighting is the process of simulating the behavior
of light sources in a scene. The goal of lighting is to create shadows,
highlights, and other visual cues that help to convey depth and realism.
3D modeling: 3D modeling is the process of creating a
digital representation of a physical object or environment. This is done using
specialized software that allows artists and designers to create and manipulate
3D objects.
Texturing: Texturing is the process of applying a 2D image
(or texture) to the surface of a 3D object. This is done to add detail and
realism to the object and to make it appear more lifelike.
Materials: Materials are the properties assigned to an
object's surface to define how it interacts with light. Different materials can
be assigned different properties such as reflectiveness, translucency, and transparency.
Graphics Pipeline:
The graphics pipeline is the series of stages that a 3D
model goes through to be rendered onto a 2D screen. The pipeline consists of
several stages, including modeling, shading, lighting, and rendering. Each
stage transforms the 3D data in some way to create a final image. The pipeline
is typically split into two main stages: the application stage and the
rasterization stage.
In the application stage, the 3D data is prepared for
rendering. This includes creating the 3D models, applying textures and
materials, and setting up the lighting and camera.
In the rasterization stage, the 3D data is transformed into
a 2D image that can be displayed on a screen. This involves dividing the 3D
data into individual polygons, determining which pixels are covered by each
polygon, and then rendering the final image.
Example:
Here is a simple example of how to create a 3D model using the Python library PyOpenGL:
python code
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
def display():
# Set the background color
glClearColor(0.0, 0.0, 0.0, 0.0)
glClear(GL_COLOR_BUFFER_BIT)
# Set the viewing matrix
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
# Draw a triangle
glBegin(GL_TRIANGLES)
glColor3f(1.0, 0.0, 0.0)
glVertex3f(0.0, 1.0, 0.0)
glColor3f(0.0, 1.0, 0.0)
glVertex3f(-1.0, -1.0, 0.0)
glColor3f(0.0, 0.0, 1.0)
glEnd()
scss code
# Swap buffers
glutSwapBuffers()
def reshape(width, height):
# Set the viewport
glViewport(0, 0, width, height)
scss code
# Set the projection matrix
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45.0, float(width)/float(height), 0.1, 100.0)
def main():
# Initialize OpenGL
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB)
glutInitWindowSize(640, 480)
glutCreateWindow("3D Triangle")
scss code
# Set the display function
glutDisplayFunc(display)
# Set the reshape function
glutReshapeFunc(reshape)
# Start the main loop
glutMainLoop()
if name == 'main':
main()
Explanation:
This code creates a 3D triangle using PyOpenGL library in
Python.
glClearColor sets the background color.
glMatrixMode sets the current matrix mode.
glLoadIdentity replaces the current matrix with the identity
matrix.
gluLookAt sets the viewing matrix.
glBegin(GL_TRIANGLES) starts drawing the triangle using
triangles.
glColor3f sets the color of the vertices of the triangle.
glVertex3f sets the coordinates of the vertices of the
triangle.
glEnd() ends drawing the triangle.
glViewport sets the viewport size.
glMatrixMode(GL_PROJECTION) sets the current matrix mode to
projection.
glLoadIdentity replaces the current matrix with the identity
matrix.
gluPerspective sets the perspective projection.
glutInit initializes GLUT.
glutInitDisplayMode sets the display mode.
glutInitWindowSize sets the window size.
glutCreateWindow creates a window.
glutDisplayFunc sets the display function.
glutReshapeFunc sets the reshape function.
glutMainLoop starts the main loop.
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