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'Techne/Pape: Programming Graphics 1'에 해당되는 글 3건

  1. 2007.11.01 [Dave Pape] GLUT; geometry; coordinate systems
  2. 2007.10.29 [Dave Pape] Graphics hardware & software; Python
  3. 2007.10.29 [Dave Pape] Programming Graphics 1
Dave Pape's
Class 3 - GLUT; geometry; coordinate systems


OpenGL Programming Guide


GLUT API


posted by maetel
Dave Pape's
Class 2 (30 Aug) - Graphics hardware & software; Python

Python

Features:

  • Dynamic data typing

  • Automatic memory management

  • Advanced data types (strings, lists, dictionaries)

  • A large standard library

  • Extensible & embeddable

Building Blocks

  • Comments
  • Numbers
  • Strings
  • Lists
  • Variables
  • Operators
  • Statements
    • Assignment
    • If - elif - else
    • For loops
    • While loops
  • Functions
  • Variable scope
  • Modules
  • Advanced data types


8진수는 영어 문자 o 를 붙여서 표현하고
16진수는 0x를 붙여서 표현하고
10진수는 그냥 표시한다.

% operator (modulo)

pass

Modules are pre-written packages of code that can be used in a Python program.
They are similar to libraries in other languages.

math modules (Numeric and Mathematical Modules)

string modules
(string manipulation operations)

keys ()

Mapping Types -- dict

A class is a data type, for objects that can contain both variables and functions.
A class can implement certain operations that are invoked by special syntax (such as arithmetic operations or subscripting and slicing) by defining methods with special names.


Graphics Pipeline

  • Program & data reside in PC memory
  • CPU runs program, calling graphics commands
  • Commands & data transferred to graphics card
  • Images rendered into graphics card memory
  • Video display generated from graphics card memory
Interface between CPU & graphics card:
  • PCI
  • AGP (1x, 2x, 4x, 8x)
  • PCI Express
Interface between graphics card & display:
  • VGA
  • DVI
  • Composite, S-Video


A scene graph is a tree used to represent a graphical scene.
A scene-graph is a data structure that arranges the logical and often (but not necessarily) spatial representation of a graphical scene.

Graphics APIs

  • OpenGL
  • Direct3D

  • Performer
  • OpenInventor
  • OpenSceneGraph
  • Java3D

  • Virtools
  • OpenDX
  • AVS

OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. http://www.opengl.org/

Direct3D

Performer

Open Inventor, originally IRIS Inventor, is a C++ object oriented retained mode 3D graphics API designed by SGI to provide a higher layer of programming for OpenGL. http://oss.sgi.com/projects/inventor/

OpensceneGraph

Java3D

Virtools

OpenDX

AVS


GLUT (the OpenGL Utility Toolkit) is a library of utilities for OpenGL programs, which primarily perform system-level I/O with the host operating system.

posted by maetel
Dave Pape is a member of the Department of Media Study at the University at Buffalo.
The course was informed by Ed.

DMS 423/523: Programming Graphics 1
Fall 2007

Course Info

When: Tuesday/Thursday 2:00 - 3:50 pm
Where: CFA 242

Instructor: Dave Pape
e-mail: depape at buffalo.edu
Office: CFA 250
Office hours: Wed 12-1pm; Tues/Thurs 1-2pm

Website: http://resumbrae.com/ub/dms423/

Course Description

This production course introduces students to the concepts and practice of programming 2-D and 3-D computer graphics using OpenGL. The major focus is on developing the skills needed to create interactive, real-time CG experiences. Students write their own code to create customized computer tools and visuals and learn the fundamentals of graphics.

Upon completing this course, a student should have an understanding of basic computer graphics technical concepts - e.g., be able to describe the different types of geometric transformations, define what a normal vector is and what it's used for, understand how a texture image is applied to a shape, etc. The student should also be comfortable with using programming and mathematics (trigonometry, interpolation, vectors) to build and control a graphical scene.

Textbook

There is no single required text. Rather, students should choose one of the following texts, based on their background and programming experience:

  • OpenGL Programming Guide, Fourth Edition, David Shreiner et al.
  • OpenGL Distilled, Paul Martz
  • Computer Graphics with OpenGL, Donald Hearn, Pauline Baker.
  • Interactive Computer Graphics: A Top-Down Approach Using OpenGL, Edward Angel.

Useful websites:

Topics

The major topics that we will cover are:

  • Color
  • Geometry (shapes)
  • Transformations
  • Projections
  • Lighting
  • Texturing
  • Sound
  • Math



Draft Schedule

Aug 28/30 Introduction
Sep 4/6 Images, frame buffer
Sep 11 Geometry, coordinate systems
Sep 20/22 Transformations
Sep 25/27 More transformations, 3D coordinates
Oct 2/4 Depth cues
Oct 9/11 Math
Oct 16/18 Interaction
Oct 23/25 Texturing
Oct 30/Nov 1 Lighting
Nov 6/8 Motion math
Nov 13/15 Sound
Nov 20 Alpha
Nov 27/29 PD
Dec 4/6 Special topics TBD

posted by maetel