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Computer Graphics Exam 1 Notes: Frame of Reference, GPU Memory, and OpenGL Basics, Study notes of Applications of Computer Sciences

notes on computer graphics course

Typology: Study notes

2014/2015

Uploaded on 09/17/2015

matthew_miller
matthew_miller 🇺🇸

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Computer Graphics
Exam 1
9/4/2015
3 points of failure
1) .h les
-set a cong path to tell it where to look (it being the pre-processor)
-if this is wrong => syntax errors
-function declarations(prototypes)
2) .lib le
-static library
-function denitions
-this is the linker
3) .dll les (“dynamic link library”)
-
Motivation for dll
-release xes w/o requiring rebuilds/reinstall
-saves having multiple copies of shared lib in mem
9/7/2015
Frame of Reference (Coordinate System)
Modeling cords – local coord system for that object ->
World/cords – dene entire scene->
Viewing cords – “Camera” coord system->
Normalized coords->
Device cords
REVIEW
2. GPU and texture memory and the frame buer (memory protection)
4.
a)Modelling – PEC 0,0,0 for that building, so per building/object
b)World – when you put the buildings in the world, construct a model by
placing these modeling references in a world view
c)Viewing - based on the view we want to see through a hypothetical camera,
e.g. top down shooter buildings at etc or FPS where u see up down and
around etc
pf2

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Computer Graphics

Exam 1

3 points of failure

  1. .h files -set a config path to tell it where to look (it being the pre-processor) -if this is wrong => syntax errors -function declarations(prototypes)

  2. .lib file -static library -function definitions -this is the linker

  3. .dll files (“dynamic link library”)

Motivation for dll -release fixes w/o requiring rebuilds/reinstall -saves having multiple copies of shared lib in mem

9/7/

Frame of Reference (Coordinate System) Modeling cords – local coord system for that object -> World/cords – define entire scene-> Viewing cords – “Camera” coord system-> Normalized coords-> Device cords REVIEW

  1. GPU and texture memory and the frame buffer (memory protection)
  2. a)Modelling – PEC 0,0,0 for that building, so per building/object b)World – when you put the buildings in the world, construct a model by placing these modeling references in a world view c)Viewing - based on the view we want to see through a hypothetical camera, e.g. top down shooter buildings flat etc or FPS where u see up down and around etc

d) Normalized – each coordinate value is in the range from -1 to 1 or 0 to 1. independent of any specific output device e)Device – specific to device like laptop or phone screen

  1. Glut - Diseplay Window Management

Polygons Opengl wants everything to be a triangle

Glviewport(); -subset of the display window -inside display window function -pixels params To view the upper right corner pass in glViewPort(250,250,250,250);

World window – gluOrtho2D displayWindow – glutwindowXXX viewport – glviewport (normally set by default) SEE NOTES 9/