1.1 Computer Graphics

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 10

CHAPTER 1

INTRODUCTION

1.1 COMPUTER GRAPHICS

Computer Graphics is concerned with all aspect of producing pictures or image using
computer. The field began humble almost 50 years ago, with the display of few lines on the
cathode-ray tube (CRT); now, we can create image using computer that are indistinguishable
from photographs from the real objects. We routinely train pilots with simulated airplane,
generating graphical display of the virtual environment in the real time. Feature length movies
made entirely by computer have been successful, both critically and financially; massive
multiplayer game can involve tens of thousands of concurrent participants.

Graphics is created using computers and, more generally, the representation and manipulation
of pictorial data by a computer. The development of computer graphics has made computers
easier to interact with and better for understanding and interpreting many types of data.
Developments in computer graphics have had a profound impact on many types of media and
have revolutionized the animation and video game industry. The phrase “Computer Graphics”
was coined in 1960 by William Fetter, a graphic designer for Boeing. In today’s world
advanced technology, interactive computer graphics has become a powerful tool for the
production of realistic features. Today’s we find computer graphics used in various areas that
include science, engineering, medicine, business, industry, art, entertainment etc. The main
reason for effectiveness of the interactive computer graphics is the speed with which the user
can understand the displayed information.

The graphics in OpenGL provides a wide variety of built-in function. The computer graphics
remains one of the most exciting and rapidly growing computer fields. It has become a common
element in user interface, data visualization, TV commercials, motion picture and many other
applications. The current trend of computer graphics is to incorporate more physics principles
into 3D graphics algorithm to better simulate the complex interactions between objects and
lighting environment.
1.2 OPEN-GL: HISTORY

OpenGL was developed by ‘Silicon Graphics Inc ‘(SGI) on 1992 and is popular in the gaming
industry where it competes with the Direct3D in the Microsoft Windows platform. OpenGL is
broadly used in CAD (Computer Aided Design), virtual reality, scientific visualization,
information visualization, flight simulation and video games development.

OpenGL is a standard specification that defines an API that is multi-language and multi-
platform and that enables the codification of applications that output computerized graphics in
2D and 3D. The interface consists in more than 250 different functions, which can be used to
draw complex tridimensional scenes with simple primitives. It consists of many functions that
help to create a real-world object and a particular existence for an object can be given.

1.3 OPEN-GL INTERFACE:

OpenGL is an application program interface (API) offering various functions to implement


primitives, models and images. This offers functions to create and manipulate render lighting,
coloring, viewing the models. OpenGL offers different coordinate system and frames. OpenGL
offers translation, rotation and scaling of objects. Most of our applications will be designed to
access OpenGL directly through functions in three libraries. They are:
1. Main GL: Library has names that begin with the letter gl and are stored in a library usually
referred to as GL.
2. OpenGL Utility Library (GLU): This library uses only GL functions but contains code for
creating common objects and simplifying viewing.
3. OpenGL Utility Toolkit (GLUT): This provides the minimum functionality that should be
accepted in any modern windowing system.

CHARECTERISTICS

 OpenGL is a better documented API.


 OpenGL is also a cleaner API and much easier to learn and program.
 OpenGL has the best demonstrated 3D performance for any API.
CHAPTER 2
REQUIREMENT ANALYSIS

2.1 SYSTEM REQUIREMENTS

i. Hardware Requirements:
 Processor- Intel or AMD (Advanced Micro Devices)
 RAM- 1 GB (minimum)
 Hard Disk- 40MB (minimum)
 Graphics Memory- 128MB

ii. Software Requirements:


 Operating system
 Compiler
 Graphics library

2.2 FUNCTIONAL REQUIREMENTS

OpenGL APIs: If we want to have a control on the flow of program and if we want to interact
with the window system then we use OpenGL API’S. Vertices are represented in the same
manner internally, whether they are specified as two-dimensional or three-dimensional entities,
everything that we do are here will be equally valid in three dimensions. Although OpenGL is
easy to learn, compared with other APIs, it is nevertheless powerful. It supports the simple
three-dimensional programs and also supports the advanced rendering techniques.

GL/glut.h: We use a readily available library called the OpenGL Utility Toolkit (GLUT),
which provides the minimum functionality that should be expected in any modern windowing
system. The application program uses only GLUT functions and can be recompiled with the
GLUT library for other window system. OpenGL makes a heavy use of macros to increase
code readability and avoid the use of magic numbers. In most implementation, one of the
include lines.
CHAPTER 3
IMPLEMENTATION
3.1 FUNCTIONS IN OPEN-GL

 void glClear(glEnum mode); Clears the buffers namely color buffer and depth buffer.
mode refers to GL_COLOR_BUFFER_BIT or DEPTH_BUFFER_BIT.

 void glTranslate[fd](TYPE x, TYPE y, TYPE z); Alters the current matrix by


displacement of (x, y, z), TYPE is either GLfloat or GLdouble.

 void glutSwapBuffers(); Swaps the front and back buffers.

 void glMatrixMode(GLenum mode); Specifies which matrix will be affected by


subsequent transformations, Mode can be GL_MODELVIEW or GL_PROJECTION.

 void glLoadIdentity( ); Sets the current transformation matrix to identity matrix.

 void glEnable(GLenum feature); Enables an OpenGL feature. Feature can be


GL_DEPTH_TEST (enables depth test for hidden surface removal), GL_LIGHTING
(enables for lighting calculations), GL_LIGHTi (used to turn on the light for number
i), etc.

 void glPushMatrix(); void glPopMatrix(); Pushes to and pops from the matrix stack
corresponding to the current matrix mode.

 void glutBitmapCharacter(void *font, int character); Without using any display


lists, glutBitmapCharacter renders the character in the named bitmap font. The fonts
used are GLUT_BITMAP_TIMES_ ROMAN_24, GLUT_BITMAP_
HELVETICA_18.

 void glRasterPos[234][ifd](GLfloat x, GLfloat y, GLfloat z); This position, called


the raster position, is used to position pixel and bitmap write operations.

 void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top,


GLdouble near, GLdouble far); Defines an orthographic viewing volume with all the
parameters measured from the centre of the projection plane.

 void glutInit(int *argc, char **argv); Initializes GLUT; the arguments from main are
passed in and can be used by the application.
 void glutInitDisplayMode(unsigned int mode); Requests a display with the
properties in the mode; the value of mode is determined by the logical OR of options
including the color model (GLUT_RGB, GLUT_INDEX) and buffering
(GLUT_SINGLE, GLUT_DOUBLE).

 void glutCreateWindow(char *title); Creates a window on display; the string title can
be used to label the window. The return value provides a reference to the window that
can be used when there are multiple windows.

 void glutDisplayFunc(void (*func)(void)) Registers the display function func that is


executed when the window needs to be redrawn.

 void glutMouseFunc(void *f(int button, int state, int x, int y) Registers the mouse
callback function f. The callback function returns the button
(GLUT_LEFT_BUTTON,etc., the state of the button after the event (GLUT_DOWN),
and the position of the mouse relative to the top-left corner of the window.

 void glutKeyboardFunc(void *f(char key, int width, int height)) Registers the
keyboard callback function f. The callback function returns the ASCII code of the key
pressed and the position of the mouse.

 void glClearColor(GLclampf r, GLclampf g, GLclamp b, Glclamp a) Sets the


present RGBA clear color used when clearing the color buffer. Variables of type
GLclampf are floating point numbers between 0.0 and 1.0.

 void glViewport(int x ,int y, GLsizei width, GLsizei height) Specifies the


width*height viewport in pixels whose lower left corner is at (x,y) measured from the
origin of the window.

 void glColor3[b I f d ub us ui](TYPE r, TYPE g, TYPE b) Sets the present RGB


colors. Valid types are bytes(b), int(i), float(f), double(d), unsigned byte(ub), unsigned
short(us), and unsigned int(ui). The maximum and minimum value for floating point
types are 1.0 and 0.0 respectively, whereas the maximum and minimum values of the
discrete types are those of the type, for eg, 255 and 0 for unsigned bytes.

 void glutInitWindowSize(int width, int height); Specifies the initial height and width
of the window in pixels.

 void glutReshapeFunc(void *f(int width, int height)); Registers the reshape callback
function f. the callback function returns the height and width of the new window. The
reshape callback invokes the display callback.

 void createMenu(void); This function is used to create menus which are used as
options in program.
CHAPTER 4
TESTING
4.1 TESTING PROCESS

Testing process started with the testing of individual program units such as
functions or objects. These were then integrated into sub-systems and systems,
and interactions of these units were tested.
Testing involves verification and validation.
 Validation: “Are we building right product?”
 Verification: “Are we building the product right?”
The ultimate goal of the verification and validation process is to establish
confidence that the software system is ‘fit for purpose’. The level of required
confidence depends on the system’s purpose, the expectations of the system users
and the current marketing environment for the system.
With the verification and validation process, there are two complementary
approaches to the system checking and analysis:
Software inspections or peer reviews analyses and check system representations
such as the requirements document, design diagrams, and the program source
code. Software testing involves running an implementation of the software with
test data.
CHAPTER 5
EXPERIMENTAL RESULTS AND ANALYSIS
The project designed has been tested for its working, and is found to be working properly to
meet all its requirements.
The designed project has been tested for errors and has been found to be meeting all the
requirements of design with which it was started. Thus, the project is declared to be working
properly.

Working of the project is explained through snapshots as follows.

5.1 SNAPSHOT
CONCLUSION

After the completion of this project, we came to know how we can implement a project
using an Open-source OpenGL tool kit. By implementing a project using Open GL we came
to know how to use the functions like menu ‘s, rotation, translation and scaling. With the
completion of this project, we have achieved a sense of happiness and we want to thank all
those who helped us directly or indirectly to make this idea come true.
REFERENCES

[1]. Edward Angel, Interactive Computer Graphics A Top-Down Approach with OpenGL,
5th Edition, Addison-Wesley, 2008.

[2]. F.S. Hill,Jr, Computer Graphics Using OpenGL. 2nd Edition, Pearson Education,
2001.

[3]. James D Foley, Andries Van Dam, Steven K Feiner, John F Hughes, Computer
Graphics –Addison-Wesley 1997.

[4]. Donald Hearn and Pauline Baker, Computer Graphics - OpenGL Version –2nd
Edition, Pearson Education, 2003.
SOURCE CODE

You might also like