Opengl Programming Gregor Miller Gregor{At}Ece.Ubc.Ca
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Advanced Computer Graphics Spring 2011
CSCI 4830/7000 Advanced Computer Graphics Spring 2011 Instructor ● Willem A (Vlakkies) Schreüder ● Email: [email protected] – Begin subject with 4830 or 7000 – Resend email not answered promptly ● Office Hours: – Before and after Class – By appointment ● Weekday Contact Hours: 6:30am - 9:00pm Course Objectives ● Explore advanced topics in Computer Graphics – Pipeline Programming (Shaders) – Embedded System (OpenGL ES) – GPU Programming (OpenCL) – Ray Tracing – Special topics ● Particle systems ● Assignments: Practical OpenGL – Building useful applications Course Organization and Grading ● Class participation (50% grade) – First hour: Discussion/Show and tell ● Weekly homework assignments ● Volunteers and/or round robin – Second hour: Introduction of next topic ● Semester project (50% grade) – Build a significant application in OpenGL – 15 minute presentation last class periods ● No formal tests or final Assumptions ● You need to be fluent in C – Examples are in C (or simple C++) – You can do assignments in any language ● I may need help getting it to work on my system ● You need to be comfortable with OpenGL – CSCI 4229/5229 or equivalent – You need a working OpenGL environment Grading ● Satisfactory complete all assignments => A – The goal is to impress your friends ● Assignments must be submitted on time unless prior arrangements are made – Due by Thursday morning – Grace period until Thursday noon ● Assignments must be completed individually – Stealing ideas are encouraged – Code reuse with attribution is permitted ● Class attendance HIGHLY encouraged Code Reuse ● Code from the internet or class examples may be used – You take responsibility for any bugs in the code – Make the code your own ● Understand it ● Format it consistently – Improve upon what you found – Credit the source ● The assignment is a minimum requirement Text ● OpenGL Shading Language (3ed) – Randi J. -
Opengl Basics What Is Opengl?
CS312 OpenGL basics What is openGL? A low-level graphics library specification. A small set of geometric primitives: Points Lines Geometric primitives Polygons Images Image primitives Bitmaps OpenGL Libraries OpenGL core library OpenGL32 on Windows GL/Mesa on most unix/linux systems OpenGL Utility Library (GLU) Provides functionality in OpenGL core but avoids having to rewrite code GL is window system independent Extra libraries are needed to connect GL to the OS GLX – X windows, Unix AGL – Apple Macintosh WGL – Microsoft Windows GLUT OpenGL Utility Toolkit (GLUT) Provides functionality common to all window systems Open a window Get input from mouse and keyboard Menus Event-driven Code is portable but GLUT is minimal Software Organization application program OpenGL Motif widget or similar GLUT GLX, AGL or WGL GLU X, Win32, Mac O/S GL software and/or hardware OpenGL Architecture Immediate Mode Geometric pipeline Per Vertex Polynomial Operations & Evaluator Primitive Assembly Display Per Fragment Frame Rasterization CPU List Operations Buffer Texture Memory Pixel Operations OpenGL State OpenGL is a state machine OpenGL functions are of two types Primitive generating Can cause output if primitive is visible How vertices are processed and appearance of primitive are controlled by the state State changing Transformation functions Attribute functions Typical GL Program Structure Configure and open a window Initialize GL state Register callback functions Render Resize Events Enter infinite event processing loop Render/Display Draw simple geometric primitives Change states (how GL draws these primitives) How they are lit or colored How they are mapped from the user's two- or three-dimensional model space to the two- dimensional screen. -
IT Acronyms.Docx
List of computing and IT abbreviations /.—Slashdot 1GL—First-Generation Programming Language 1NF—First Normal Form 10B2—10BASE-2 10B5—10BASE-5 10B-F—10BASE-F 10B-FB—10BASE-FB 10B-FL—10BASE-FL 10B-FP—10BASE-FP 10B-T—10BASE-T 100B-FX—100BASE-FX 100B-T—100BASE-T 100B-TX—100BASE-TX 100BVG—100BASE-VG 286—Intel 80286 processor 2B1Q—2 Binary 1 Quaternary 2GL—Second-Generation Programming Language 2NF—Second Normal Form 3GL—Third-Generation Programming Language 3NF—Third Normal Form 386—Intel 80386 processor 1 486—Intel 80486 processor 4B5BLF—4 Byte 5 Byte Local Fiber 4GL—Fourth-Generation Programming Language 4NF—Fourth Normal Form 5GL—Fifth-Generation Programming Language 5NF—Fifth Normal Form 6NF—Sixth Normal Form 8B10BLF—8 Byte 10 Byte Local Fiber A AAT—Average Access Time AA—Anti-Aliasing AAA—Authentication Authorization, Accounting AABB—Axis Aligned Bounding Box AAC—Advanced Audio Coding AAL—ATM Adaptation Layer AALC—ATM Adaptation Layer Connection AARP—AppleTalk Address Resolution Protocol ABCL—Actor-Based Concurrent Language ABI—Application Binary Interface ABM—Asynchronous Balanced Mode ABR—Area Border Router ABR—Auto Baud-Rate detection ABR—Available Bitrate 2 ABR—Average Bitrate AC—Acoustic Coupler AC—Alternating Current ACD—Automatic Call Distributor ACE—Advanced Computing Environment ACF NCP—Advanced Communications Function—Network Control Program ACID—Atomicity Consistency Isolation Durability ACK—ACKnowledgement ACK—Amsterdam Compiler Kit ACL—Access Control List ACL—Active Current -
Introduction to the Software Libraries Opengl: Open Graphics Library GLU: Opengl Utility Library Glut: Opengl Utility Toolkit
Introduction to the software libraries This course makes use of several popular libraries to help build sophisticated portable graphics applications with minimal effort. The following diagram gives an overview of the packages and how they interact. For the purposes of this course, one can think of the GLU and glut libraries as being part of the OpenGL library or the OpenGL API (application programmer's interface), eventhough this is not really the case. -provides a software interface to graphics hardware and OpenGL implements most of the graphics functionality. provides support for some additional operations and primitive GLU types, and is implemented using OpenGL function calls designed specifically to be used with OpenGL and it takes care of things like opening windows, redraw events, and keyboard and glut mouse input. It effectively hides all the windowing system dependencies for OpenGL. OpenGL: Open Graphics Library • standardized 3D graphics library (API) • available on many platforms, often with hardware support • derivative of the Silicon Graphics' GL library • all function calls have the gl prefix, e.g.: glScale3fv() • OpenGL resources on the Internet** GLU: OpenGL Utility Library • support for NURBS surfaces, quadric surfaces, surface trimming, ... • all function calls have the glu prefix, e.g.: gluOrtho2D() • comes with all OpenGL implementations, including Windows and Mesa, no separate installation required • typically involves no hardware acceleration • glu32.dll on Win95/Win98/WinNT, look in same directory as Opengl32.dll -
Opengl API Introduction Agenda
OpenGL API Introduction Agenda • Structure of Implementation • Paths and Setup • API, Data Types & Function Name Conventions • GLUT • Buffers & Colours 2 OpenGL: An API, Not a Language • OpenGL is not a programming language; it is an application programming interface (API). • An OpenGL application is a program written in some programming language (such as C or C++) that makes calls to one or more of the OpenGL libraries. • Does not mean program uses OpenGL exclusively to do drawing: • It might combine the best features of two different graphics packages. • Or it might use OpenGL for only a few specific tasks and environment- specific graphics (such as the Windows GDI) for others. 3 Implementations • Although OpenGL is a “standard” programming library, this library has many implementations and versions. • On Microsoft Windows the implementation is in the opengl32.dll dynamic link library, located in the Windows system directory. • The OpenGL library is usually accompanied by the OpenGL utility library (GLU), which on Windows is in glu32.dll,. • GLU is a set of utility functions that perform common tasks, such as special matrix calculations, or provide support for common types of curves and surfaces. • On Mac OS X, OpenGL and the GLU libraries are both included in the OpenGL Framework. • The steps for setting up your compiler tools to use the correct OpenGL headers and to link to the correct OpenGL libraries vary from tool to tool and from platform to platform. 4 Include Paths • On all platforms, the prototypes for all OpenGL functions, types, and macros #include<windows.h> are contained (by convention) in the #include<gl/gl.h> header file gl.h. -
NVIDIA's Opengl Functionality
NVIDIANVIDIA ’’ss OpenGLOpenGL FunctionalityFunctionality Session 2127 | Room A5 | Monday, September, 20th, 16:00 - 17:20 San Jose Convention Center, San Jose, California Mark J. Kilgard • Principal System Software Engineer – OpenGL driver – Cg (“C for graphics”) shading language • OpenGL Utility Toolkit (GLUT) implementer • Author of OpenGL for the X Window System • Co-author of Cg Tutorial Outline • OpenGL’s importance to NVIDIA • OpenGL 3.3 and 4.0 • OpenGL 4.1 • Loose ends: deprecation, Cg, further extensions OpenGL Leverage Cg Parallel Nsight SceniX CompleX OptiX Example of Hybrid Rendering with OptiX OpenGL (Rasterization) OptiX (Ray tracing) Parallel Nsight Provides OpenGL Profiling Configure Application Trace Settings Parallel Nsight Provides OpenGL Profiling Magnified trace options shows specific OpenGL (and Cg) tracing options Parallel Nsight Provides OpenGL Profiling Parallel Nsight Provides OpenGL Profiling Trace of mix of OpenGL and CUDA shows glFinish & OpenGL draw calls OpenGL In Every NVIDIA Business OpenGL on Quadro – World class OpenGL 4 drivers – 18 years of uninterrupted API compatibility – Workstation application certifications – Workstation application profiles – Display list optimizations – Fast antialiased lines – Largest memory configurations: 6 gigabytes – GPU affinity – Enhanced interop with CUDA and multi-GPU OpenGL – Advanced multi-GPU rendering – Overlays – Genlock – Unified Back Buffer for less framebuffer memory usage – Cross-platform • Windows XP, Vista, Win7, Linux, Mac, FreeBSD, Solaris – SLI Mosaic – -
Building a 3D Graphic User Interface in Linux
Freescale Semiconductor Document Number: AN4045 Application Note Rev. 0, 01/2010 Building a 3D Graphic User Interface in Linux Building Appealing, Eye-Catching, High-End 3D UIs with i.MX31 by Multimedia Application Division Freescale Semiconductor, Inc. Austin, TX To compete in the market, apart from aesthetics, mobile Contents 1. X Window System . 2 devices are expected to provide simplicity, functionality, and 1.1. UI Issues . 2 elegance. Customers prefer attractive mobile devices and 2. Overview of GUI Options for Linux . 3 expect new models to be even more attractive. For embedded 2.1. Graphics Toolkit . 3 devices, a graphic user interface is essential as it enhances 2.2. Open Graphics Library® . 4 3. Clutter Toolkit - Solution for GUIs . 5 the ease of use. Customers expect the following qualities 3.1. Features . 5 when they use a Graphical User Interface (GUI): 3.2. Clutter Overview . 6 3.3. Creating the Scenegraph . 7 • Quick and responsive feedback for user actions that 3.4. Behaviors . 8 clarifies what the device is doing. 3.5. Animation by Frames . 9 • Natural animations. 3.6. Event Handling . 10 4. Conclusion . 10 • Provide cues, whenever appropriate, instead of 5. Revision History . 11 lengthy textual descriptions. • Quick in resolving distractions when the system is loading or processing. • Elegant and beautiful UI design. This application note provides an overview and a guide for creating a complex 3D User Interface (UI) in Linux® for the embedded devices. © Freescale Semiconductor, Inc., 2010. All rights reserved. X Window System 1 X Window System The X Window system (commonly X11 or X) is a computer software system and network protocol that implements X display protocol and provides windowing on bitmap displays. -
Opengl FAQ and Troubleshooting Guide
OpenGL FAQ and Troubleshooting Guide Table of Contents OpenGL FAQ and Troubleshooting Guide v1.2001.11.01..............................................................................1 1 About the FAQ...............................................................................................................................................13 2 Getting Started ............................................................................................................................................18 3 GLUT..............................................................................................................................................................33 4 GLU.................................................................................................................................................................37 5 Microsoft Windows Specifics........................................................................................................................40 6 Windows, Buffers, and Rendering Contexts...............................................................................................48 7 Interacting with the Window System, Operating System, and Input Devices........................................49 8 Using Viewing and Camera Transforms, and gluLookAt().......................................................................51 9 Transformations.............................................................................................................................................55 10 Clipping, Culling, -
A Detailed Look at Cairo's Opengl Spans Compositor Performance
A Detailed Look at Cairo's OpenGL Spans Compositor Performance Bryce Harrington – Senior Open Source Developer Samsung Research America (Silicon Valley) [email protected] Open Source Group – Silicon Valley 1 © 2013 SAMSUNG Electronics Co. What is Cairo? 2D pen-based drawing model For both display and print Includes backends for acceleration and for vector output formats Open Source Group – Silicon Valley 2 © 2013 SAMSUNG Electronics Co. http://www.tortall.net/mu/wiki/CairoTutorialhttp://www.tortall.net/mu/wiki/CairoTutorial Open Source Group – Silicon Valley 3 © 2013 SAMSUNG Electronics Co. Where is Cairo Used on the Linux Desktop? GTK+/Pango GNOME, XFCE4 Gnuplot Gnucash $$ apt-cache apt-cache rdepends rdepends libcairo2 libcairo2 | |wc wc -l -l Mozilla 712712 Evince (xpdf) Scribus Inkscape : : : Open Source Group – Silicon Valley 4 © 2013 SAMSUNG Electronics Co. Cairo Backends Format backends Platform backends ps image pdf xlib svg xcb cairo-gl quartz win32 beos Open Source Group – Silicon Valley 5 © 2013 SAMSUNG Electronics Co. Cairo-gl on the Linux Desktop Cairo-gl is not enabled for some distros (e.g. Ubuntu): --enable-gl links cairo to libgl NVIDIA's libgl gets linked to every client app Enormous RAM increase per app running (300%) See Launchpad #725434 Several GL backends supported cairo-gl (OpenGL) - EGL, GLX, WGL glesv2 (OpenGL ES 2.0) - EGL glesv3 (OpenGL ES 3.0) - EGL vg (OpenVG) - EGL, GLX cogl - experimental Open Source Group – Silicon Valley 6 © 2013 SAMSUNG Electronics Co. Cairo-gl Compositors Compositing combines visual elements into a single scene The cairo-gl backend has multiple compositors: MSAA Spans Mask Traps cairo-gl heuristically selects best compositor for operation. -
Advanced Computer Graphics Spring 2013
CSCI 4239/5239 Advanced Computer Graphics Spring 2013 Instructor ● Willem A (Vlakkies) Schreüder ● Email: [email protected] – Begin subject with 4830 or 7000 – Resend email not answered promptly ● Office Hours: – ECST 121 Thursday 4-5pm – Other times by appointment ● Weekday Contact Hours: 6:30am - 9:00pm Course Objectives ● Explore advanced topics in Computer Graphics – Pipeline Programming (Shaders) – Embedded System (OpenGL ES) – GPU Programming (CUDA&OpenCL) – Ray Tracing – Special topics ● Particle systems ● Assignments: Practical OpenGL – Building useful applications Course Organization and Grading ● Class participation (50% grade) – First hour: Discussion/Show and tell ● Weekly homework assignments ● Volunteers and/or round robin – Second hour: Introduction of next topic ● Semester project (50% grade) – Build a significant application in OpenGL – 10 minute presentation last class periods ● No formal tests or final Assumptions ● You need to be fluent in C/C++ – Examples are in C or simple C++ – You can do assignments in any language ● I may need help getting it to work on my system ● You need to be comfortable with OpenGL – CSCI 4229/5229 or equivalent – You need a working OpenGL environment Grading ● Satisfactory complete all assignments => A – The goal is to impress your friends ● Assignments must be submitted on time unless prior arrangements are made – Due by Thursday morning – Grace period until Thursday noon ● Assignments must be completed individually – Stealing ideas are encouraged – Code reuse with attribution is permitted -
Introduction to Opengl and GLUT What’S Opengl?
Introduction to OpenGL and GLUT What’s OpenGL? • An Application Programming Interface (API) • A low‐level graphics programming API – Contains over 250 functions – Developed by Silicon Graphics Inc. (SGI) in 1992 – Most recent version: 4.2, released on 08/08/2011 OpenGL Applications And more… Portability • Independent of display devices • Independent of window systems • Independent of operating systems • Device 1: (100, 50) Line(100, 50, 150, 80) (100 • Device 2: (150, 80) MoveTo(100, 50) LineTo(150, 80) OpenGL Basics • The main use: Rendering. Rendering is the process of generating an image from a model (or models in what collectively could be called a scene file), by means of computer programs. -----Wikipedia • OpenGL can render: – Geometric primitives – Bitmaps and images An Example void Display() { glClear(GL_COLOR_BUFFER_BITS); glColor4f(1, 1, 0, 1); glBegin(GL_POLYGON); glVertex2f(-0.5, -0.5); glVertex2f(-0.5, 0.5); glVertex2f( 0.5, 0.5); glVertex2f( 0.5, -0.5); glEnd(); glutSwapBuffers(); } Primitives • Primitives are specified as: glBegin(primType); // your primitive vertices here. // ... // ... glEnd(); • PrimType: – GL_POINTS, GL_LINES, GL_TRIANGLES, … Primitive Types An Example void Display() { glClear(GL_COLOR_BUFFER_BITS); (‐0.5, 0.5) (0.5, 0.5) glColor4f(1, 1, 0, 1); glBegin(GL_POLYGON); glVertex2f(-0.5, -0.5); glVertex2f(-0.5, 0.5); glVertex2f( 0.5, 0.5); glVertex2f( 0.5, -0.5); glEnd(); glutSwapBuffers(); (‐0.5, ‐0.5) (0.5, ‐0.5) } Vertices v stands for vectors glVertex2fv(x, y) glVertex2f(x, y) Number of dimensions/components Format 2: (x, y) b: byte 3: (x, y, z) or (r, g, b) ub: unsigned byte 4: (x, y, z, w) or (r, g, b, a) i: int ui: unsigned int f: float d: double An Example void Draw_Circle() { glColor4f(0, 0, 0, 1); int number = 20; //number of vertices float radius = 0.8f; //radius float twoPi = 2.0f * 3.14159f; glBegin(GL_POLGYON); for(int i = 0; i <number; i++) glVertex2f(radius*cosf(i*twoPi/number), radius*sinf(i*twoPi/number)); glEnd(); } Window‐Based Programming • Most modern operating systems are windows‐ based. -
Opengl 4.6 (Core Profile)
The OpenGL R Graphics System: A Specification (Version 4.6 (Core Profile) - October 22, 2019) Mark Segal Kurt Akeley Editor (version 1.1): Chris Frazier Editor (versions 1.2-4.6 ): Jon Leech Editor (version 2.0): Pat Brown Copyright c 2006-2019 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to Khronos. Except as described by these terms, it or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast or otherwise exploited in any manner without the express prior written permission of Khronos. This specification has been created under the Khronos Intellectual Property Rights Policy, which is Attachment A of the Khronos Group Membership Agreement available at www.khronos.org/files/member agreement.pdf. Khronos grants a con- ditional copyright license to use and reproduce the unmodified specification for any purpose, without fee or royalty, EXCEPT no licenses to any patent, trade- mark or other intellectual property rights are granted under these terms. Parties desiring to implement the specification and make use of Khronos trademarks in relation to that implementation, and receive reciprocal patent license protection under the Khronos IP Policy must become Adopters and confirm the implementa- tion as conformant under the process defined by Khronos for this specification; see https://www.khronos.org/adopters. Khronos makes no, and expressly disclaims any, representations or warranties, ex- press or implied, regarding this specification,