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Praseed Pai
1.
3D Computer Graphics
- a Technical Introduction AKA 3D Graphics Programming ! By Praseed Pai K.T. http://praseedp.blogspot.com [email_address]
2.
3.
4.
Part - 1
PIXELS !
5.
6.
7.
8.
Part 2 Transformation
and Matrices
9.
2D Physical Co-ordinate
System
10.
11.
Logical Co-ordinates
12.
13.
Part 3 Finally
it's 3D Time
14.
3D Co-ordinate System
– Are you on the Left or Right ?
15.
3D Transformation -
Translation
16.
3D Transformation -
Rotate
17.
3D Transform -
Scale
18.
3D Viewing -
Perspective
19.
3D viewing –
Perspective Matrix
20.
3D viewing -
Ortho
21.
3D viewing –
Ortho Matrix
22.
Primitives
23.
Primitives ( contd..
)
24.
Jim Kajiya and
his Rendering Equation
25.
Lights Please
26.
Rendering A scene
using Global illumination
27.
28.
How do i
Light in a feasible manner?
29.
30.
Phong Lighting Model
31.
Phong Lighting Model
32.
33.
34.
35.
Lights – Directional
Light
36.
Lights – Point
Lights
37.
Light – Spot
Light
38.
Images , so
far ar synthetic .how do i add details ?
39.
Texture Mapping -
Adding Detail to the surface
40.
Texture co-ordinates
41.
42.
Duo Who made
PC a graphics Platform
43.
Part 4 Procedural
Techniques
44.
45.
Graphics Pipeline
46.
Demo – Ambient
Light Vertex Program //////////////////////// // // Vertex Program to Demonstrate Ambient Light // varying vec3 normal, lightDir; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
47.
Demo – Ambient
Light Fragment Processor ////////////////// // Fragment Program for Ambient Light // // varying vec3 normal, lightDir; void main() { float intensity=0.2; vec4 color= vec4(1.0,1.0,0.0,0.0); gl_FragColor = color*intensity; }
48.
Rasterizing Triangle using
Shaders Vertex Shader void main() { gl_Position = ftransform(); }
49.
Triangle – Fragment
Shader uniform vec2 v0, v1, v2; ///////////////////////////////////// // // 2D cross product; // float crs(const vec2 u, const vec2 v) { return u.x * v.y - u.y * v.x; } ///////////////////////////////////// // Main routine test whether screen pixel is // within the triangle // void main() { vec2 p = gl_FragCoord.xy; if (crs(v1 - v0, p - v0) >= 0 && crs(v2 - v1, p - v1) >= 0 && crs(v0 - v2, p - v2) >= 0) gl_FragColor = vec4(1.0,0.0,0.0,0.0); else gl_FragColor = vec4(0.5); // gl_FragColor = vec4(1.0,0.0,0.0,0.0); }
50.
51.
Turner Whitted and
his Rendering Technique
52.
53.
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