CS 424: Computer Graphics, Fall 2021
Lab 9: Work on the Midterm Project
For this week's lab, you can continue work on the midterm project, which you started in Lab 6. This page has a little additional help about implementing cameras as scene graph nodes.
Midterm projects are due next Thursday. They should be copied into the folder that was set up for your group in /classes/cs424. Remember that in addition to the API itself, you need to create some examples that use it. Each person in the group is supposed to create an example, and get graded on that example individually. The grade for the API, on the other hand, is a group grade. Make sure that each example clearly identifies who wrote it. One group has asked whether they can turn in one large and elaborate example instead of individual examples, and get graded graded on that example as a group. That will be OK as long as everyone in the group agrees.
As I grade your project, I might want to ask you about the decisions that you made as you designed and implemented your API.
One of the requirements for the API is to implement scene graph nodes that represent cameras. This requires parent pointers in the nodes. You already received an email from me with a new version of my simple 2D API that uses parent pointers: scene_graph_2d_new.js and an example that uses it, SceneGraph_new.html. (I hope that your scene graph API does not simply add a third dimension to this 2D API. Even if you do something similar, you also have to think about lighting and materials and maybe textures.)
Remember that the point of having a camera in the scene graph is that modeling transfomations that are applied to the camera node are used to set up the viewing transformation for the scene. To do that, you have to start at the camera node and follow parent pointers to the root of the scene graph. Along the way, you have to apply the inverse of any modeling transformations that are applied to the nodes that you visit. This is explained in more detail in Subsection 4.4.2.
To render a scene, you need a projection transformation as well as a viewing transformation. One way to do that is to set up the projection directly, using glFrustum() or more likely gluPerspective() for a perspective projection. For example,
glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( fova, aspect, near, far ); glMatrixMode(GL_MODELVIEW); // Now, set the viewing transformation
This approach does not use the camera object that is included in glsim.js. But it is possible to use that object if you want to.. Calling camera.apply() sets up both the projection transformation and the viewing transformation that have been configured into the camera by calling its methods. You would call camera.apply() before applying the transformations that affect the camera node, because camara.apply() completely replaces any viewing transformation that was in effect before it is called. It is probably best to leave the viewing transformation in the camera itself set to the identity transformation. That is, leave the camera at (0,0,0), looking down the negative z-axis, in its own coordinate system. This will make it easier to understand how the modeling transformations that are applied to the camera node will affect the view.
Once the projection and viewing transformations have been established, you are ready traverse the scene graph to render the scene.