Computer graphics -- 2008-2009 -- info.uvt.ro/Laboratory agenda
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Quick links: front; laboratories agenda, 1, 2, 3, 4, 5, JOGL template.
Contents |
[edit] Laboratory 1
- AGENDA SUMMARY
- EVALUATION SUMMARY
- TOOLS, FRAMEWORKS, LIBRARIES
- Eclipse
- JOGL
- INTRODUCTION TO COMPUTER GRAPHICS
- Computer Graphics
- 2D / 3D Graphics
- Digital Images
- Definition
- Resolution
- Color Depth/Space
- File Formats
- Graphics Processing Unit (GPU)
- TECHNOLOGIES
- OpenGL
- DirectX
- Java 2D / Java 3D
- JOGL -- Java OpenGL (this is what will use)
- XNA
- X3D (VRML)
[edit] Laboratory 2
- (J)OGL BASICS
- What is JOGL?
- Comparison with OpenGL
- OpenGL as a state machine
- Naming conventions
- Creating our first simple JOGL scene using AWT (or the well known Hello World program)
- Installing JOGL libraries
- Setting up an AWT application
- Initializing JOGL
- Callback functions (methods)
- Drawing
- Animation
- JOGL Application Template
- 2D GRAPHICS BASICS (PART 1)
- Coordinate Systems (JOGL vs. AWT)
- Coordinate Spaces
- Projections (orthogonal, perspective), View-port and View Volume
- Vertices vs. Points. vs. Pixels
- List of points (lines, line strip, line loop)
- Changing the properties of points (size) and lines (width, stipple)
- Coloring
[edit] Laboratory 3
- 2D GRAPHICS BASICS (PART 2)
- Antialising
- Polygons
- Validity
- What are they made of?
- Dimensionality
- Polygon Primitives
- Triangles (normal, fan, list)
- Quads (normal, strip)
- Rectangles
- Polygon filling and orientation
- Polygon stipple
- Polygon normals
- Using Display Lists
[edit] Laboratory 4
- 2D GRAPHICS BASICS (PART 3):
- Textures
- 2D and 3D textures
- Texture Files (.PNG, .TGA, .JPG, .BMP)
- Reading a texture file and applying the texture on an object
- MipMapping
- Replacing parts of a texture with another
- Texture transparency and blending
[edit] Laboratory 5
- 2D GRAPHICS BASICS (PART 4):
- Placing text in the scene
- 2D APPLICATION
- Simple StarChart
- PUBLISHING YOUR JOGL APPLICATION
- Java Web Start
- JNLP
[edit] Laboratory 6
- 3D GRAPHICS BASICS:
- Perspective Projection, Depth and Shading, Looking at the scene from an arbitrary point
- Drawing simple objects (sphere, torus)
- Sphere mapping
- Lighting and Materials
- Lighting types (ambient, diffuse, specular, emitted)
- Materials
- Using materials combined with lighting
[edit] Laboratory 7
- USER CONTROL:
- Keyboard and mouse control
- MORE ON MODELVIEW MANAGEMENT:
- Model
- Transformations
- Rotation
- Translation
- Scaling
- Transformations
- Viewing
- Camera control
- Model
[edit] Laboratory 8
- MORE ON BUFFERS AND STATE VARIABLES:
- Buffers: Color buffer, Depth buffer, Stencil buffer, Accumulation buffer
- State variables: querying their values
- OBJECT PICKING
[edit] Laboratory 9
- USING COMPLEX OBJECTS:
- File formats (.3DS, .OBJ)
- Loading complex objects in the scene
- 3D GRAPHICS COMPLEX ISSUES (PART 1):
- Billboards
[edit] Laboratory 10
- 3D GRAPHICS COMPLEX ISSUES (PART 2):
- World box
- Handling object collisions
[edit] Laboratory 11
- 3D GRAPHICS COMPLEX ISSUES (PART 3):
- Creating a simple particle engine
[edit] Laboratory 12
- 3D APPLICATION:
- Simple Space Simulator
[edit] Laboratory 13
- DirectX API overview
- Drawing a basic scene using DirectX and C#
[edit] Laboratory 14
- Computer based test