Getting the coordinates of GlutSolid* - opengl

I was wondering, I have an algorithm of mine that I want to test with a high poly-count model. (I'm using a hard coded cube and surface atm). I know you can draw objects with the GluSolid* commands.
But the problem is, for my alogrithm I need access to the coordinates of the triangles the object consists of. Is there an easy way to access these, or is that not possible?

I think there's not really an easy way to obtain these coordinates as they are just sent to the GL when calling these functions (you might use transform feedback, but that is definitely too cumbersome for your purpose). But these primitives are actually quite simple. You can quite easily generate a sphere or cylinder mesh yourself. Or write a small function for reading a common 3d model format (OBJ is quite common and easy to read), so you can search the web for models or create test models with your favourite modeling software.

Related

Generating 3D models via primitive skinning

I am looking for a method by which to generate 3D models for use in video games. The idea is virtual primitives that are simply points with associated data for size, shape, material and rotation.
For instance an asteroid might start as two simple spheres that intersect. Material of dusty rock which would tell the skinning algorithm to provide smooth sandy curves and occasional jagged boulders. Probably end up with a sort of lumpy peanut shape.
After that add smaller spheres with material of void or crater, peppered around the object. These would produce crater like areas in the surface of the peanut and the skin would adjust to suit. In the end you would have a semi plausible representation of an asteroid.
Now with that in mind, my question is, are there any decent open source or public domain examples of skinning algorithms that can find the surface of a model and generate a smooth, evenly distributed quad-strip mesh that could be then textured?
Some more information; I'm looking at CSG methods for the underlying models (adding and subtracting volume) then looking at other methods for remeshing the whole thing.
Skinning is an art more than a scientific process (and so almost impossible to automate) because skinning is a visual approximation of movement. To get something fully automatic, you would either have to assume bone placement or simply assume there are none at all.
Here's an example. This is an open-source project that skins automatically based on the fact that the provided mesh is a humanoid.
http://igl.ethz.ch/projects/fast/
EDIT: Wait, you mean the other way around? Isn't that similar to marching cubes? http://en.wikipedia.org/wiki/Marching_cubes
This is an exciting question and no doubt there are many ways it could be done. Personally I'd probably start by getting basic shapes on .obj format, which is easy to both parse and create programmatically, and then do exactly that in my code: tweak or randomize the the vertices you export from a modelling program to create an infinite variety of similar but slightly different objects, like asteroids. Of course if you need more than asteroids, you'd go back to a different .obj file. It's hard to say the best technique for your case since I think some experimentation would be required no matter what you try.

OpenGL : Cell division effect

I want to model the (biological) cell division process. I have been able to create a 3D cell model and load the model (using glm library). However, I do not know how to make it divide and I don't know where to start.
Does any one know how to make the effect that things replicate in OpenGL? (It is great if I can use glut and glm for that). Maybe you could just show me how to make a sphere replicate.
I think what you're looking for is called meta-particles or meta-balls. I think that by adjusting thresold function you can get cell-divide effect, but this isn't guaranteed - metaballs normally look more like quicksilver and are used to create water out of particles.
They're hard to implement in 3d for a novice - you'll need to be able to make triangular mesh out of mathematically-defined surface (marching cubes algorithm), and result isn't guaranteed to be fully realistic.
I suggest to try something else or use some cheaper way - draw two seme-transparent spheres on top of each other then move them apart or something like that.
Of course, certain way to get desired result is to use modeling package (like blender) and skilled artist, but displaying modeled result in your application will be difficult, because object topology will be changing every frame, plus making satisfactory result will take time and skill.

OpenGL Picking from a large set

I'm trying to, in JOGL, pick from a large set of rendered quads (several thousands). Does anyone have any recommendations?
To give you more detail, I'm plotting a large set of data as billboards with procedurally created textures.
I've seen this post OpenGL GL_SELECT or manual collision detection? and have found it helpful. However it can take my program up to several minutes to complete a rendering of the full set, so I don't think drawing 2x (for color picking) is an option.
I'm currently drawing with calls to glBegin/glVertex.../glEnd. Given that I made the switch to batch rendering on the GPU with vao's and vbo's, do you think I would receive a speedup large enough to facilitate color picking?
If not, given all of the recommendations against using GL_SELECT, do you think it would be worth me using it?
I've investigated multithreaded CPU approaches to picking these quads that completely sidestep OpenGL all together. Do you think a OpenGL-less CPU solution is the way to go?
Sorry for all the questions. My main question remains to be, whats a good way that one can pick from a large set of quads using OpenGL (JOGL)?
The best way to pick from a large number of quad cannot be easily defined. I don't like color picking or similar techniques very much, because they seem to be to impractical for most situations. I never understood why there are so many tutorials that focus on people that are new to OpenGl or even programming focus on picking that is just useless for nearly everything. For exmaple: Try to get a pixel you clicked on in a heightmap: Not possible. Try to locate the exact mesh in a model you clicked on: Impractical.
If you have a large number of quads you will probably need a good spatial partitioning or at least (better also) a scene graph. Ok, you don't need this, but it helps A LOT. Look at some tutorials for scene graphs for further information's, it's a good thing to know if you start with 3D programming, because you get to know a lot of concepts and not only OpenGl code.
So what to do now to start with some picking? Take the inverse of your modelview matrix (iirc with glUnproject(...)) on the position where your mouse cursor is. With the orientation of your camera you can now cast a ray into your spatial structure (or your scene graph that holds a spatial structure). Now check for collisions with your quads. I currently have no link, but if you search for inverse modelview matrix you should find some pages that explain this better and in more detail than it would be practical to do here.
With this raycasting based technique you will be able to find your quad in O(log n), where n is the number of quads you have. With some heuristics based on the exact layout of your application (your question is too generic to be more specific) you can improve this a lot for most cases.
An easy spatial structure for this is for example a quadtree. However you should start with they raycasting first to fully understand this technique.
Never faced such problem, but in my opinion, I think the CPU based picking is the best way to try.
If you have a large set of quads, maybe you can group quads by space to avoid testing all quads. For example, you can group the quads in two boxes and firtly test which box you
I just implemented color picking but glReadPixels is slow here (I've read somehere that it might be bad for asynchron behaviour between GL and CPU).
Another possibility seems to me using transform feedback and a geometry shader that does the scissor test. The GS can then discard all faces that do not contain the mouse position. The transform feedback buffer contains then exactly the information about hovered meshes.
You probably want to write the depth to the transform feedback buffer too, so that you can find the topmost hovered mesh.
This approach works also nice with instancing (additionally write the instance id to the buffer)
I haven't tried it yet but I guess it will be a lot faster then using glReadPixels.
I only found this reference for this approach.
I'm using the solution that I've borrowed from DirectX SDK, there's a nice example how to detect the selected polygon in a vertext buffer object.
The same algorithm works nice with OpenGL.

Idea about how to model a building using OpenGL/GLUT?

I'm new to graphics, and I have to make a model of a building for an assignment using only GLUT or OpenGL.
Basically the school building's model( only the exterior portion) is to be made, and I have no clue where to start. Upto now I have drawn polygons, other shapes using GLUT, nothing in which there are multiple shapes. All the drawing upto now is using lines, or points, or polygons and mathematics.
Could you please give me an idea of how to go about it?
Update: I just want to know what steps I can follow to get it done. Some reference links would be awesome!
You could use modeling programs to create your model, and then use tools such as COLLADA to get your model into OpenGL.
The problem with hand-coding a complex object like that is that it takes a great number of lines of code just to define the vertices of the object.
People usually use 3D modeler software to build complex 3D objects, like Maya, 3DSMax or Blender and then export them in a format to be read into your OpenGL application.
Think about what you want your building to look like, and think about what kind of triangles you need to render in order to make that. You can either draw the entire thing in some sort of modelling software, and then import it into OpenGL, or you can come up with the triangles/textures yourself and do it by hand in OpenGL.
The exterior of the building will probably have a similar texture on the whole thing (brick, etc), and then there will be windows, doors, and a roof. Maybe some sort of sign that says "School Building". Take this all into account, what exactly you want your building to look like, and then think about what textures you will need to draw these things.
For example, say you're doing a brick building that is in the shape of a box, with a door and a few windows. I'd use one texture for the brick, and first draw an entire wall of brick. Then, I'd use a grey/blue looking texture for the window, and draw it over the brick wall. Then I'd do the same (different texture) for the door.
Just think about the design, and then just try things out - experiment. Good luck!
I once had a simillar homework. I did it by creating the models with Google SketchUp, then export the models to .3ds file and use my program to render it.
I choose Google SketchUp because it's the easiest to use among those tool I tried. Plus, they had a discount for students. You could also use Blender, which is free but take too much time to learn IMHO. 3dsMax is too expensive to pay for a homework.
To load the model into my program, I used Assimp library.

Playing with OpenGL

Just learning the basics of OpenGL for a class and was looking for something challenging and interesting to try and draw. Any suggestions?
Aiming to photorealism (just plain models, lights, materials, textures, etc.) is one thing, but what is even more interesting in my opinion is demoscene and all kinds of non-photorealistic effects. The idea of a demo is to program some nice animated graphics that automatically change from one effect to another or tell some sort of a story, and have a background music. Here you can find some videos. Just take a look at what some others have done and use your imagination. That's the funniest part of 3D programming in my opinion. Of course what you'll first program would be something extremely simple when compared to those videos on youtube, but everyone has to start from somewhere. Simple also doesn't need to be ugly. Some random suggestions:
mathematical shapes with sin(), cos(), etc.
alpha blending, especially addition blending (glBlendFunc(GL_ONE, GL_ONE);)
terrain rendering
read 3d model data from a file. (Wavefront .OBJ is a relatively simple one)
feedback effects with glCopyTexImage2D, which copies pixels from screen to a texture (in real life you shouldn't use this because it's too slow, but when learning the basics it's ok)
etc...
You might consider building an OBJ viewer. You will get the experience you're looking for, and it's a pretty good project for a beginning 3D graphics programmer, in terms of difficulty.
I believe opengl has built in shapes such as a teapot that you can call and have it draw. For starters, I'd stick with easy shapes like squares, circles, and cones. Try drawing a wireframe model first since that's the easiest, by using either quadstrips ,triangles or just poly lines. After you've gotten that down, learn to set up lighting and materials so you can draw a solid model.
At school we had a very interesting assignement to get started with OpenGL that I will share. The long term goal was to modelize a living room so you basically have to draw:
A table.
Two chairs.
A carpet.
A sofa
Some stuff that you might find interesting to add on the table for
instance a TV!
When you have all the things done, try to polish the scene a little bit by adding some lighting effects!
Hint: for all the objects you simply need to start with a basic rectangle. Then you can construct your scene step by step using translations/rotations.