Daniel Haehn PRO
Hi, I am a biomedical imaging and visualization researcher who investigates how computational methods can accelerate biological and medical research.
Due Monday 10/16!
Assignment 4 due Monday!
Quiz today!
Transformations
Translate
Rotate
Scale
Matrix
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
x, y, z
x, y, z
new
matrix multiplication
Matrix
1 0 0 t_x
0 1 0 t_y
0 0 1 t_z
0 0 0 1
x, y, z
x, y, z
new
Translation
Matrix
s_x 0 0 t_x
0 s_y 0 t_y
0 0 s_z t_z
0 0 0 1
x, y, z
x, y, z
new
Scaling
Matrix
r r r t_x
r r r t_y
r r r t_z
0 0 0 1
x, y, z
x, y, z
new
Rotation
Matrix
r r r t_x
r r r t_y
r r r t_z
0 0 0 1
x, y, z
x, y, z
new
var m = new Float32Array( [
r, r, r, 0,
r, r, r, 0,
r, r, r, 0,
t_x, t_y, t_z, 1
]);
column-major ordering!
Matrix
1 0 0 t_x
0 1 0 t_y
0 0 1 t_z
0 0 0 1
x, y, z
x, y, z
new
Translation
<html>
<head>
<meta content="text/html;charset=utf-8" http-equiv="Content-Type">
<meta content="utf-8" http-equiv="encoding">
<title>Default WebGL!</title>
<style>
html, body {
background-color:#000;
margin: 0;
padding: 0;
height: 100%;
overflow: hidden !important;
}
#c {
width: 100%;
height: 100%;
}
</style>
</head>
<script type="text/javascript" src="https://cs460.org/js/glmatrix.js"></script>
<script id="vertexshader" type="glsl">
attribute vec3 position;
uniform mat4 transform;
void main(void) {
vec4 final_position = transform * vec4( position, 1.);
gl_Position = final_position;
}
</script>
<script id="fragmentshader" type="glsl">
precision mediump float;
uniform vec4 color;
void main(void) {
gl_FragColor = color; //vec4(1., 1., 1., 1.);
}
</script>
<script>
// VARIABLE DECLARATIONS
window.onload = function() {
//************************************************************//
//
// INITIALIZE WEBGL
//
c = document.getElementById( 'c' ); // setup canvas
c.width = window.innerWidth;
c.height = window.innerHeight;
gl = c.getContext( 'webgl' ); // setup GL context
gl.viewport(0, 0, c.width, c.height );
//************************************************************//
//
// SHADERS
//
v_shader = gl.createShader( gl.VERTEX_SHADER );
f_shader = gl.createShader( gl.FRAGMENT_SHADER );
// compile vertex shader
gl.shaderSource( v_shader, document.getElementById( 'vertexshader' ).innerText );
gl.compileShader( v_shader );
if (!gl.getShaderParameter( v_shader, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog( v_shader ));
} else {
console.log('Vertex Shader compiled!');
}
// compile fragment shader
gl.shaderSource( f_shader, document.getElementById( 'fragmentshader' ).innerText );
gl.compileShader( f_shader );
if (!gl.getShaderParameter( f_shader, gl.COMPILE_STATUS)) {
console.log(gl.getShaderInfoLog( f_shader ));
} else {
console.log('Fragment Shader compiled!');
}
// attach and link the shaders
shaderprogram = gl.createProgram();
gl.attachShader( shaderprogram, v_shader );
gl.attachShader( shaderprogram, f_shader );
gl.linkProgram( shaderprogram );
gl.useProgram( shaderprogram );
STEP = .1;
OBJECTS = [];
// OBJECTS.push( createRectangle( [1.,0.,0.,1.], [0., 0., 0.]) );
// OBJECTS.push( createRectangle( [1.,1.,0.,1.], [-.2, -.2, 0.]) );
// OBJECTS.push( createRectangle( [0.,1.,0.,1.], [.2, .2, 0.]) );
// OBJECTS.push( createRectangle( [1.,1.,1.,1.], [.7, .7, 0.]) );
OBJECTS.push( createFish( [0., 1., 1., 1.], [0., 0., 0.]) );
animate();
};
function createRectangle(color, offset) {
//************************************************************//
//
// CREATE GEOMETRY
//
// vertices = new Float32Array( [
// -0.5, 0.5, 0.0, // V0
// -0.5, -0.5, 0.0, // V1
// 0.5, 0.5, 0.0, // V2
// 0.5, 0.5, 0.0, // V3
// -0.5, -0.5, 0.0, // V4
// 0.5, -0.5, 0.0 // V5
// ] );
vertices = new Float32Array( [
-0.5, 0.5, 0.0, // V0 // 0
-0.5, -0.5, 0.0, // V1, V4 // 1
0.5, 0.5, 0.0, // V2, V3 // 2
0.5, -0.5, 0.0 // V5 // 3
] );
indices = new Uint8Array( [ 0, 1, 2, // Triangle 1
2, 1, 3 ] ); // Triangle 2
v_buffer = gl.createBuffer(); // create
gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer ); // bind
gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); // put data in
gl.bindBuffer( gl.ARRAY_BUFFER, null ); // unbind
i_buffer = gl.createBuffer(); // create
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, i_buffer ); // bind
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW ); // put data in
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null ); // unbind
return [v_buffer, i_buffer, color, offset, 6];
}
function createFish(color, offset) {
vertices = new Float32Array( [
-0.1, 0.0, 0.0,
0.0, 0.1, 0.0,
0.0, -0.1, 0.0,
0.2, 0.0, 0.0,
0.3, 0.05, 0.0,
0.3, -0.05, 0.0
] );
indices = new Uint8Array( [ 0, 1, 2, // Triangle 1
1, 2, 3, // Triangle 2
3, 4, 5 ] ); // Triangle 3
v_buffer = gl.createBuffer(); // create
gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer ); // bind
gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); // put data in
gl.bindBuffer( gl.ARRAY_BUFFER, null ); // unbind
i_buffer = gl.createBuffer(); // create
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, i_buffer ); // bind
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW ); // put data in
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null ); // unbind
return [v_buffer, i_buffer, color, offset, 9];
}
function animate() {
requestAnimationFrame( animate );
// CLEAR NOW BEFORE ANY DRAWING
gl.clearColor( 0., 0., 0., 0.)
gl.clear( gl.COLOR_BUFFER_BIT );
for(var o=0; o<OBJECTS.length; o++) {
var current = OBJECTS[o];
var v_buffer = current[0];
var i_buffer = current[1];
var COLOR = current[2];
var OFFSET = current[3];
var VERTEXCOUNT = current[4];
// console.log('drawing', COLOR);
//************************************************************//
//
// CONNECT SHADER WITH GEOMETRY
//
gl.bindBuffer( gl.ARRAY_BUFFER, v_buffer );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, i_buffer );
// find the attribute in the shader source
var a_position = gl.getAttribLocation( shaderprogram, 'position' );
gl.vertexAttribPointer( a_position, 3, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray ( a_position );
var u_color = gl.getUniformLocation( shaderprogram, 'color' );
gl.uniform4fv( u_color, new Float32Array(COLOR));
// var u_offset = gl.getUniformLocation( shaderprogram, 'offset' );
var u_transform = gl.getUniformLocation( shaderprogram, 'transform' );
OFFSET[0] += STEP;
if (OFFSET[0] <= -1) {
STEP = .001;
} else if (OFFSET[0] >= 1) {
STEP = -.001;
}
// gl.uniform3fv( u_offset, new Float32Array( OFFSET ) );
current_transform = new Float32Array([
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
OFFSET[0], OFFSET[1], 0, 1
]);
gl.uniformMatrix4fv( u_transform, false, current_transform );
//************************************************************//
//
// DRAW!
//
// gl.drawArrays( gl.LINES, 0, 6 );
gl.drawElements( gl.TRIANGLES, VERTEXCOUNT, gl.UNSIGNED_BYTE, 0);
}
}
</script>
<body>
<canvas id="c"></canvas>
</body>
</html>
Matrix Games
winner gets extra credit or german candy
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
0, 0, 0
?
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
0, 0, 0
0, 0, 0
0.5 0 0 0
0 0.5 0 0
0 0 0.5 0
0 0 0 1
2, 2, 2
?
1, 1, 1
0.5 0 0 0
0 0.5 0 0
0 0 0.5 0
0 0 0 1
2, 2, 2
1 0 0 -1
0 1 0 -1
0 0 1 -1
0 0 0 1
2, 2, 2
?
1, 1, 1
2, 2, 2
1 0 0 -1
0 1 0 -1
0 0 1 -1
0 0 0 1
0.5 0 0 -1
0 0.5 0 -1
0 0 0.5 -1
0 0 0 1
2, 2, 2
?
0.5 0 0 -1
0 0.5 0 -1
0 0 0.5 -1
0 0 0 1
2, 2, 2
0, 0, 0
cos(T) -sin(T) 0 0
sin(T) cos(T) 0 0
0 0 1 0
0 0 0 1
2, 2, 2
?
with T = Pi/2
= 90°
X
Y
Z
cos(T) -sin(T) 0 0
sin(T) cos(T) 0 0
0 0 1 0
0 0 0 1
2, 2, 2
with T = Pi/2
= 90°
-2, 2, 2
Scene Graph
Scene
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
Scene
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
Scene
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
*
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
Scene
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
*
*
*
Scene
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
Scene Graph is a Tree-like Hierarchy!
*
*
*
<html>
<head>
<meta content="text/html;charset=utf-8" http-equiv="Content-Type">
<meta content="utf-8" http-equiv="encoding">
<style>
html, body {
background-color: #000;
margin: 0;
padding: 0;
height: 100%;
overflow: hidden !important;
}
</style>
<script type="text/javascript" src="https://get.goXTK.com/xtk_edge.js"></script>
<script type="text/javascript" src="https://get.goXTK.com/xtk_xdat.gui.js"></script>
<script type="text/javascript">
var r,c;
window.onload = function() {
r = new X.renderer3D();
r.init();
c = new X.cube();
r.add(c);
r.render();
var gui = new dat.GUI();
var cubeGui = gui.addFolder('Cube');
cubeGui.addColor(c, 'color');
cubeGui.add(c, 'lengthX', 0, 100).onChange( function() {
c.modified();
});
};
</script>
</head>
<body>
</body>
</html>
submit your music
By Daniel Haehn
Hi, I am a biomedical imaging and visualization researcher who investigates how computational methods can accelerate biological and medical research.