Interactive Computer Graphics: A Top-Down Approach Using OpenGL (4th Edition)

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CS/ECE 433 Introduction to Computer Graphics, Fall 2007 Homework 3: Software rendering system Due Sunday, October 28, 2007 at 11:59pm Introduction In this homework, you will develop a software implementation of the OpenGL rendering pipeline. This system will be a simplified version of the graphics pipeline that is implemented on conventional graphics hardware. You will be responsible for writing the software of all the principal blocks: vertex transformation, clipping, rasterization, texturing, and framebuffer operations. At the end of the project you will have built a system that takes in the list of triangles and renders them into an image to display to the screen, much in the same way the graphics hardware draws triangles to the screen. There are two purposes to doing this implementation in software. First, by writing the code yourself, you will gain an in-depth understanding of the graphics pipeline that can only come from dealing with the special cases that come up during implementation. In addition, this project will give you an appreciation of the power of the graphics hardware, which you will leverage for your final project! History One of the first consumer applications to feature “3-D” textured polygons was Wolfenstein3D by id which was released back in 1992. Since no consumer-level graphics hardware was available at the time, the lead programmer (John Carmack) had to write a 3D rendering engine that ran completely in software and did so in real-time on the machines at the time (Intel’s pre-Pentium 486 DX2-66). Figure 1. Wolfenstein3D by id (1992)
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Because of hardware limitations, the Wolfenstein3D rendering engine did not implement the real-time rendering pipeline as is available on graphics hardware today. Instead, Carmack developed a system based on the ray-casting algorithm for computing visibility. Ray casting had the advantage over scanline rendering in that it required little memory overhead and could be accelerated with clever data structures. However, since we now have computers with ample memory and powerful CPUs today, it is possible to simulate the conventional real-time rendering pipeline completely in software. This is your task for this homework assignment. Real-time Rendering System As we discussed in class, the real-time rendering pipeline is composed of various stages. You will be implementing the following stages: Transformation – You will need to implement the modelview and projection matrices given the eye position, view direction, field-of-view, etc, just as is done in OpenGL. In particular, to create the modelview matrix you will be given the view direction (expressed by eye_theta and eye_phi ) and the distance from the viewer to the world-space origin ( eye_pos[3] ). To compute the projection matrix you will be provided the same parameters as for gluPerspective() , which are the field of view eye_fov , the aspect ratio of the frustum, and the near and far planes. To calculate these matrices you might want to create some sort of matrix class and implement some common operations such as matrix-matrix and matrix-vector multiplications.
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