Assignment Instructions For This Project You Will Learn How

Assignment Instructions for this project, you will learn how to load a

For this project, you will learn how to load a 3D data file, present a 3D model, and translate and rotate it freely from scratch. The goal is to give you some first-hand experiences of triangle/polygon based 3D modeling, 3D transformation, as well as mouse/keyboard interaction with 3D objects. You are suggested to start with the example provided files “main.cpp” and "callbackFunctions.h", which give you the barebones of OpenGL. Your tasks include loading 3D data from a “.obj” file, displaying the 3D object in an OpenGL window by rendering all triangles that construct the shape, rotating the 3D object via mouse drag (left button), and translating the object via mouse drag with “Shift” + left button. For all these tasks, only basic OpenGL commands like “glBegin(GL_TRIANGLES)” are permitted; advanced functions like “glRotate()” or “glTranslate()” are not allowed and should be implemented manually to enhance understanding of 3D fundamentals. You will work with provided “.obj” files (“bunny_low.obj” and “bunny_high.obj”) that represent the same object at different resolutions. Your program should load and display these, with an option to switch views between surface and mesh modes via keyboard (“m” or “M”). You are required to manually implement matrix operations for translation and rotation, applying these matrices to vertex data to perform transformations during user interactions.

Paper For Above instruction

This project aims to deepen understanding of 3D graphics by manually handling model loading, rendering, and transformations without relying on built-in OpenGL transformation functions. The focus is primarily on implementing these features from foundational principles, which provides insight into the mathematics and processes behind 3D graphics rendering and interaction.

Loading a 3D Model from .obj Files:

The initial step involves parsing and loading geometry data from Wavefront OBJ files, which are widely used for 3D model storage owing to their simplicity and flexibility. These files contain vertex coordinates and face definitions, which denote how vertices connect to form triangular surfaces. The two sample files provided (“bunny_low.obj” and “bunny_high.obj”) represent different resolutions of the Stanford Bunny model, offering opportunities to observe how resolution impacts visual quality and computational load. Parsing these files involves reading each line, identifying vertex lines starting with “v” and face lines starting with “f”, and storing the data into custom data structures, such as Vertex and Triangle, for efficient management and computations.

Model Display Using OpenGL:

Once loaded, the model should be rendered within an OpenGL window. To comply with the restrictions, rendering should utilize only fundamental OpenGL functions like “glBegin”, “glVertex”, and “glColor”. Rendering functions such as “glDrawElements” or “glDrawArrays”, and transformation functions like “glRotate” and “glTranslate” are prohibited; instead, manual matrix operations should substitute these functions. Rendering modes include filled triangles for solid surface view and line loops for wireframe or mesh view, toggled via keyboard inputs (“m” or “M”). This approach emphasizes understanding rendering pipelines and the importance of transformation order and matrices.

Manual Transformation Implementation:

Transformations such as rotation and translation are critical in 3D graphics. Instead of using OpenGL’s built-in functions, manual implementation involves creating and manipulating 4x4 matrices. These matrices encode rotation about axes (X and Y) and translation, which are applied to vertex positions via matrix-vector multiplication. Structuring matrices with operators such as multiplication simplifies chaining multiple transformations. For example, rotating around the Y-axis, then the X-axis, can be achieved by multiplying the respective matrices in correct order, then applying the resulting matrix to each vertex.

User Interaction Via Mouse and Keyboard:

Interactivity is facilitated by mouse dragging and keyboard inputs. Mouse movements translate into rotation or translation matrices based on change in cursor position, scaled appropriately to produce smooth and intuitive control—such as dividing pixel change by 100 to get degree or coordinate change. Dragging with the left mouse button rotates the object about its X or Y axis depending on vertical or horizontal movement. Holding “Shift” while dragging translates the object along X and Y axes. Implementing these features requires capturing mouse events, calculating displacement, and updating transformation matrices accordingly, which are then applied when rendering each frame.

Summary:

This project encapsulates core principles of 3D graphics: model data management, rendering pipelines, and transformation matrices. By reconstructing transformation functions and manually applying matrices, students gain a foundational grasp of how 3D models are manipulated and displayed. The approach promotes a deeper appreciation of the graphics pipeline, data structures, and mathematical transformations fundamental to graphics programming, serving as a valuable learning experience beyond using high-level libraries or abstraction layers.

References

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  • Hansen, J. (2007). OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 3.0. Addison-Wesley.
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  • Shreiner, D., et al. (2013). OpenGL SuperBible: Comprehensive Tutorial and Reference (6th ed.). Addison-Wesley.
  • Neider, J., Davis, T., & Woo, M. (1996). OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2. Addison-Wesley.
  • Pixabay. (n.d.). OBJ file format overview. https://pixabay.com/obj-file-format-info
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  • Mathematics for 3D Game Programming and Computer Graphics by Eric Lengyel (2011). CRC Press.