Home - CS 418 Spring 2012 - University of Illinois - Engineering Wiki. Visible Earth: Browse by Collection: Blue Marble. Rope Physics. Rope Simulation In this tutorial, you will find a simulation of a rope. This simulation is based on the simple physical simulation engine in Lesson 39. In order to benefit from this tutorial, you should know how forces are applied to masses in simulations, how position and velocity of a mass is iterated while the simulation runs, and how 3D vectoral operations are used in physics. If you hesitate on any one of those subjects, read about them from Lesson 39 and other sources, and develop several applications.
In physical simulations, the purpose is to form a physical setting, which acts the same as in the natural environment. The scale of space and time to observe is related to: 1. 1. Here, the mathematics of motion is called "classical mechanics", which is simply representing masses as particles in space and accelerating these masses by forces as the time passes. 2. Performance of the computer to run the simulation, determines how detailed we could observe. Class Spring: is found. OpenGL_-_Particle_System_Tutorial_-_Blending_-_PointSprites. Apple. OpenGL:Tutorials:Tutorial Framework:Particles. In this example, We're going to extend the principles used in the Ortho example to produce a nice particle effect. Setting Up Each particle has unique position, direction vector, color and a 'life' values. These values are contained by a structure: typedef struct { float xPos,yPos,zPos; float xVec,yVec,zVec; float r,g,b,life; }SpriteInfo; We'll also specify a few parameters for the particles which can be tweaked to change the appearance of our effect: const float PARTICLE_SIZE = 0.5f; const int NUM_PARTICLES = 10000; const int INITIAL_PARTICLE_SPREAD = 100; const float SPEED_DECAY = 0.00005f; // (Gravity) Another new thing here is time-based movement.
Here we use three long values to manage the time: Time1 stores the tick count of the last frame, Time2 is the tick count of the current frame and Ticks is the difference between them. Managing the Particles The first thing we must do with our particles is set them all to a known state. For(Index=0;Index! Spr[Index].life-=(0.0001f*Ticks); } Texturing and Lighting in OpenGL | 3D Game Engine Programming.
FAS Research Computing | Some comments on OpenGL rendering of particles. When rendering particles in OpenGL there are many possible ways to represent them. The following goes through some of the possibilities with associated pseudo-code. At the very basic level it is possible to simply render the particles as points: glPointSize( 3.f ); glColor4f (1.0f,1.0f,1.0f,1.0f); glBegin(GL_POINTS); for(i=0; i<npoints; i+=nskip) { glVertex3f(x[i], y[i], z[i]); } // Done drawing points glEnd(); This produces a plot below: In the next level, it is possible to replace the points with "point sprites". The next stage is to put a texture on the point sprites. In the next two stages we show the effect of adding transparency and color as functions of physical quantities (viz. density and internal energy of the gas).
GlColor4f (c.r,c.g,c.b,opacity); In the above opacity can be calculated as: float opacity=log10(density); opacity-=mindens; opacity/=maxdens-mindens; Color can be calculated from the internal energy of the gas particles using some prescription like: OpenGL Video Tutorial - Materials. OpenGL Video Tutorial - Home. Simulating Particle Effects using OpenGL | 3D Game Engine Programming. Particle Effect In this article I will demonstrate one possible way to implement a particle effect in C++ using OpenGL to render the effect. This demo uses the fixed function pipeline and the host processor (CPU) to perform the simulation. In this article, I will use OpenGL and GLUT to render graphics to the application window. If you do not know how to setup an application using OpengGL and GLUT you can refer to my previous article titled [Introduction to OpenGL for Game Programmers] available [here]. Particles systems have been used extensively in games for many years.
Geometry Wars - Particle Example There are several different types of particle effects that can be created. Billboard Particles: Billboard particles are flat textured quads that are rotated to always face the camera. In this article, I will demonstrate the billboard particle effect. A few dependencies are used by this project to ease the coding process and to make the material more readable. The ParticleEffect Header File. Tutorial 8 -Particle System. Download Source/Application In this tutorial I will show you how to implement a basic particle system. Particle systems can be used for many different usefull applications like fountains, waterfalls, fireworks and many other things. As a simple example I will show you how to simulate a fountain with a particle system.
The nice thing with this example is, that it shows most of the stuff you usually need, when you want to implement anything with a particle system. Let's start with a short discussion of the physics: Waterfalls When we have a waterfall the physics are pretty simple: the water is in a certain height and falls down into the lake or river. Fountains The simulation of the water drops in fountain can be separated in two parts: first the water drops rise with a certain initial speed v1 but this speed decreases continously due to gravity which tries to pull down the water drop until it reaches it's highest point, where it's vertical speed becomes zero.
Fireworks Heinz. Cocoa - Mac OS X version of Texture2D.m, .h available. Tutorial 4: Texture Mapping. One of the most powerful tools in computer graphics is texture mapping. Texture mapping applies an image to a surface. Modeling a complex surface is often impractical because of the detail required and it would be difficult to render this fine detail accurately. Instead, texture mapping allows a simple polygon to appear to have a complex surface texture. For this tutorial you'll be working with some code I've created.
You'll find this code in tutorial4.zip. Note that my CTexture class that you will be using can read PPM and BMP files. At least 4x4. In this tutorial you will: Add new textures to the cube. Running the Program When you run the program, you'll see a cube. Basic Image Management First, look at the file Texture.cpp. BYTE ** m_image; The array for the image is allocated like this: BYTE *image = new BYTE[usewidth * m_height]; m_image = new BYTE *[m_height]; for(int i=0; i<m_height; i++, image += usewidth) { m_image[i] = image; } Note that this LOOKS LIKE a 2D array. Loading the Image. CS193E - Cocoa Programming. OpenGL:Tutorials:Tutorial Framework:Texture Mapping. Texture mapping is the application of an image to a polygon, this gives the illusion of detail without pushing up the poly count.
Loading the Texture For this tutorial I have used our own TGA loader as the image loader. The code was simply cut and pasted into 'tga.h'. You can use any method to load an image as long as you know five things: A pointer to the image data, The image width, The image height, The color depth, The format of the image data, I'm going to bundle up the texture loading into LoadTexture(), this function takes and filename and returns a GLuint texture handle. OpenGL uses it's own GLuint (unsigned integer) datatype as a handle to reference textures once they are loaded. GLuint TexID1,TexID2; // Handles to our textures This could easily be an array or a struct of your own definition. The texture handle must be initalised before use: glGenTextures(1,&Texture); // Allocate space for texture Once we have our handle, we can bind to it: Now our texture is ready for use. Source Code.
Cs 5721 computer graphics. CS 5721 - Computer Graphics Lab 8: OpenGL Texturing Note: You are ALL now at the point where you may want to seek out additional references for OpenGL. The best reference, by far, is the OpenGL Programming Guide: Fifth Edition, The Official Guide to Learning OpenGL, Version 2, by Shreiner, Woo, Neider, and Davis, 2005. The first edition of this book is available online (and for free). It is very dated and does not contain current information about OpenGL. Nonetheless, it can serve as a good tool for learning OpenGL basics. Description In this lab, you will learn about texturing with OpenGL. Step 1: Simple Texturing of a Quad (4-sided polygon) First, comment out any objects you may have added to your last lab. Draw a single quad using material properties to give the quad a shade. GlBegin(GL_QUADS); glVertex3f(-20.0, 20.0, -50.0); glVertex3f(20.0, 20.0, -50.0); glVertex3f(20.0, -20.0, -50.0); glVertex3f(-20.0, -20.0, -50.0); glEnd(); First, let's build this function: static GLuint texid;
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Sci2ools Google Chrome Extension Sci2ools extension for Google Chrome is a handy plugin that hooks Sci2ools gadget to your Google Chrome Browser through a command button. Tutorial 4: Texture Mapping. Instancing OpenGL. This is more or less a re-hash of my "rendering lots of cubes" article, but hopefully more coherent and informative. Whenever you find yourself in a situation where you want to render many copies of a single object, you're instancing said object. The general case that I was trying to optimize for was to have lots of otherwise identical objects, but each with its own transformation matrix. That's what 125000 cubes look like. I pumped the instance count up to ridiculous levels so I could see what kind of performance different instancing approaches would get.
Each of the approaches described here has its good and bad sides. For the performance values listed here, two computers were used. The test setup uses 64000 instances, and the geometry includes cubes in vertex arrays (VA) or vertex buffer objects (VBO), and low (~80 tris) and high (~230 tris) poly count toruses (both in a VBO). The "no shaders" test case is just that - no shaders, no instancing extensions. Pseudoinstancing.