University of California, Berkeley
EECS Dept, CS Division
Jordan Smith SLIDE: Scene Language for
Interactive Dynamic Environments
Prof. Carlo H. Séquin

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SLIDE Optimization


Final Projects


It is important to understand how the SLIDE renderer is using OpenGL, so that you can design a scene which will render quickly.

SLIDE OpenGL Software
Architecture State Machine Recursive Graph Traversal
Matrix Transformations Hardware Matrix Stack
Push and Pop
Stored on C Call Stack
Surface Attributes
Texture Maps
Attribute Stack
Push and Pop
Stored on C Call Stack
Lights 8 Hardware Lights
Placed at Start of Render
Ambient and Spot in One
N Lights
Passed Down the Call Stack
Display Lists Prerender Static Geometry into
a Hardware Buffer
Call by Name to Render
Not Supported
Texture Objects Preload Texture Maps into
a Hardware Buffer
Call by Name
Not Supported
Fog and Depth Cueing Blends Vertex Color with Background Color
Hide Back Clipping Plane
Not Supported
Stencil Buffer Apply Mask Over Frame Buffer
Selectively Render Pixels
Not Supported

Designing a SLIDE Hierarchy with OpenGL in Mind


Debugging and Optimizing


Remember that you can use the wish program or the Console Window to interactively test Tcl code.

Animation Techniques

Mechanical Manipulators

Forward Kinematics

Inverse Kinematics

David's notes on Inverse Kinematics - these offer closed-form IK solutions to simple IK problems.

2D Arm Manipulator

Key Framing

This page was originally built by Jordan Smith.

Last modified: Tuesday, 30-Nov-2004 18:04:21 PST