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 Implementation Specification

SLIDE Class Hierarchy

The following is a diagram of the SLIDE C++ class hierarchy. Subclasses point up to their superclasses. Every textual SLIDE language element has a corresponding C++ class which represents its type in the run time viewer program. Notice that most SLIDE types are directly or indirectly a subclass of CSLIDEPrimitive.

Notice that CSLIDEObject, CSLIDEGroup, and CSLIDEInstance all share a common superclass, CSLIDENode. This common CSLIDENode type eases the management of the scene graph DAG.

Notice that CSLIDERotate, CSLIDEScale, and CSLIDETranslate all share a common superclass, CSLIDETransform. This common CSLIDETransform type eases the management of transforms in the CSLIDEInstance class.

The classes which appear in red have had portions of their implementations removed. You need to complete the functionality of these classes.

Matrix

The perspective warp matrix transformation and its inverse have been ripped out, and must be filled in.

SLIDE Camera

You will only be using the full (Xmin Ymin Zmin) (Xmax Ymax Zmax) to do full perspective projections including oblique view frustums. The camera must compute the mGproj_vrc matrix. It should continue to be able to do parallel projections as well.

CBound

The CBound class is where a lot of your work will be done in this assignment. It is responsible for bounding box culling with its Intersect method. It is also responsible for polygon clipping. Now these must be done in 4D on homogeneous points.

Outline of Viewer Execution

For more information and diagrams checkout the SLIDE Rendering Pipeline Page. Note: Ignore the rendering pass described there and follow the one described at the bottom of this page instead.

Render

The following graph shows what should be happening for a single face in the rendering process, starting with the HandleDisplay callback on the CWindow object. Note that the matrix notation used in the diagram is ROW VECTOR form, and you will be coding COLUMN VECTORS in the project. The red blocks indicate which portions of the rendering pipeline have changed since the last assignment. These are the ones which you will be creating.

You can also download the postscript version of this graph: render.ps

Suggested Plan of Attack

  1. Fix the Matrix class transformations
  2. Fix CSLIDECamera to create the perspective VRC->PROJ transformation
  3. Fix the CBound class to do 4D bounding box culling and 4D clipping
  4. Create a .slf file to do Stereo Viewing



This page was originally built by Jordan Smith.

Last modified: Sunday, 07-Mar-1999 16:20:13 PST