This post is about performing advanced camera movement in OpenGL.
We’ll use the same Radiohead’s HoC dataset we used in the previous post.
Once again, the quality of the youtube video is pretty lame. You can right click here and save link as… to download a high quality version of the video (~100MB).
I strongly recommend you to see the high quality video
Camera Instructions
Camera movement is made of Translations and/or Rotations.
We want to provide our camera model with instructions of the type:
[ Translate fromto ]
[ Rotate fromtorotation_axis ]
[ Translate ...; Rotate ... ]
As the last example shows, multiple transformations can be done at the same time (translations and rotations).
The definition for a transformation type is:
type camera_op =
| Translate of Gl.point3 * Gl.point3
| Rotate of float * float * Gl.vect3
A camera instruction is a list of these operations (camera_op) and a number specifying the number of frames this transformation should take (i.e the duration of the transformation).
So, for example, this instruction: ( [ Translate( (100., 100., 100.), (0., 0., 0.) ) ], 300. )
translates the camera from (100, 100, 100) to (0, 0, 0) in 300 frames, that is in 10 seconds (at 30 frames per second).
Translation is done by simple interpolation. The interpolation formula for translating from A to B is something like this: A + (B – A) * delta with delta in (0, 1).
Transitions
It would be nice if camera movement, besides being linear, could also perform other advanced transitions, like the ones used in Fx.Transitions by Mootools.
Some of these transitions are: Quadratic, EaseIn, EaseOut, EaseInOut, Back, Sine, etc…
These effects are achieved by applying functions to the delta value, changing the way it increases or descreases its value.
A possible interface for a Transition module is:
type trans = Linear | Quart
type ease = None | EaseOut | EaseIn | EaseInOut
val linear : 'a -> 'a
val quart : float -> float
val ease_in : ('a -> 'b) -> 'a -> 'b
val ease_out : (float -> float) -> float -> float
val ease_in_out : (float -> float) -> float -> float
val get_transition : trans -> float -> float
val get_ease : ease -> (float -> float) -> float -> float
val get_animation : trans -> ease -> float -> float
By using Transition.get_animation Quad EaseInOut delta we can change the timing of our animation from this:
class camera_model :
object
val mutable animations : camera_op list
val mutable time : float
val mutable total_frames : float
val mutable transition : Transition.trans * Transition.ease
method get_time : float
method step : unit
method draw : unit
method translate : Gl.point3 -> Gl.point3 -> float -> unit
method rotate : float -> float -> Gl.vect3 -> float -> unit
method set_animations :
camera_op list * float * (trans * ease) -> unit
end
The camera_model instance variables contain the destructured camera_op_list type elements: animations, total_frames and transition.
We also provide individual methods for handling translations and rotations. These methods simply compute a delta value, apply the interpolation and then call GlMat.translate3 or GlMat.rotate3.
The 40 line implementation looks like this:
class camera_model =
object (self)
val mutable total_frames = 0.
val mutable time = 0.
val mutable transition = (Linear, None)
val mutable animations = []
method get_time = time
method set_animations ans =
let (x, y, z) = ans in
animations <- x;
total_frames <- y;
transition <- z;
time <- 0.
method step =
if time < total_frames then
time <- time +. 1.
method translate start last delta =
let (trans, ease) = transition in
let delta_val = Transition.get_animation trans ease delta in
let (x, y, z) = start in
let (x', y', z') = last in
let DVertex(a, b, c, d) = Interpolate.cartesian
(DVertex(x, y, z, 0.))
(DVertex(x', y', z', 0.))
delta_val
in
GlMat.translate3 (a, b, c)
method rotate start last vec delta =
let (trans, ease) = transition in
let delta_val = Transition.get_animation trans ease delta in
let ang = Interpolate.cartesian_float start last delta_val in
GlMat.rotate3 ang vec
method draw =
let delta = time /. total_frames in
List.iter (fun anim ->
match anim with
| Translate(start, last) ->
self#translate start last delta
| Rotate(start, last, vec) ->
self#rotate start last vec delta ) animations
end
Timeline
Now that we have our camera model, we need a “timeline” object that can pass intructions to the camera at different stages of the animation.
We define a class-less object timeline that holds a list of camera transformations to be executed at a specific frame of the animation:
let timeline =
object (self)
val mutable frame = 0.
(* Starting frame number, camera_instructions *)
val camera_timeline = [
(1., (* camera_instructions *));
(310., (* camera_instructions *));
(631., (* camera_instructions *) ]
method get_frame = frame
method tick =
frame <- frame +. 1.;
self#update_camera;
method update_camera =
try
let camera_anim = List.assoc frame camera_timeline in
cam#set_animations camera_anim;
with
| Not_found -> ()
end
Download and Use
This is all I’ve done to handle camera movement.
I’m not an advanced OpenGL/OCaml developer, so any comment/suggestion about my understanding of OCaml/OpenGL is very welcome.
You can download the source here.
You can compile the source with:
So I was looking for some excuse to learn OCaml + OpenGL, and I run into Radiohead’s House of Cards video dataset hosted at google code.
The dataset is made of many CSV files, one for each frame of the HoC video.
The data is also shipped with an application that uses Processing to create an image for each frame of the video.
I decided to do the same program in OCaml + OpenGL: for each CSV file, the program loads it, renders it in OpenGL, and then saves that rendered data into a jpg (or bmp) image.
You can merge the generated image frames with the sample mp3 provided at google code, by using ffmpeg:
Anyway, the result is quite interesting, and it gives us a good ground to build better visualizations:
(This youtube video quality is pretty lame, I’d recommend you to right click here and save link as…).
This post is going to be about the making of this simple application.
Further posts on this “project” will cover advanced camera movement and particle transformations.
The Code
This app was made in one single file, but it contains two important parts:
A data object containing information about the location of the CSV and generated image files, along with some methods to load CSV files and save OpenGL rendered pictures into image files (bmp and jpeg formats).
This object uses camlimages for saving images in different formats, and the OpenGL/GLUT bindings provided by lablGL.
(* Loads csv frames and saves the rendered OpenGL image *)
let data =
object (self)
val path_to_file = "path_to_folder_containing_csv_files"
val path_to_image_file = "path_to_folder_that_will_contain_imgs"
val mutable current_frame = 1
val total_frames = 2101
val time_interval = 33
method get_time_interval = time_interval
method load_file filename =
let channel = open_in (path_to_file ^ filename) in
let ans = ref [] in
try
while true do
let line = input_line channel in
let sp = split (regexp ",")
(sub line 0 (pred (length line))) in
match List.map float_of_string sp with
| [ x; y; z; d ] ->
ans := DVertex (x, y, z, d) :: !ans
| _ -> raise (Invalid_argument "not a depth vertex")
done;
!ans
with End_of_file | Invalid_argument _ ->
close_in_noerr channel; !ans
method save_image =
let img_rgb = new OImages.rgb24 600 400 in
let pixels = GlPix.read
~x:0 ~y:0
~width:600 ~height:400
~format:`rgb ~kind:`ubyte
in
let praw = GlPix.to_raw pixels in
let raw = Raw.gets ~pos:0 ~len:(Raw.byte_size praw) praw in
let w = GlPix.width pixels in
let h = GlPix.height pixels in
for i = 0 to pred (w * h) do
let color_rgb = { r = raw.(i * 3 + 2);
g = raw.(i * 3 + 1);
b = raw.(i * 3 + 0) }
in
img_rgb#set (i mod w) (i / w) color_rgb;
done;
img_rgb#save (path_to_image_file ^ "img" ^ (string_of_int current_frame) ^ ".jpg")
None []
method next_frame =
current_frame <- (current_frame + 1) mod total_frames;
if current_frame = 0 then
current_frame <- total_frames;
self#load_file ((string_of_int current_frame) ^ ".csv")
end
This object is included in the main.ml file, which is the main entry point for the OpenGL application.
This file defines functions for initializing and binding events to the main openGL app. You'll find this code familiar if you know some OpenGL.
open Str
open String
open Color
open VertexType
(* Initializes openGL scene components*)
let init width height =
GlDraw.shade_model `smooth;
GlClear.color (0.0, 0.0, 0.0);
GlClear.depth 1.0;
GlClear.clear [`color; `depth];
Gl.enable `depth_test;
GlFunc.depth_func `lequal;
GlMisc.hint `perspective_correction `nicest
(* Draws the image*)
let draw () =
GlClear.clear [`color; `depth];
GlMat.load_identity ();
GlMat.translate3 (-150.0, -150.0, -400.0);
GlDraw.begins `points;
List.iter (fun (DVertex (x, y, z, d)) ->
let color = d /. 255. in
GlDraw.color (color, color, color);
GlDraw.vertex ~x:x ~y:y ~z:z ()) data#next_frame;
GlDraw.ends ();
Glut.swapBuffers ();
data#save_image
(* Handle window resize *)
let reshape_cb ~w ~h =
let
ratio = (float_of_int w) /. (float_of_int h)
in
GlDraw.viewport 0 0 w h;
GlMat.mode `projection;
GlMat.load_identity ();
GluMat.perspective 45.0 ratio (0.1, 1300.0);
GlMat.mode `modelview;
GlMat.load_identity ()
(* Handle keyboard events *)
let keyboard_cb ~key ~x ~y =
match key with
| 27 (* ESC *) -> exit 0
| _ -> ()
(* A timer function setted to draw a new frame each time_interval ms *)
let rec timer value =
Glut.postRedisplay ();
Glut.timerFunc ~ms:data#get_time_interval
~cb:(fun ~value:x -> (timer x))
~value:value
(* Main program function*)
let main () =
let
width = 640 and
height = 480
in
ignore (Glut.init Sys.argv);
Glut.initDisplayMode ~alpha:true ~depth:true ~double_buffer:true ();
Glut.initWindowSize width height;
ignore (Glut.createWindow "Radiohead HoC");
Glut.displayFunc draw;
Glut.keyboardFunc keyboard_cb;
Glut.reshapeFunc reshape_cb;
Glut.timerFunc ~ms:data#get_time_interval
~cb:(fun ~value:x -> (timer x))
~value:1;
init width height;
Glut.mainLoop ()
let _ = main ()
You can download the source here.
You can compile the files with the bytecode compiler:
.
Just remember that you have to install OCaml + lablGL + camlimages to be able to use this.
Any comment about the code will be well appreciated, since I'm an OCaml beginner .
Hello there, I'm Nicolas Garcia Belmonte, a Computer Science Engineer from the Buenos Aires Institute of Technology, in Argentina. I live in France now.