COMP413: Computer Graphics Overview of Graphics Systems Chapter 1.

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Presentation transcript:

COMP413: Computer Graphics Overview of Graphics Systems Chapter 1

Outline Survey of Computer Graphics Overview of Graphics Systems Image Basics Graphics Hardware Input Describing something to the computer Computation Computing what we want to draw Output Final representation

Computer graphics generally means creation, storage and manipulation of models and images Such models come from diverse and expanding set of fields including physical, mathematical, artistic, biological, and even conceptual (abstract) structures What is Computer Graphics? Frame from animation by William Latham, shown at SIGGRAPH Latham creates his artwork using rules that govern patterns of natural forms. 3

Early Applications of Computer Graphics Data Visualization Charts and Graphs

Early Applications of Computer Graphics Computer Aided Design (CAD) Why these apps? A: Better conceptualization, interaction, transfer of ideas

Computer Graphics Applications Virtual Reality VR: User interacts and views with a 3D world using “more natural” means Best VR? Data Visualization Scientific, Engineering, Medical data Visualizing millions to billions of data points See trends Different schemes

Computer Graphics Applications Education and Training Models of physical, financial, social systems Comprehension of complex systems Computer Art Fine and commercial art Performance Art Aesthetic Computing SIGGRAPH Games/Movies

Computer Graphics Applications Image Processing ~Inverse of Graphics Start with a picture Process picture information Graphical User Interfaces (GUIs) WIMP interface HCI

Overview of Graphics Systems Images Hardware Input Systems Output Systems Software OpenGL

Hardware Pipeline InputOutputComputation We want to draw a rectangle, how do we describe it to a computer? Model (n) - object description that a computer understands.

Input Devices Mouse, tablet & stylus, multi-touch, force feedback, and other game controllers (e.g., Wii), scanner, digital camera (images, computer vision), etc. Whole body as interaction device: Locator Devices Keyboard Scanner Images Laser Cameras (research)

Locator Devices When queried, locator devices return a position and/or orientation. Mouse (2D and 3D) Trackball Joystick (2D and 3D)

Locator Devices When queried, locator devices return a position and/or orientation. Tablet Virtual Reality Trackers Data Gloves Digitizers

Keyboard Text input List boxes, GUI CAD/CAM Modeling Hard coded Vertex locations are inserted into code

Scanners Image Scanners - Flatbed, etc. What type of data is returned? Bitmap Laser Scanners - Deltasphere Emits a laser and does time of flight. Returns 3D point Camera based - research Examine camera image(s) and try to figure out vertices from them.

Many others Light Pens Voice Systems Touch Panels Camera/Vision Based Which is best?

Common Modeling Approach Hybrid Animator jobs

Computation Stage Now that we have a model of what we want to draw, what goes on inside the computer to generate the output? InputOutputComputation Transformations Rasterization

Computation Stage Computation Transformations Rasterization Model Transformed Model Output

Framebuffer Framebuffer - A block of memory, dedicated to graphics output, that holds the contents of what will be displayed. Pixel - one element of the framebuffer

Framebuffer

Framebuffer bit depth How many colors does 1 bit get you? How many colors do 8 bits get you? Monochrome systems use this (green/gray scale) What bit depth would you want for your framebuffer? bit depth - number of bits allocated per pixel in a buffer

Framebuffer bit depths Remember, we are asking “how much memory do we allocate to store the color at each pixel?” Common answers: 16 and 32 bits

Bit depths 16 bits per pixel (high color) 5 bits for red, 5/6 bits for green, 5 bits for blue potential of 32 reds, 32/64 green, 32 blues total colors: bits per pixel (true color) 8 bits for red, green, blue, and alpha potential for 256 reds, greens, and blues total colors: (more than the eye can distinguish) Let’s look at Display Control Panel

Memory unsigned byte framebuffer[640*480*3]; framebuffer = [ …]

Graphic Card Memory How much memory is on our graphic card? 640 * 480 * 32 bits = 1,228,800 bytes 1024 * 768 * 32 bits = 3,145,728 bytes 1600 * 1200 * 32 bits = 7,680,000 bytes How much memory is on your graphics card? As a side note: Playstation 1 has 2 MB RAM. How do they do it? What is the TV resolution? 1 bit alpha, no z buffer.

Output We have an image (framebuffer or model), now we want to show it. Read Ch. 2 in the Hearn and Baker handout. Hardcopy Display Vector Raster Scan InputOutputComputation

Hardcopy Printers (Resolution, color depth) Dot Matrix - uses a head with 7 to 24 pins to strike a ribbon (single or multiple color) Ink Jet Printers (fires small balls of colored ink) Laser Printers (powder adheres to positive charged paper) Pen Plotters (similar to vector displays). “infinite” resolution.

Framebuffer -> Monitor The values in the framebuffer are converted from a digital (1s and 0s representation, the bits) to an analog signal that goes out to the monitor. A video card’s RAMDAC performs this operation, once per frame. This is done automatically (not controlled by your code), and the conversion can be done while writing to the framebuffer.

. Any Questions