Computer Graphics: An Introduction

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Presentation transcript:

Computer Graphics: An Introduction

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

What is the goal of computer graphics? High level, why computer graphics? Lower level, what is the computer doing?

Business of Generating Images Images are made up of pixels From davemc’s: Pixels are samples of color in an image. They are NOT square, they are a dot. We have pixels in monitors and in printers

RGB RGB Color cube (what we use in computer graphics) Other color spaces include HSV, YUV, YCrCb, and YIQ

The “goal” of computer graphics Solve the function Red @ a pixel is f(i,j)=… Green @ a pixel is f(i,j)=… Blue @ a pixel is f(i,j)=…

Early Applications of Computer Graphics Data Visualization Charts and Graphs

Early Applications of Computer Graphics Computer Aided Design (CAD) Q: Why wireframe? 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

Two Dimensional Images +Y Images (at least the ones in this class) are two dimensional shapes. The two axes we will label as X (horizontal), and Y (vertical). Y Axis (0,0) X Axis +X

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

Partition the space 1. Define a set of points (vertices) in 2D space. 2. Given a set of vertices, draw lines between consecutive vertices. (7,9) (14,9) (7,3) (14,3) Vertex (pl. Vertices) - a point in 2 or 3 dimensional space.

Record every position Bitmap - a rectangular array of bits mapped one-to-one with pixels.

Position relative Vector display system - graphical output system that was based on strokes (as opposed to pixels). Also known as: random, calligraphic, or stroke displays.

Representing Objects Most common method is the VERTEX method. Define the object as a set of points with connectivity information. Why is connectivity important? Connectivity - information that defines which vertices are connected to which other vertices via edges. Edge - connects two vertices

Model file for rectangle v 4 e 4 7 3 7 9 14 9 14 3 1 2 2 3 3 4 4 1 (7,9) (14,9) (7,3) (14,3)

How do we store this? We would like to allocate memory to hold the results of the computation stage.

Framebuffer Pixel - one element of the 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 What is the largest image you can display? 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0 Questions: What is the largest image you can display? How much memory do we need to allocate for the framebuffer? How big is the framebuffer? How many pixels are there?

Framebuffer in Memory A: More values to be stored at each pixel. If we want a framebuffer of 640 pixels by 480 pixles, we should allocate: framebuffer = 640*480 bits How many bit should we allocate? Q: What do more bits get you? A: More values to be stored at each pixel. Why would you want to store something other than a 1 or 0?

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: 65536 32 bits per pixel (true color) 8 bits for red, green, blue, and alpha potential for 256 reds, greens, and blues total colors: 16777216 (more than the eye can distinguish) Let’s look at Display Control Panel

Data Type Refresher bit - a 0 or 1. Can represent 2 unique values byte - 8 bits. 256 values word - 32 bits. 4,294,967,296 values int - 32 bits. float - 32 bits double - 64 bits unsigned byte - 8 bits

Memory unsigned byte framebuffer[640*480*3]; framebuffer = [255 255 255 0 0 255 0 0 255 0 255 0 255 0 0 0 255 0 0 255 0 …]

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.

Pixels Pixel - The most basic addressable image element in a screen CRT - Color triad (RGB phosphor dots) LCD - Single color element Screen Resolution - measure of number of pixels on a screen (m by n) m - Horizontal screen resolution n - Vertical screen resolution

Other meanings of resolution Pitch - Size of a pixel, distance from center to center of individual pixels. Cycles per degree - Addressable elements (pixels) divided by twice the FOV measured in degrees. The human eye can resolve 30 cycles per degree (20/20 Snellen acuity).

Video Formats NTSC - 525x480, 30f/s, interlaced PAL - 625x480, 25f/s, interlaced VGA - 640x480, 60f/s, noninterlaced SVGA – 800x600, 60f/s noninterlaced RGB - 3 independent video signals and synchronization signal, vary in resolution and refresh rate Time-multiplexed color - R,G,B one after another on a single signal, vary in resolution and refresh rate