Chapter 1 An overview on Computer Graphics

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Presentation transcript:

Chapter 1 An overview on Computer Graphics Comp. Graphics (U), Chap 1 An overview 1

Chap 1 Introduction What is the computer graphics? Applications Historical Survey Modern graphics computing Current status Future developments Comp. Graphics (U), Chap 1 An overview 2

What is the CG? CG is concerned with all aspects of using computers to generate static or dynamic images. It includes Scene modeling, object manipulation, model acquisition Visibility computing Lighting-effect calculation Interaction, HCI Simulation/animation Issues on quality, computing and space complexity Comp. Graphics (U), Chap 1 An overview 3

Applications Display of information Geometric data Volume data Scientific data might be multidimensional Molecular data Information, Big data Information Visualization Visual analytics Comp. Graphics (U), Chap 1 An overview 4

Applications Animation and special effects Commercial animation, special effects, character animation,…. Animation movies Comp. Graphics (U), Chap 1 An overview 5

Applications Real-time applications Games Virtual reality Visual simulation Large, complex, and dynamic scene User interaction and manipulation Fast frame rate with acceptable quality Comp. Graphics (U), Chap 1 An overview 6

Graphics system history 1950-1960 Pen plotters/simple display using A/D converters to go from computer to CRT 1960-1970 Wirefram graphics Sketch pad – Ivan Sutherlan’s PhD work at MIT Draw only lines Comp. Graphics (U), Chap 1 An overview 7 CGGM Lab., CS Dept., NCTU Jung Hong Chuang

Graphics system history 1970-1980 Main frame/Mini-computer graphics Raster graphics Image is an array of picture elements (pixels) in the frame buffer Wireframe drawing -> shaded polygons Comp. Graphics (U), Chap 1 An overview 8

Graphics system history 1980-1990 Workstation graphics –very expensive! Graphics API - from each hardware company GKS, PHIGS (extension of GKS) -- GL of SGI Brought more realism to computer graphics Environment mapping Bump mapping Comp. Graphics (U), Chap 1 An overview 9

Graphics system history 1990-2000 Workstation graphics – expensive! OpenGL API a hardware-independent version of SGI’s GL New hardware capabilities Texture mapping, stencil buffer, accumulation buffer 2000- PC graphics Nvidia GeForce, ATI Radeon Game box hardware Sony PS, Nintendo, MS Xbox Programmable pipeline -- GPU Comp. Graphics (U), Chap 1 An overview 10

Hardware Workstation graphics ($17K-250K) PC graphics accelerators ($300) Nvidia GeForce, ATI Radeon Programmable GPU Game consoles ($300-800) Sony PS2, Nintendo Dolphin, MS X-box Comp. Graphics (U), Chap 1 An overview 11

Modern graphics computing environments Hardware Graphics card Software Graphics API OpenGL, Direct 3D Application API Game engine VR engine Applications Games, VR systems, animation, special effect HCI VR interface Application API Comp. Graphics (U), Chap 1 An overview 12

Application programmer’s interfaces Graphics API Interface between application programs and the graphics system. Deal with polygons and rendering Examples: OpenGL, Direct3D,… Application API Interface between applications and graphics API. Deal with whole scene and includes many modules Rendering, scene management, character animation, dynamics, sound,… Examples: OpenInventer, WTK, game engines…. Comp. Graphics (U), Chap 1 An overview 13

Hardware Common components Graphics components (3D顯示卡) Processor (CPU) Memory Graphics components (3D顯示卡) Display controller (Graphics accelerator) Video controller Buffers frame buffer, Z-buffer, stencil buffer, accumulation buffer Video memory I/O devices Fixed pipeline vs. programmable pipeline Comp. Graphics (U), Chap 1 An overview 14

Raster Display Architecture Refresh buffer Host Display controller Video controller Monitor Keyboard Mouse Comp. Graphics (U), Chap 1 An overview 15

What display controller does? Fixed Pipeline Architecture Lighting Vertex lighting with local illumination Transformation and Projection 3D-2D projection, window-viewport mapping Clipping view volume culling, Back-face culling Rasterization and shading Scan conversion Pixel operations polygon shading with bilinear interpolation, plus texture modulation Depth interpolation Hidden surface removal Per-pixel Z-buffer test Comp. Graphics (U), Chap 1 An overview 16

Pipeline Architecture Comp. Graphics (U), Chap 1 An overview 17

Graphics research history Summary 1960-1990 Main-frame  Workstation-based graphics Research: Quest of photorealistic rendering Application: Very limited, CAD rendering and animation 1990-1997 Virtual reality became attractive Research: real-time graphics became very important, attract more research attentions 1998- PC graphics became popular 3D game graphics became attractive Many research in real-time graphics Vertex/pixel shader became available Comp. Graphics (U), Chap 1 An overview 18

Recent Developments Real-Time Graphics In the past 10 years Seek for real time frame rates and high-quality rendering Level-of-detail modeling Image based rendering Hybrid rendering Visibility culling Per-pixel lighting GPU-based global illumination Comp. Graphics (U), Chap 1 An overview 19

Recent Developments Real-Time Graphics Current trends Seek for real-time realistic rendering Rendering Shadowing, global illumination, physically-based rendering Physics Collision detection/response, fracturing Natural phenomenon Simulation and rendering GPU computing Rendering, computations Comp. Graphics (U), Chap 1 An overview 20

Recent Developments Integration w/ IP, video proc., vision Integration of IP and graphics Many problems in graphics are transferred to frequency domain for simplicity and efficient computations Image matting, interacting with images,… Integration of video processing and graphics Video matting, video synthesis and editing,… Integration of computer vision and graphics Capturing Motion, specific object modeling (ex., hair) Acquisition Material properties for physical-based rendering Image based modeling and rendering Comp. Graphics (U), Chap 1 An overview 21

Current status CG computing is not expensive, including recent features Assembly language interface to the transformation and lighting hardware (vertex shader) and Pixel pipeline (pixel shader) Combining geometry, image, volume techniques Efficient/friendly API and application software are popular Has very diverse areas in application Game, VR, AR, and animation are driven force for the development Have gained enough confident for the future Real-time realistic imaging is possible Real-time realistic dynamics is possible Comp. Graphics (U), Chap 1 An overview 22

Future Trends CG becomes popular More diverse areas in application More serious applications are coming VR, AR, Animation movies with interaction Real-time, stereo display of 3D (or multidimensional) dynamic data will become common Quest for real-time rendering and realistic imaging GPU computing becomes anywhere Comp. Graphics (U), Chap 1 An overview 23