Sep 21, Fall 2006IAT 4101 Computer Graphics Overview Color Displays Drawing Pipeline.

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Presentation transcript:

Sep 21, Fall 2006IAT 4101 Computer Graphics Overview Color Displays Drawing Pipeline

Sep 21, Fall 2006IAT 4102 Color  Light in range nm  Tristimulus theory allows color to be reproduced by 3 color components  Subtractive: Cyan, Magenta, Yellow CMY - Used in printing  Additive: Red, Green, Blue -- RGB

Sep 21, Fall 2006IAT 4103 Perception  Eye has light sensitive cells on the retina:  Cones - 3 Types –“Red”, “Green”, and Blue  Spectral Response Curves  Rods - “monochrome”

Sep 21, Fall 2006IAT 4104 Color Perception

Sep 21, Fall 2006IAT 4105 Perception  Fovea is the high-resolution area the eye –Cones are mostly at the Fovea  Cones aren’t very sensitive –Not too useful in the dark –Long temporal response time  Rods are placed all over retina –Night vision –Peripheral vision

Sep 21, Fall 2006IAT 4106 Additive Color  Additive: Red, Green, Blue -- RGB  Red + Blue + Green light added together = White  Basis of Color CRT

Sep 21, Fall 2006IAT 4107 Displays  Color CRT contains rectangular array of colored dots - Pixels –RGB Triads –R, G, and B controlled separately per pixel –8 bits for each R, G and B  In a 1280 x 1024 pixel display, have –1280 x 1024 x 3 bytes per image –Refreshed 60 or more times/second: –225 Megabytes/Sec

Sep 21, Fall 2006IAT 4108 Frame Buffer  Stores image to be refreshed on CRT  Dual port: Refresh port + Random-access port  Video RAM  Random-Access port used to load frame buffer with images

Sep 21, Fall 2006IAT 4109 Drawing Pipeline  Standard drawing process uses a pipeline of computations  Starts with: Collection of polygons  Ends with: Image stored in frame buffer (Desired result)

Sep 21, Fall 2006IAT Pipeline Input device -> Model traversal -> Model transform -> Viewing transform -> Clipping -> Project & Map to Viewport -> Lighting -> Shading -> Rasterization -> Display

Sep 21, Fall 2006IAT Pipeline:Model Traversal  Data structure of Polygons  Each polygon in own coordinate system  List:

Sep 21, Fall 2006IAT Pipeline: Modeling Transform  Move each polygon to its desired location  Operations: Translate, Scale, Rotate x y

Sep 21, Fall 2006IAT Clipping  Viewport is area of Frame Buffer where new image is to appear  Clipping eliminates geometry outside the viewport Viewport Clipping Resulting Polygon

Sep 21, Fall 2006IAT Rasterization  Find which pixels are covered by polygon:  Plane Sweep: For each polygon –go line-by-line from min to max go from left boundary to right boundary pixel by pixel –Fill each pixel  2D Process

Sep 21, Fall 2006IAT Data Representation  2D Objects: (x, y)  3D Objects: (x, y, z)  2D Scale: (Sx, Sy)  2D Rotate (R theta)  2D Translate (Tx, Ty) Sx x 4 = 8 0 Sy (())

Sep 21, Fall 2006IAT Homogeneous coordinates  Translate(Tx, Ty, Tz) –X’ = X + Tx –Y’ = Y + Ty –Z’ = Z + Tz

Sep 21, Fall 2006IAT Homogeneous Coordinates  Add a 4 th value to a 3D vector  (x/w, y/w, z/w) (x, y, z, w) 100TxXX+Tx 010Ty*Y=Y+Tz 001TzZZ+Tz

Sep 21, Fall 2006IAT D Graphics

Sep 21, Fall 2006IAT Project & Map to Viewport  Viewport is area of Frame Buffer where new image is to appear  Projection takes 3D data and flattens it to 2D Eye Projection Plane (Screen)

Sep 21, Fall 2006IAT Lighting  Simulate effects of light on surface of objects  Each polygon gets some light independent of other objects Diffuse (Lambertian) Specular

Sep 21, Fall 2006IAT Shading  Lighting could be calculated for each pixel, but that’s expensive  Shading is an approximation: –Gouraud shading: Light each vertex –Interpolate color across pixels

Sep 21, Fall 2006IAT Rendering Pipeline Input device -> Model traversal -> Model transform -> Viewing transform -> Clipping -> Project & Map to Viewport -> Lighting -> Shading -> Rasterization -> Display