IAT 3551 Computer Graphics Overview Color Displays Drawing Pipeline.

Slides:



Advertisements
Similar presentations
Images Images are a key component of any multimedia presentation.
Advertisements

COMPUTER GRAPHICS SOFTWARE.
Virtual Realism TEXTURE MAPPING. The Quest for Visual Realism.
Graphics Pipeline.
3D Graphics Rendering and Terrain Modeling
1 Lecture 2 Main components of graphical systems Graphical devices.
1 Computer Graphics chapter 1 Dr. Jehad Q. O. Alnihoud Phone: 3354.
Sep 21, Fall 2005ITCS4010/ Computer Graphics Overview Color Displays Drawing Pipeline.
1 Jinxiang Chai CSCE 441 Computer Graphics. 2 Midterm Time: 10:10pm-11:20pm, 10/20 Location: HRBB 113.
Sep 21, Fall 2006IAT 4101 Computer Graphics Overview Color Displays Drawing Pipeline.
Graphics Systems I-Chen Lin’s CG slides, Doug James’s CG slides Angel, Interactive Computer Graphics, Chap 1 Introduction to Graphics Pipeline.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer.
02/04/03 Page 1 Rendering Visibility Lighting Texturing.
Introduction to 3D Graphics John E. Laird. Basic Issues u Given a internal model of a 3D world, with textures and light sources how do you project it.
C O M P U T E R G R A P H I C S Guoying Zhao 1 / 46 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 46 Computer Graphics Introduction II.
Basic graphics. ReviewReview Viewing Process, Window and viewport, World, normalized and device coordinates Input and output primitives and their attributes.
COMP 261 Lecture 14 3D Graphics 2 of 2. Doing better than 3x3? Translation, scaling, rotation are different. Awkward to combine them. Use homogeneous.
COMP SCI 352 Computer Graphics and Animation. Computer Graphics2 My name is … My name is … How to find me How to find me Course Policies Course Policies.
GPU Programming Robert Hero Quick Overview (The Old Way) Graphics cards process Triangles Graphics cards process Triangles Quads.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Programmable Pipelines. Objectives Introduce programmable pipelines ­Vertex shaders ­Fragment shaders Introduce shading languages ­Needed to describe.
I-1 Steps of Image Generation –Create a model of the objects –Create a model for the illumination of the objects –Create an image (render) the result I.
Programmable Pipelines. 2 Objectives Introduce programmable pipelines ­Vertex shaders ­Fragment shaders Introduce shading languages ­Needed to describe.
Week 2 - Wednesday CS361.
Computer Graphics Raster Devices Transformations Areg Sarkissian.
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
MIT EECS 6.837, Durand and Cutler Graphics Pipeline: Projective Transformations.
C O M P U T E R G R A P H I C S Guoying Zhao 1 / 14 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 14 Going-through.
CS 450: COMPUTER GRAPHICS REVIEW: INTRODUCTION TO COMPUTER GRAPHICS – PART 2 SPRING 2015 DR. MICHAEL J. REALE.
Graphics Systems and OpenGL. Business of Generating Images Images are made up of pixels.
CSC 461: Lecture 3 1 CSC461 Lecture 3: Models and Architectures  Objectives –Learn the basic design of a graphics system –Introduce pipeline architecture.
CS 480/680 Computer Graphics Image Formation Dr. Frederick C Harris, Jr.
Computer Science Term 1, 2006 Tutorial 5 The Final Exam.
OpenGL Conclusions OpenGL Programming and Reference Guides, other sources CSCI 6360/4360.
CSE Real Time Rendering Week 2. Graphics Processing 2.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Computer Graphics Week2 –Creating a Picture. Steps for creating a picture Creating a model Perform necessary transformation Lighting and rendering the.
1Computer Graphics Lecture 4 - Models and Architectures John Shearer Culture Lab – space 2
Shadow Mapping Chun-Fa Chang National Taiwan Normal University.
INT 840E Computer graphics Introduction & Graphic’s Architecture.
The Rendering Pipeline CS 445/645 Introduction to Computer Graphics David Luebke, Spring 2003.
1 Computer Graphics Week9 -3D Geometric Transformation.
Programmable Pipelines Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts Director, Arts Technology Center University.
Computer Graphics Chapter 6 Andreas Savva. 2 Interactive Graphics Graphics provides one of the most natural means of communicating with a computer. Interactive.
CHAPTER 8 Color and Texture Mapping © 2008 Cengage Learning EMEA.
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
Advanced Computer Graphics Spring 2014 K. H. Ko School of Mechatronics Gwangju Institute of Science and Technology.
COLOR.
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
David Luebke1/10/2016 CS 551 / 645: Introductory Computer Graphics David Luebke
CISC 110 Day 3 Introduction to Computer Graphics.
1 Angel: Interactive Computer Graphics5E © Addison- Wesley 2009 Image Formation Fundamental imaging notions Fundamental imaging notions Physical basis.
1 Perception and VR MONT 104S, Fall 2008 Lecture 20 Computer Graphics and VR.
CS552: Computer Graphics Lecture 6: Viewing in 2D.
Rendering Pipeline and Graphics Hardware Aaron Bloomfield CS 445: Introduction to Graphics Fall 2006.
2/28/2016 CS 551 / 645: Introductory Computer Graphics Framebuffer Mathematical Foundations The Rendering Pipeline.
1 By Dr. HANY ELSALAMONY.  We have seen how to create models in the 3D world. We discussed transforms in lecture 3, and we have used some transformations.
Revision Sheet Computer Graphics and Human Interaction By Dr. HANY ELSALAMONY1.
1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Models and Architectures 靜宜大學 資訊工程系 蔡奇偉 副教授 2012.
Graphics Review Geometry, Color & Shading Brad Tennis Leslie Wu
Computer Graphics Overview
- Introduction - Graphics Pipeline
Computer Graphics Raster Devices Transformations
3D Graphics Rendering PPT By Ricardo Veguilla.
CS451Real-time Rendering Pipeline
Models and Architectures
Models and Architectures
The Graphics Pipeline Lecture 5 Mon, Sep 3, 2007.
Game Programming Algorithms and Techniques
Introduction to Computer Graphics
Presentation transcript:

IAT 3551 Computer Graphics Overview Color Displays Drawing Pipeline

May 26, 2014 IAT 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

May 26, 2014 IAT Perception Eye has light sensitive cells on the retina: Cones - 3 Types –“Red”, “Green”, and Blue Spectral Response Curves Rods - “monochrome”

May 26, 2014 IAT Color Perception

May 26, 2014 IAT Additive Color Additive: Red, Green, Blue -- RGB Red + Blue + Green light added together = White Basis of Color LCD

May 26, 2014 IAT Displays Color LCD 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

May 26, 2014 IAT Frame Buffer Stores image to be refreshed on Display Dual port: Refresh port + Random-access port Video RAM Random-Access port used to load frame buffer with images

May 26, 2014 IAT How do we turn on pixels? We use the Standard Graphics Pipeline We start with geometric items to draw Each item is passed down the pipeline to the frame buffer. –Start with polygons –End with filled pixels

May 26, 2014 IAT Programmer’s Model Data  Application  Graphics Library  Hardware  Screen –Data: Info you want to draw –Application: (Rockets + Asteroids) –Graphics Library: (Processing, OpenGL) –Hardware: GPU (ATI / nVidia) –Screen: GPU’s frame buffer memory

May 26, 2014 IAT Drawing Pipeline Standard drawing process uses a pipeline of computations Starts with: Collection of polygons Ends with: Image stored in frame buffer (Desired result)

May 26, 2014 IAT Pipeline Input device -> Model traversal -> Model transform -> Viewing transform -> Clipping -> Project & Map to Viewport -> Lighting -> Shading -> Rasterization -> Display

May 26, 2014 IAT Pipeline:Model Traversal Data structure of Polygons Each polygon in own coordinate system List:

May 26, 2014 IAT Pipeline: Modeling Transform Move each polygon to its desired location Operations: Translate, Scale, Rotate x y

May 26, 2014 IAT Pipeline: Viewing Transform Transform the geometry of the scene into the coordinate space of the camera –The model truck going up a hill– the camera pans out x y

May 26, 2014 IAT Clipping Viewport is area of Frame Buffer where new image is to appear Clipping eliminates geometry outside the viewport Viewport Clipping Resulting Polygon

May 26, 2014 IAT 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

May 26, 2014 IAT Data Representation 2D Objects: (x, y) a 2D Vector 3D Objects: (x, y, z) a 3D Vector 2D Scale: (Sx, Sy) a 2x2 Matrix 2D Rotate (R theta) 2D Translate (Tx, Ty) Sx x 4 = 8 0 Sy (())(())

Matrix A Matrix is a rectangular array of numbers A single Matrix can be labelled by a single variable Geometric operations can be represented by a matrix: –Multiply the matrix times vector to get new vector: V new = M x V old May 26, 2014 IAT

May 26, 2014 IAT Scale Sx x 4 = 2 x x 5 = 8 0 Sy x x 5 = 15 (())(())()

May 26, 2014 IAT D Rotation cos θ -sin θ 0 -1 x 3 = -4 sin θ cos θ ()(()) x x θ

May 26, 2014 IAT Homogeneous coordinates Translate(Tx, Ty, Tz) –X’ = X + Tx –Y’ = Y + Ty –Z’ = Z + Tz x y x y x' = x + 3 y' = y + 2

May 26, 2014 IAT 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

May 26, 2014 IAT D Graphics

May 26, 2014 IAT 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)

May 26, 2014 IAT Lighting Simulate effects of light on surface of objects Each polygon gets some light independent of other objects Specular Diffuse (Lambertian)

May 26, 2014 IAT 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

May 26, 2014 IAT Rendering Pipeline Input device -> Model traversal -> Model transform -> Viewing transform -> Clipping -> Project & Map to Viewport -> Lighting -> Shading -> Rasterization -> Display