1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.

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Presentation transcript:

1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

2 Image Formation Ed Angel Professor Emeritus of Computer Science, University of New Mexico Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

3 Objectives Fundamental imaging notions Physical basis for image formation ­Light ­Color ­Perception Synthetic camera model Other models Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

4 Image Formation In computer graphics, we form images which are generally two dimensional using a process analogous to how images are formed by physical imaging systems ­ astr.gsu.edu/hbase/class/phscilab/image.htmlhttp://hyperphysics.phy- astr.gsu.edu/hbase/class/phscilab/image.html Cameras Microscopes Telescopes Human visual system Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

5 Elements of Image Formation Objects Viewer Light source(s) Attributes that govern how light interacts with the materials in the scene Note the independence of the objects, the viewer, and the light source(s) Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

6 Light Light is the part of the electromagnetic spectrum that causes a reaction in our visual systems Generally these are wavelengths in the range of about nm (nanometers) nm ­Long wavelengths appear as reds ­Short wavelengths as blues Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

7 Ray Tracing and Geometric Optics One way to form an image is to follow rays of light from a point source finding which rays enter the lens of the camera. However, each ray of light may have multiple interactions with objects before being absorbed or going to infinity. Examples : (see Hall of Fame) Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

8 Luminance and Color Images Luminance Image ­Monochromatic ­Values are gray levels ­Analogous to working with black and white film or television Color Image ­Has perceptional attributes of hue, saturation, and lightness (HSL)HSL ­Do we have to match every frequency in visible spectrum? No! Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

9 Three-Color Theory Human visual system has two types of sensors ­Rods: monochromatic, night vision ­Cones Color sensitive Three types of cones Only three values (the tristimulus values) are sent to the brain Need only match these three values ­Need only three primary colors Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

10 Shadow Mask CRT Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

11 Angel: Interactive Computer Graphics5E © Addison-Wesley 2009 LCD TV y_closeup_300X.jpghttp://en.wikipedia.org/wiki/File:TN_displa y_closeup_300X.jpg

12 Additive and Subtractive Color Additive color ­Form a color by adding amounts of three primaries ( CRTs, projection systems, positive film ­Primaries are: Red (R), Green (G), Blue (B) Subtractive color ­Form a color by filtering white light with cyan (C: in between blue and green), Magenta (M: fushia, in between red and blue), and Yellow (Y: in between red and green) filterscyan Magenta Yellow Light-material interactions Printing Negative film Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

13 Pinhole Camera (example 1 - example 2- example 3)example 1 example 2example 3 x p = -x/z/dy p = -y/z/d Use trigonometry to find projection of point at (x,y,z) These are equations of simple perspective z p = d Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

14 Synthetic Camera Model center of projection image plane projector p projection of p Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

15 Advantages 1)Separation of objects, viewer, light sources 2)Two-dimensional graphics is a special case of three-dimensional graphics 3)Leads to simple software API (application programming interface) ­Specify objects, lights, camera, attributes ­Let implementation determine image 4)Leads to fast hardware implementation Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

16 Global Lighting (shadows…) vs Local Lighting Cannot compute color or shade of each object independently ­Some objects are blocked from light ­Light can reflect from object to object ­Some objects might be translucent Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

17 Why not ray tracing? Ray tracing seems more physically based so why don’t we use it to design a graphics system? Possible and is actually simple for simple objects such as polygons and quadrics with simple point sources In principle, can produce global lighting effects such as shadows and multiple reflections but ray tracing is slow and not well-suited for interactive applications Ray tracing with GPUs is close to real time Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015