1 Computer Graphics Week3 –Graphics & Image Processing
Sequence of Images Wireframe Flat shading – HSR (Hidden surface removal) Smooth shading Curves and surfaces – NURBS, Bezier curves/surfaces Texture mapping – Bump mapping, environmental maps, antialiasing… 2
Pixels 3
A Graphics System 4
Frame Buffer High-end systems: VRAM or DRAM Simpler systems: part of memory Depth: the number of bits per pixel True color: depth=24 Resolution: the number of pixels in the frame buffer 5
Rasterization or Scan-conversion Conversion of geometric entities to pixels in the frame buffer – High-end systems Special-purpose processors – Simpler systems A single and shared processor 6
Output Devices 7 CRT (Cathode-ray tube)
Output Devices CRT – Refresh: at least 50 times per second – Interlace and non-interlace systems – Color CRTs have three colored phosphors and a shadow mask Other raster devices: – LCD (liquid-crystal displays) – Plasma panels and digital projection systems – Non-refreshable: printers and plotters 8
Shadow-mask CRT 9
Input Devices Mouse 10 Joystick Data tablet Anything else? Hand Foot Voice Mind?
Images: Physical and Synthetic Image formation – Lighting – Shading – Properties of materials 11
Objects and Viewers Object: formed from geometric primitives – Points, lines, polygons – Vertex (pl. Vertices) is the most primitive one Viewer: – Locations – Viewing angles 12
Objects and Viewers 13
Objects and Viewers 14 3D world 2D image
Light and Images 15
16 Synthetic-camera Model Film Plane Projection Plane
Single Point Light Source 17
Ray Tracing 18 Penetrating transparent surfaces Reflected by Mirrors Diffuse surfaces Refracted Absorbed
Human Visual System 19 Visual system does not have the same response to each color. We are most sensitive to green light
Pinhole Camera 20
Pinhole Camera 21 (x p, y p, -d) is the projection of (x, y, z)
Synthetic-camera Model 22 Bellows Camera Projector
Synthetic-camera Model 23 COP(Center of Projection) Focal Length
Synthetic-camera Model 24 Film Plane Projection Plane
Synthetic-camera Model 25 Clipping Window
Sequence of Images Wireframe Flat shading – HSR (Hidden surface removal) Smooth shading Curves and surfaces – NURBS, Bezier curves/surfaces Texture mapping – Bump mapping, environmental maps, antialiasing… 26
Wireframe 27
Flat Shading 28
Smooth Shading 29
Modeling With Curves/surfaces 30
Bump Mapping 31
Environmental Maps 32
Antialiasing 33
Modeling-rendering Paradigm 34 Example: Scene graph
Graphics Architecture 35 Early graphics system Compute line segments Draw line segments Very high rate to avoid flickering
Graphics Architecture 36 Display-processor architecture
Graphics Architecture 37 Arithmetic pipeline: doubling the throughput! Pipeline Architecture: Geometric pipeline
Pipelining 38 Arithmetic pipeline: doubling the throughput! Pipeline Architecture: Geometric pipeline
Geometric Pipeline Transformation – Conversion between coordinate systems – Translation, rotation, scaling – Aggregate transforms by matrix multiplications Clipping – Could be further pipelined 39
Geometric Pipeline Projection – Remaining 3D objects are projected into 2D objects – Parallel or perspective projections Rasterization – Convert 2D objects into pixels 40
Performance Characteristics Latency Throughput: – How fast we can move geometric entities through the pipeline – How many pixels per second we can alter in the frame buffer Pipeline architecture is not a must – Ray tracing or radiosity for better quality 41
Summary & Notes of Lecture 1 Application of computer graphics A graphics system Human visual system Pinhole and synthetic camera models Image formation Geometric pipeline Realistic images may require resolution of up to 4000