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Graphics Graphics Korea University cgvr.korea.ac.kr Introduction to Computer Graphics 고려대학교 컴퓨터 그래픽스 연구실.

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Presentation on theme: "Graphics Graphics Korea University cgvr.korea.ac.kr Introduction to Computer Graphics 고려대학교 컴퓨터 그래픽스 연구실."— Presentation transcript:

1 Graphics Graphics Lab @ Korea University cgvr.korea.ac.kr Introduction to Computer Graphics 고려대학교 컴퓨터 그래픽스 연구실

2 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Contents Introduction What is ‘Computer Graphics’? Applications Display of Information Design Simulation Computer Art Entertainment Graphics Systems & Models Graphics System Human Visual System Pinhole Camera Synthetic-Camera Model Graphics Architectures

3 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr What is Computer Graphics? (1/2) Definition Producing pictures or images using a computer Example Starship Troopers: Tango-Urilla, Death From Above Batman & Robin: The Love Dust Courtesy of Buf CompagnieCourtesy of Tippet Studio

4 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr What is Computer Graphics? (2/2) Modeling Representing 3D objects Rendering Constructing 2D images from 3D models Animation Simulating changes over time

5 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Applications Display of Information Design Simulation Computer Art Entertainment

6 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Display of Information Graphics for Scientific, Engineering, and Medical Data Medical ImageNebula

7 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Design Graphics for Engineering and Architectural System Design of Building, Automobile, Aircraft, Machine etc. AutoCAD 2002Interior Design

8 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Simulation Computer-Generated Models of Physical, Financial and Economic Systems for Educational Aids Flight SimulatorMars Rover Simulator

9 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Computer Art Graphics for Artist Metacreation Painter

10 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Entertainment Graphics for Movie, Game, VR etc. Final FantasyOnline Game

11 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Graphics Systems & Models Graphics System Human Visual System Pinhole Camera Synthetic-Camera Model Graphics Architectures

12 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Graphics System (1/2) Input Devices Input Devices Processor Frame Buffer Frame Buffer Output Devices Output Devices Memory

13 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Graphics System (2/2) Pixel Picture element Raster Array of pixels Frame Buffer Memory where pixels stored Depth of Frame Buffer Number of bits that are used for each pixel ( ex. 8-bit-depth  2 8 (=256) colors, 24 or more bits per pixel  RGB-color ) Resolution Number of pixels in frame buffer Rasterization (Scan Conversion) Converting of geometric entities (such as lines, circles, and polygons) to pixel assignment in frame buffer Refresh Rate Rate of retracing on displays

14 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Human Visual System

15 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Pinhole Camera (1/2)

16 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Pinhole Camera (2/2) Side View ( x p, y p, z p ): projection point Angle of View (Field of View)

17 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Synthetic-Camera Model (1/2) Imaging with the Synthetic Camera Projector  Line from a point on the object to the center of the lens Center of projection  Center of the lens Projection plane  film plane that moved in front of the lens Equivalent Views of Image Formation object camera

18 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Synthetic-Camera Model (2/2) Clipping Clipping window (clipping rectangle)  Limited size of the image  because of the angle of view Clipping with window in initial position Clipping with window shifted

19 CGVR Graphics Lab @ Korea University cgvr.korea.ac.kr Graphics Architectures Geometric Pipeline Transformation  Objects are represented in terms of the coordinate system of display Clipping  No imaging system can see the whole world at once Projection  The geometry of 3D objects is projected into 2D objects Rasterization  Projected objects is represented as pixels in frame buffer Transformer Clipper Projector Rasterizer VerticesPixels


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