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Chapter 10: Computer Graphics
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Chapter 10: Computer Graphics
The Scope of Computer Graphics Overview of 3D Graphics Modeling Rendering Dealing with Global Lighting Animation OpenGL
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2D Versus 3D Graphics 2D Graphics: Deals with manipulating two-dimensional images 3D Graphics: Deals with producing and displaying images of three-dimensional virtual scenes.
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2D graphics and image processing
2D graphics focuses on the task of converting two-dimensional shapes (circles, rectangles, letters, etc.) into patterns of pixels to produce an image. Image processing, an area of artificial intelligence, focuses on analyzing the pixels in an image in order to identify patterns that can be used to enhance or perhaps “understand” the image.
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A “photograph” of a virtual world produced using 3D graphics (from Toy Story by Walt Disney Pictures/Pixar Animation Studios)
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Rendering Producing a 2D image of the scene by computing how the objects in the scene would appear in a photograph made by a camera at a specified position.
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The 3D graphics paradigm
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Modeling Objects Shape: Represented by a polygonal mesh obtained from
Traditional mathematical equations Berzier curves and surfaces Procedural models Other methods being researched Surface: Can be represented by a texture map
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Pixel-by-pixel process is computationally complex and requires determining how the objects in the scene interact with light. A hard, shiny surface in bright light should be rendered differently than a soft, transparent surface in indirect light.
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A polygonal mesh for a sphere
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A Bezier curve
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Some shapes may be so complex that obtaining realistic models by geometric modeling or manual digitizing is unfeasible. Such as trees, complex terrain such as mountain ranges, and gaseous substances such as clouds, smoke, or the flames of a fire. In these cases, polygonal meshes can be obtained by writing programs that construct the desired shape automatically. Such programs are collectively known as procedural models. A program unit that applies an algorithm to generate a desired structure.
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Growing a polygonal mesh for a mountain range
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Texture mapping is similar to the process of applying wallpaper in that it associates a predefined image with the surface of an object.
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A scene from Shrek 2 by Dreamworks SKG (© Dreamworks/The Kobal Collection)
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Reflection Versus Refraction
Reflection: Light rays bounce off surface. Refraction: Light rays penetrate surface.
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Reflected light
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Specular versus diffuse light
Reflected light is called specular light Many rays will be scattered in different directions. This scattered light is called diffuse light
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Refracted light
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Rendering Clipping: Restricts attention to objects within view volume. Trimming. Scan Conversion: Associates pixel positions with points in scene Shading: Determines appearance of points associated with pixels
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Identifying the region of the scene that lies inside the view volume
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Scan conversion The process of associating pixel positions with points in the scene is called scan conversion or rasterization. An array of pixels is known as a raster.
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The scan conversion of a triangular patch
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Shading Techniques Flat Shading: Creates faceted appearance
Gouraud and Phong Shading: Creates smooth, rounded appearance Bump Mapping: Creates bumpy, rounded appearance
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A sphere as it might appear when rendered by flat shading
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A conceptual view of a polygonal mesh with normal vectors at its vertices
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A sphere as it might appear when rendered using bump mapping
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Rendering Pipeline Consists of traditional algorithms for clipping, scan conversion, and shading Used as an abstract tool in graphics applications
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Identifying and discarding points in a scene that are blocked from view is the process called hidden-surface removal.
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Z-buffer A popular technique uses an extra storage area, called a z-buffer (also a depth buffer), which contains an entry for each pixel in the image. Each position in the z-buffer is used to store the distance along the appropriate projector from the camera to the object currently represented by the corresponding entry in the frame buffer.
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Local Versus Global Lighting
Local Lighting Model: Does not account for light interactions among objects Global Lighting Model: Accounts for light interactions among objects Ray Tracing Radiosity
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Ray tracing
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Animation Storyboard: A sequence of sketches summarizing the entire animation Frame: One of many images used to create animation Key Frames: Frames capturing the scene at specified points in time In-betweening: Producing frames to fill the gaps between key frames
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Simulating Motion Dynamics: Applies laws of physics to determine position of objects Kinematics: Applies characteristics of joints and appendages to determine position of objects Avars Motion Capture
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Graphics software interfaces
Examples include OpenGL (short for Open Graphics Library) is a nonproprietary system developed by Silicon Graphics and widely used in the video game industry. Direct3D, which was developed by Microsoft for use in Microsoft Windows environments.
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https://www. youtube. com/watch. v=xKVS_81Op5A https://www. youtube
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