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2M050: Computer Graphics Jack van Wijk HG6.71
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Aims Introduce basic graphics concepts and terminology
Base for development of 2D interactive computer graphics programmes (OGO 2.3)
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Literature Computer Graphics - C Version Donald Hearn - M. Pauline Baker 2nd edition - international edition Prentice Hall
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Overview Introduction Geometry Interaction Raster graphics
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Introduction What is Computer Graphics? Applications
Computer Graphics in Eindhoven Raster/vector graphics Hardware
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Computer Graphics Computer Graphics is ubiquitous:
Visual system is most important sense: High bandwidth Natural communication Fast developments in Hardware Software
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Computer Graphics Image Analysis Mathematical Model Image
(pattern recognition) Mathematical Model Image Image Synthesis (Rendering) Modeling Image processing
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Supporting Disciplines
Computer science (algorithms, data structures, software engineering, …) Mathematics (geometry, numerical, …) Physics (Optics, mechanics, …) Psychology (Colour, perception) Art and design
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Applications Computer Aided Design (CAD)
Computer Aided Geometric Design (CAGD) Entertainment (animation, games, …) Geographic Information Systems (GIS) Visualization (Scientific Vis., Inform. Vis.) Medical Visualization …
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Computer Graphics Eindhoven
Current: Information visualisation Interactive 3D design Virtual reality Past: Rasterization, Animation Jack van Wijk Kees Huizing Arjan Kok Robert van Liere Wim Nuij Alex Telea Huub van de Wetering
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Interactive Computer Graphics
User input Application Screen image
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Graphics pipeline User Edit Model Map Geometry, colour Screen Display
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Representations in graphics
Vector Graphics Image is represented by continuous geometric objects: lines, curves, etc. Raster Graphics Image is represented as an rectangular grid of coloured squares
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Vector graphics Graphics objects: geometry + colour
Complexity ~ O(number of objects) Geometric transformation possible without loss of information (zoom, rotate, …) Diagrams, schemes, ... Examples: PowerPoint, CorelDraw, ...
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Raster graphics Generic Image processing techniques
Geometric Transformation: loss of information Complexity ~ O(number of pixels) Jagged edges, anti-aliasing Realistic images, textures, ... Examples: Paint, PhotoShop, ...
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Rasterization, Pattern recognition
Conversion Vector graphics Rasterization, Pattern recognition Scan conversion Raster graphics
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Hardware Vector graphics Raster graphics Colour lookup table
3D rendering hardware
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Vector Graphics Hardware
move 10 20 line 20 40 ... char O char R Display list continuous & smooth lines no filled objects random scan refresh speed depends on complexity of the scene V E C T O R Display Controller
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Raster Graphics Hardware
7 6 Frame buffer Video Controller R A S T E R jaggies (stair casing) filled objects (anti)aliasing refresh speed independent of scene complexity pixel scan conversion resolution bit planes
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Colour Lookup Table R G B 1 2 4 7 ... colour index 7 6 Frame buffer CLUT: pixel = code True colour: pixel = R,G,B
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3D rendering hardware Geometric representation: Triangles
Viewing: Transformation Hidden surface removal: z-buffer Lighting and illumination: Gouraud shading Realism: texture mapping Special effects: transparency, antialiasing
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2D geometric modelling Coordinates Transformations
Parametric and implicit representations Algorithms
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Coordinates Point: position on plane p = (px , py) x = (x, y)
x = (x1 , x2) x = x1 e1 + x2 e2, e1 = (1, 0), e2 = (0, 1) Vector: direction and magnitude v = (vx , vy), etc. y p v x
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Vector arithmetic Addition of two vectors: v + w = (vx + wx , vy + wy)
Multiplication vector-scalar: av = (avx , avy) y v+w w v x y 2v v x
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Coordinate systems world train wheel image
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Why transformations? Model of objects Viewing
world coordinates: km, mm, etc. hierarchical models: human = torso + arm + arm + head + leg + leg arm = upperarm + lowerarm + hand … Viewing zoom in, move drawing, etc.
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Transformation types Translate according to vector v:
t = p + v Scale with factor s: s = sp Rotate over angle a: rx = cos(a)px - sin(a)py ry = sin(a)px + cos(a)py y s t r v p a x
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Homogeneous coordinates
Unified representation of rotation, scaling, translation Unified representation of points and vectors Compact representation for sequences of transformations Here: convenient notation, much more to it
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Homogeneous coordinates
Extra coordinate added: p = (px , py , pw) or x = (x, y, w) Cartesian coordinates: divide by w x = (x/w, y/w) Here: for a point w = 1, for a vector w = 0
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Matrices for transformation
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Direct interpretation
y’ (x, y) y (x’,y’) x b a t x’
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Translation matrix
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Scaling matrix
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Rotation matrix
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Sequences of transformations
y’’’ x’’’ x’ y’ y x’’ y’’ x Sequences of transformations can be described with a single transformation matrix, which is the result of concatenation of all transformations.
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Order of transformations
x’’ y’’ x’’ y’’ x’ y’ x’ y’ x y x y Matrix multiplication is not commutative. Different orders of multiplication give different results.
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Order of transformations
Pre-multiplication: x’ = M n M n-1…M 2 M 1 x Transformation M n in global coordinates Post-multiplication: x’ = M 1 M 2…M n-1 M n x Transformation M n in local coordinates, i.e., the coordinate system that results from application of M 1 M 2…M n-1
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Window and viewport Viewport: Area on screen to be used for drawing.
Unit: pixels (screen coordinates) Note: y-axis often points down Window: Virtual area to be used by application Unit: km, mm,… (world coordinates) (800,600) (600,400) (200,200) (0,0) (2,1) (-2,-1)
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Window/viewport transform
Determine a matrix M, such that the window (wx1, wx2, wy1, wy2) is mapped on the viewport (vx1, vx2, vy1, vy2): A = T(-wx1, -wy1) B = S(1/(wx2-wx1), 1/(wy2-wy1)) A C = S(vx2-vx1 ,vy2-vy1)B M = T(vx1, vy1) C
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Forward and backward Drawing: (meters to pixels) Use x’ = Mx
(vx2, vy2) Viewport x’:screen coordinates Drawing: (meters to pixels) Use x’ = Mx Picking:(pixels to meters) Use x = M-1x’ (vx1, vy1) Drawing Picking (wx2, wy2) Window: x: user coordinates (wx1, wy1)
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Implementation example
Suppose, basic library supports two functions: MoveTo(x, y: integer); LineTo(x, y: integer); x and y in pixels. How to make life easier?
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State variables Define state variables:
Viewport: array[1..2, 1..2] of integer; Window: array:[1..2, 1..2] of real; Mwv, Mobject: array[1..3, 1..3] of real; Mwv: transformation from world to view Mobject: extra object transformation
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Procedures Define coordinate system: SetViewPort(x1, x2, y1, y2):
Update Viewport and Mwv SetWindow(x1, x2, y1, y2): Update Window and Mwv
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Procedures (continued)
Define object transformation: ResetTrans: Mobject := IdentityMatrix Translate(tx, ty): Mobject := T(tx,ty)* Mobject Rotate(alpha): Mobject := R(tx,ty)* Mobject Scale(sx, sy): Mobject := S(sx, sy)* Mobject
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Procedures (continued)
Handling hierarchical models: PushMatrix(); Push an object transformation on a stack; PopMatrix() Pop an object transformation from the stack. Or: GetMatrix(M); SetMatrix(M);
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Procedures (continued)
Drawing procedures: MyMoveTo(x, y): (x’, y’) = Mwv*Mobject*(x,y); MoveTo(x’, y’) MyLineTo(x,y): LineTo(x’, y’)
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Application DrawUnitSquare: Main program: MyMoveTo(0, 0); Initialize;
MyLineTo(1, 0); MyLineTo(1, 1); MyLineTo(0, 1); MyLineTo(0, 0); Initialize: SetViewPort(0, 100, 0, 100); SetWindow(0, 1, 0, 1); Main program: Initialize; Translate(-0.5, -0.5); for i := 1 to 10 do begin Rotate(pi/20); Scale(0.9, 0.9); DrawUnitSquare; end;
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Puzzles Modify the window/viewport transform for a display y-axis pointing downwards. How to maintain aspect-ratio world->view? Which state variables? Define a transformation that transforms a unit square into a “wybertje”, centred around the origin with width w and height h.
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Geometry Dot product, determinant Representations Line Ellipse Polygon
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Good and bad Good: symmetric in x and y Good: matrices, vectors
Bad: y = f(x) Good: dot product, determinant Bad: arcsin, arccos
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Dot product w q v |w| cos q
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Dot product properties
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Determinant Det(v, w): signed area of parallellogram
q v v q w Det(v, w): signed area of parallellogram Det(v, w) = 0 iff v and w are parallel
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Curve representations
Parametric: x(t) = (x(t), y(t)) Implicit: f(x) = 0
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Parametric line representation
Given point p and vector v: x(t) = p + vt Given two points p and q: x(t) = p + (q-p)t , or = pt + q(1-t) y t q p x v
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Parametric representation
x(t) = (x(t), y(t)) Trace out curve: MoveTo(x(0)); for i := 1 to N do LineTo(x(i*Dt)); Define segment: tmin £ t £ tmax
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Implicit line representation
(x-p).n = 0 with n.v = 0 n is normal vector: n = [-vy , vx] Also: ax+by+c=0 y p n x v
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Implicit representation
f = 0 f =-1 f = 1 f =-2 f >0 f <0
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Circle y r x
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Ellipse y b a x
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Generic ellipse a b y c x
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Some standard puzzles Conversion of line representation
Projection of point on line Line/Line intersection Position points/line Line/Circle intersection
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Conversion line representations
u a
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Projection point on line
q u q’ q-a s q w a
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Intersection of line segments
u v a b
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Solving for s and t s t u v a b
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Position points/line u a s c b
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Line/circle intersection
y u r x t a
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Polygons Sequence of points pi, i = 1,…, N, connected by straight lines Index arithmetic: modulo N p0 = pN , pN+1 = p1 , etc. p1 p2 pN pi
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Regular N-gon triangle square pentagon hexagon octagon
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Convex and concave Convex: Concave:
each line between two arbitrary points inside the polygon does not cross its boundary Concave: not convex
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Convexity test pi+1 pi+1 pi pi pi-1 pi-1 Convex Concave
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Polygon area and orientation
pi pi+1 c
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Point/polygon test 2 1 3
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Point/polygon test (cntd.)
Beware of special cases: Point at boundary v parallel to edge c + vt through vertex
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Puzzles Define a procedure to clip a line segment against a rectangle.
Define a procedure to calculate the intersection of two polygons. Define a procedure to draw a star. Same, with the constraint that the edges pi-1 pi and pi+2 pi+3 are parallel.
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Introduction Curve Modelling
Jack van Wijk TU Eindhoven
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Overview curve modelling
Parametric curves Requirements Concepts Lagrangian interpolation Bézier curve B-spline Cubic splines
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Parametric curves t p(t) p’(t)
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Tangent line to curve t s q(s) p(t) p’(t)
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Example q(s) s p’(t) t p(t)
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Curve modelling Problem: How to define a smooth curve? Solution:
Specify a sequence of points pi , i = 1,…, N, (control-points); Generate a smooth curve that interpolates or approximates these control-points.
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Requirements Smooth Local control Intuitive and easy to use
no discontinuities in direction and curvature; Local control Change of a point should have only local effect; Intuitive and easy to use no oscillations, variation diminishing Approximate or interpolate?
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Parametric interpolation
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Linear interpolation of two points
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Linear interpolation of N points
1 wi 1 2 3 4 5 t
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Linear interpolation Not Smooth Local control
Intuitive and easy to use Interpolate
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Lagrangian interpolation - 1
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Lagrangian interpolation - 2
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Lagrangian interpolation - 3
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Lagrangian interpolation - 4
Smooth no discontinuities in direction and curvature; NO local control Wild oscillations, not variation diminishing! Interpolating
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Bézier curve - 1 Puzzle: Define a smooth curve that interpolates the first and last point and approximates the others. p4 p3 p1 p2
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Bézier curve - 2 Solution for N=3: p2 p(t) q2 q1 p1 p3
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Bézier curve - 3 Solution for N=4: p2 p3 p(t) p1 p4
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Bézier curve - 4
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Bézier curve - 5
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Bézier curve - 6 General Bézier curve: Degree = #points-1 Smooth
no discontinuities in direction and curvature; NO local control Variation diminishing, convex hull property Interpolates first and last, further approximating
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Convex hull property
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Convex hull property example
Curve outside convex hull Curve inside convex hull
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B-splines Piecewise polynomial, locally non-zero
Degree: user definable Continuity: degree-1 first degree: continuous in position second degree: continuous in tangent third degree: continuous in curvature
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Quadratic B-spline
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Cubic B-spline
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B-splines - 3 General B-spline: Degree: from 1 to N-1
Smooth (if degree > 1) Local control Variation diminishing, convex hull property Approximating
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Cubic splines - 1 Most popular in Computer Graphics: powerful simple
inflection points, continuity simple low degree polynomials local control Many versions: Bézier, B-spline, Catmull-Rom,...
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Cubic splines - 2
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Cubic splines - 2
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Cubic splines - 3
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Tangent vector p’(t) p(t) t
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Significant values p(0) : startpoint segment
p’(0) : tangent through startpoint p(1) : endpoint segment p’(1) : tangent through endpoint p’(0) p(1) t p’(1) p(0)
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Cubic Bézier curve p1 p2 p0 p3
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Joining two Bezier segments
Positional continuity: p3 = q0 Tangential continuity: p3- p2 // q1- q0 p1 p2 p3 p0 q0 q3 q1 q2
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Cubic B-spline curve p1 p2 p0 p3
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Conversion - 1
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Conversion - 2
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Puzzle 1: Hermite spline
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Puzzle 2: Limit on interpolation
Find out why a curve that interpolates the control points, stays within the convex hull, and is smooth cannot exist, both graphically and mathematically.
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Puzzle 3: Split Bezier curve
Find a recipe to split a cubic Bezier curve segment into two segments: p1 p2 q2 q3 q4 q1 q5 p0 p3 q0 q6
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Finally... Curves: interpolation of points Demo program:
Interpolation is generally applicable, f.i. surfaces: interpolation of curves Demo program:
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B-splines - 2
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