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Computer Graphics
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Two File Types: Vector & Raster
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Example: Line
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end Vector direction start
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Vector length angle midpoint etc…
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Vectors: Creates easily defined and manipulated objects, like lines, curves, boxes, cylinders, etc… Vector data can be in 2D or 3D. Vector files are relatively small in size.
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Problem: Not all information is based on objects.
(i.e. photographs and paintings) No real practical way to experience vector data. (i.e. monitors and printers use a grid of dots or pixels.)
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Raster
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Pixel
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Raster: Best when used to represent pictures or images.
Raster data is very portable with common, device independent formats (i.e. computer, camera, etc…). Pixels are easily viewed on a monitor or printed on paper.
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Problem: Not all information is based on images.
(i.e. lines, curves, boxes, cylinders, etc…) Difficult to modify. Limited to 2D. File sizes can be very large. Aliasing is a problem
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Problem: aliasing
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Solution 1. anti-aliasing
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Solution 2. Use a lot of “small” pixels
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Raster (pixels) vs Vectors (geometry)
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OK, So let’s make a wall
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Pixels?
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or Geometry?
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How about a brick wall?
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Geometry?
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or Pixels?
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Geometry: Pros: Fully three-dimensional
Casts shadows, reflections, etc… Easier to position and modify Cons: Takes more time to calculate (render) - Slow Complex textures hard to model
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Pixels: Pros: Takes less time to calculate (render) – Fast
Easily represents complex textures Cons: Can be difficult to accurately position Modification requires different software Usually requires external files (texture maps)
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Example: Still Image Usually scrutinized – More detail is required.
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Example: Still Image Large images need lots of Pixels, resulting in long calculations, or render times (above image over 1 hour for 3000x2000 pixels).
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Example: Animation Individual frames less scrutinized – need less detail.
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Example: Animation Smaller images require fewer pixels, thus shorter rendering times per frame (above image 10 minutes per frame). BUT,….
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Example: Animation Long animations require many frames (above animation has 2000 frames).
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Example: Animation At 10 minutes a frame, entire animation requires 20,000 minutes to complete (about 14 machine days).
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Example: Video Games Action and interactivity demands immediate or real-time rendering (times).
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Example: Video Games To lower rendering times, game designers use “low polygon modeling” and extensive texture mapping. Simple geometry + pixels = fast rendering times.
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