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Introduction to Computer Graphics

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Presentation on theme: "Introduction to Computer Graphics"— Presentation transcript:

1 Introduction to Computer Graphics

2 Personal information Prof. Ludovit Niepel Computer Science Department, office 26B web page: Phone - extension: 5321

3 Textbook: Course Textbook: F.S.Hill,Jr. Computer Graphics - using Open GL. Prentice-Hall 2-nd or 3-rd ed Recommended Textbook: OpenGL programming Guide. (Red book) Addison-Wesley Pub (exists on-line version)

4 Office hours: Sun: Mon:11-12 Tue: 9-11 Wed: on demand Thu: subject to change

5 Course Details Course evaluation: Homework and quizzes 20% Project 10% Midterm 30% Final 40% Dates: Homework to be announced when assigned Project to be announced when assigned Midterm NOV :15 Final JAN-03 14:00- 16:00

6 Introduction CS 455

7 What is Computer Graphics?
Different meanings – simplest definition: “pictures that ere generated by computers”. Tools to create pictures generated by computer.

8 Basic notions Computer graphics – process of producing a picture or image using the computer Computer interfaces popular on personal computers Desktop publishing Realistic images generated using mathematical and physical methods

9 Graphics Applications
Entertainment: Games GT Racer 3 Polyphony Digital: Gran Turismo 3, A Spec

10 Graphics Applications
Entertainment: Cinema Square: Final Fantasy Pixar: Monster’s Inc.

11 Areas of Applications Entertainment Movies Games
Technical and business applications

12 Graphics Applications
Computer Aided Design (CAD)

13 Computer-Aided Design; Training
Electronic blueprints Architectural CAD Mechanical CAD Electronic CAD Visual simulation and Training Apollo spacecraft Flight simulators Ship Automobile and driving simulators Surgical simulation

14 Digital Media Technologies
Traditional media (analog to digital transition) -Desktop publishing and printing -Digital photography -Digital video and HDTV “New” media experiences -Multimedia personal computer -Networked graphics and the www -Photo (flickr) and video sharing (youTube)

15 Visualization Interdisciplinary: Theory & Practice
Mathematics, science, engineering, medicine, … Education Interdisciplinary: Theory & Practice Science Physics of light, color and appearance Geometry and perspective Mathematics of curves and surfaces Engineering Hardware: Graphics/media processors Software: Graphics libraries, window systems Art and Perception Color: harmony and perception Composition, lighting, ...

16 Graphics Applications
Medical Visualization The Visible Human Project MIT: Image-Guided Surgery Project

17 Graphics Applications
Scientific Visualization

18 Graphics Applications
Everyday Use Microsoft’s Whistler OS will use graphics seriously Graphics visualizations and debuggers Visualize complex software systems

19 The Basics Computer graphics: generating 2D images of a 3D world represented in a computer. Main tasks: modeling: (shape) creating and representing the geometry of objects in the 3D world rendering: (light, perspective) generating 2D images of the objects animation: (movement) describing how objects change in time

20 Steps for creating a picture
Creating a model Perform necessary transformation Lighting and rendering the object The goal is the creation of an image by writing a program instead of taking a picture with a camera There exists an analogy between writing graphical programs and taking pictures by a camera

21 Graphical User Interfaces
Desktop metaphor Input: Lightpen, mouse, keyboard Output: CRT, printer Immersive interfaces Virtual reality Input: 3D tracking, gloves Output: HMD, projection display

22 Display Technologies Cathode Ray Tubes (CRTs)
Most common display device today Evacuated glass bottle Extremely high voltage Heating element (filament) Electrons pulled towards anode focusing cylinder Vertical and horizontal deflection plates Beam strikes phosphor coating on front of tube

23 Display Technologies: CRTs
Vector Displays Early computer displays: basically an oscilloscope Control X,Y with vertical/horizontal plate voltage Often used intensity as Z Name two disadvantages Just does wireframe Complex scenes  visible flicker

24 Display Technologies: CRTs
Raster Displays Raster: A rectangular array of points or dots Pixel: One dot or picture element of the raster Scan line: A row of pixels

25 Display Technologies: CRTs
Raster Displays Color television: an oscilloscope with a fixed scan pattern: left to right, top to bottom To paint the screen, computer needs to synchronize with the scanning pattern of raster Solution: special memory to buffer image with scan-out synchronous to the raster. We call this the framebuffer.

26 Pixels Pixel or “Picture element” is the simplest element in computer graphics Single location on the computer screen or printout Value of each pixel is the range from white to black or range of intensities of red, green, blue (RGB) colors.

27 Frame buffers The pixels of an image are organized into two dimensional grid – frame buffer Multiple frame buffers can be stored in computer memory Double buffering – first image is drawn into frame buffer and sent to display. While the user is looking on the display, the next picture is drawing to the second buffer.

28 Windows Image don’t fill the entire screen but is drawn into a window
Pixels are adressed within the window based on their location Relative position of each pixel enables moving the window and change its size

29 Realistic images Calculating pixel values to create impression of a realistic picture Simulation of objects from the real word Approximation of physical properties of objects Limitations given by computing time and memory space

30 The Graphics Pipeline Modeling – creates an internal representation of the objects in the scene Rendering – converts the screen description into image Display – shows the image on the output device

31 The Graphics Pipeline Model Transformation Object Specification
Scene Description Scene Description Clipping and Hidden Surface Removal Model Transformation View and Light Specification Shading Image

32 The Graphics Pipeline cont.
Image Display Transformation Output

33 Output primitives Points Lines Polylines Text Filled regions
Raster images

34 Object modeling Model contains - shape of the object - material and physical properties - color, transparency, shiness - texture Different levels of complexity of modeling - polytopes with planar faces - curved lines and surfaces

35 Rendering The rendering process simulates the flow of light through the sceneas it interacts with the objects The presence of light lets to see objects in the world An illumination model approximates the way how light interacts with the object.

36 Camera model Model used in computer graphics to project 3D-objects to 2D-display Geometrical transformations simulate the role of camera Projection is represented by multiplications of transformation matrices

37 Coordinate systems World coordinate system View coordinate system
Window coordinate system Object coordinate system Different kind of coordinates: -affine coordinates -homogenous coordinates - integer/real coordinates

38 Color models RGB model (red, green, blue ) for displays, additive model CMY model (cyan, magenta, yellow) for printers, subtractive model blue magenta cyan red black green yellow


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