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1 Computer Graphics chapter 1 Dr. Jehad Q. O. Alnihoud Email: jehad@aabu.edu.jojehad@aabu.edu.jo Phone: 3354
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RM[1]-2 Books F.S. Hill, Computer Graphics Using OpenGL, Prentice-Hall (2001). Mason Woo, OpenGL Programming Guide, Addison Wesley (2000). Hearn and Baker, Computer Graphics, Prentice-Hall (1997).
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RM[1]-3 Books (Supplementary reference) Foley, V. Dam, Feiner, Hughes, Computer Graphics Principles and Practice, 2/e, Addison Wesley, 1997. Edward Angel, Interactive Computer Graphics, Addison Wesley, 1997. Zhigang Xiang, Schaum’s Outlines: Computer Graphics, McGrawHill, 2001. Shreiner D, OpenGL Reference Manual, Addison-Wesley, 2000.
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RM[1]-4 Course Assessment Coursework 50% First Exam 15% Second Exam 15% Group Project10% Lab 10% Final Exam 50% Attendance in both lecture and lab sessions is compulsory.
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RM[1]-5 Graphics Applications Art and Entertainment Animations Movies Commercials Special Effects
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RM[1]-6 Graphics Applications Image Processing Analysis, Reconstruction Medical Imaging Movies
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RM[1]-7 Graphics Applications Simulation Modeling and Analysis Virtual Environments
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RM[1]-8 Graphics Applications Scientific Visualization Data Representation and Plotting 3D Views
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RM[1]-9 Graphics Applications CAD/CAM Industrial Design Structural Design Surface Modeling
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RM[1]-10 Graphics Software Packages Early graphics libraries: GKS (Graphical Kernel System) PHIGS OpenGL (Silicon Graphics) Java2D (Sun Microsystems) Java3D (Sun Microsystems) VRML (Silicon Graphics)
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RM[1]-11 Graphics: Main Components Theory Analytical Geometry Vectors and Matrices Algorithms Eg: Line drawing, Filling etc. Implementation Programming (OpenGL)
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RM[1]-12 Graphics Hardware Line Drawing Devices: Eg. Pen Plotters Advantages: Perfect lines, Sharp Diagrams Disadvantages: Not suitable for filled regions.
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RM[1]-13 Graphics Hardware Raster Devices: Create pictures by displaying dots Eg: Video monitor, dot-matrix printer, laser printer,ink-jet printer, film recorder Advantages: Filled, shaded regions are easily displayed Disadvantages: Jaggies Pixel
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RM[1]-14 Pixel Depth Pixel depth refers to the number of bits used to represent a pixel value. 1 bit/pixel: 0 1 2 Levels (Bi-level image) 2 bits/pixel: 0 0 4 Levels 0 1 10 11
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RM[1]-15 Pixel Depth 1 bit per pixel produce 2 levels (bi- level image). 2 bits per pixel produce 4 levels. 8 bits per pixel produce 256 levels. In general, if the pixel depth is n, then it is possible to have 2 n levels.
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RM[1]-16 Raster Display Most display used for computer graphics nowadays are raster displays. Image presented in display surface that contains certain number of pixels. Eg. 480 x 640 (r x c). Frame buffer is a region of memory sufficiently large to hold all the pixel values for display.
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RM[1]-17 Frame Buffer System with 64 color (3 DACs): Each DAC uses 2 bits/pixel. Total color: 4 x 4 x 4 = 64 If the display surface is 1024 x 1280, then the memory required for frame buffer is 0.9375 MB Monochrome Video display: Only one DAC required. 6 planes of memory in frame buffer gives 2 6 = 64 level of gray.
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RM[1]-18 Frame Buffer System with 24 bit color (3 DACs): Each DAC uses 8 bits/pixel. (Total 24 bits/pixel) Total color: 2 8 x 2 8 x 2 8 = 2 24 If the display surface is 1024 x 1280, then the memory required for frame buffer is 3.75MB
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RM Basis colors: R, G, B R: Red=[1, 0, 0] G: Green=[0, 1, 0] B: Blue=[0, 0, 1] C: Cyan=[0, 1, 1] M: Magenta=[1, 0, 1] Y:Yellow=[1, 1, 0] W:White=[1,1,1] K: Black=[0,0,0] Color Models: RGB Diagram RGB Model is used for colored light sources RGB Model is additive
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RM[1]-20 Complementary Colors: Two colors that combine to form White. Eg. Red, Cyan. Gray Values: Every point on the primary diagonal has equal values for all the components. Color Models: RGB Cube
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RM[1]-21 Basis colors: C, M, Y C: Cyan=[1, 0, 0] M: Magenta=[0, 1, 0] Y: Yellow=[0, 0, 1] R: Red=[0, 1, 1] G: Green=[1, 0, 1] B: Blue=[1, 1, 0] W:White=[0,0,0] K: Black=[1,1,1] Color Models: CMY Diagram CMY Model is used for colored pigments CMY Model is subtractive
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RM[1]-22 Color Models: RGB CMY (r, g, b) RGB = (1,1,1) (c, m, y) CMY Light A red colored surface absorbs cyan from a white light
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RM[1]-23 Color Models: HSV HexCone
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RM[1]-24 H (Hue): 0 to 360 degrees0: Red, 60: Yellow …. S (Saturation): 0 to 10: Axis, 1: Boundary V (Value): 0 to 10: Vertex, 1: Base Examples: Eg. Yellow: [60, 1.0, 1.0] Black: [ -, -, 0.0] White: [-, 0.0, 1.0] Color Models: HSV
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RM[1]-25 RGB Color Definition (OpenGL)
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