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CSE40166 (Notre Dame) Computer Graphics Lecture 1 John H Stewman 205C Cushing 1-4528 jstewman@nd.edu
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Introduction Who John H Stewman, PhD (instructor) Jim Thomas (TA) Where Here and now Syllabus Class Web site Lecture Schedule Assignment #1
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Computer Graphics Computer Graphics deals with all aspects of the production of pictures (images) using a computer Hardware Software Applications
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4 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Example Where did this image come from? What hardware/software did we need to produce it?
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5 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Preliminary Answer Application: The object is an artist’s rendition of the sun for an animation to be shown in a domed environment (planetarium) Software: Maya for modeling and rendering but Maya is built on top of OpenGL Hardware: PC with graphics card for modeling and rendering
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Some Application Categories Information Display Floor plans, maps, data plots, CT/MRI/PET Design CAD/CAM, VLSI layout Simulation Pilot training, movie animation, virtual reality User Interfaces Windows Desktop
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7 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Basic Graphics System Input devices Output device Image formed in FB
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8 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Computer Graphics: 1950-1960 Computer graphics goes back to the earliest days of computing Strip charts Pen plotters Simple displays using A/D converters to go from computer to calligraphic CRT Cost of refresh for CRT too high Computers slow, expensive, unreliable
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9 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Computer Graphics: 1960-1970 Wireframe graphics Draw only lines Sketchpad Display Processors Storage tube wireframe representation of sun object
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10 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Sketchpad Ivan Sutherland’s PhD thesis at MIT Recognized the potential of man-machine interaction Loop Display something User moves light pen Computer generates new display Sutherland also created many of the now common algorithms for computer graphics
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11 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Display Processor Rather than have the host computer try to refresh display use a special purpose computer called a display processor (DPU) Graphics stored in display list (display file) on display processor Host compiles display list and sends to DPU
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12 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Computer Graphics: 1970-1980 Raster Graphics Beginning of graphics standards GKS: European effort Graphical Kernel System Becomes ISO 2D standard Core: North American effort 3D but fails to become ISO standard Workstations and PCs
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13 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Raster Graphics Image produced as an array (the raster) of picture elements (pixels) in the frame buffer
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14 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Raster Graphics Allows us to go from lines and wire frame images to filled polygons
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15 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 PCs and Workstations Although we no longer make the distinction between workstations and PCs, historically they evolved from different roots Early workstations characterized by Networked connection: client-server model High-level of interactivity Early PCs included frame buffer as part of user memory Easy to change contents and create images
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16 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Computer Graphics: 1980-1990 Realism comes to computer graphics smooth shadingenvironment mapping bump mapping
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17 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Computer Graphics: 1980-1990 Special purpose hardware Silicon Graphics geometry engine VLSI implementation of graphics pipeline Industry-based standards PHIGS RenderMan Networked graphics: X Window System Human-Computer Interface (HCI)
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18 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Computer Graphics: 1990-2000 OpenGL API Completely computer-generated feature- length movies (Toy Story) are successful New hardware capabilities Texture mapping Blending Accumulation, stencil buffers
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19 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Computer Graphics: 2000-today Photorealism Graphics cards for PCs dominate market Nvidia, ATI Game boxes and game players determine direction of market Computer graphics routine in movie industry: Maya, Lightwave Programmable pipelines
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20 Angel: Interactive Computer Graphics5E © Addison-Wesley 2009 Elements of Image Formation Objects Viewer Light source(s) Attributes that govern how light interacts with the materials in the scene Note the independence of the objects, the viewer, and the light source(s)
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Pixels & Frame Buffers Raster Array of pixels Pixel Picture element Fragment Potential pixel Frame buffer Memory store of pixel data Depth, Resolution, …
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Images Points Location on an object in reference space Cartesian Coordinates Perpendicular axes, equal scales Objects Metric and topological specification Vertices Carry metric information (the corners of things) Vertex listings Identify boundaries of faces, objects (the topology)
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23 Angel: Interactive Computer Graphics5E © Addison-Wesley 2009 Light Light is the part of the electromagnetic spectrum that causes a reaction in our visual systems Generally these are wavelengths in the range of about 350-750 nm (nanometers) Long wavelengths appear as reds and short wavelengths as blues
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24 Angel: Interactive Computer Graphics5E © Addison-Wesley 2009 Ray Tracing and Geometric Optics Follow rays of light from a point source, detecting interactions with objects, and find which rays enter the lens of the camera. Rays Reflections (specular & diffuse) Refractions & Absorptions
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Thanks to … Many slides in this presentation have been used from Edward Angel’s PowerPoint lectures at UMN. In some cases slides have been modified to suit this class Any errors or omissions may be attributed to J H Stewman
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