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1 Computer Graphics Week3 –Graphics & Image Processing
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Sequence of Images Wireframe Flat shading – HSR (Hidden surface removal) Smooth shading Curves and surfaces – NURBS, Bezier curves/surfaces Texture mapping – Bump mapping, environmental maps, antialiasing… 2
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Pixels 3
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A Graphics System 4
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Frame Buffer High-end systems: VRAM or DRAM Simpler systems: part of memory Depth: the number of bits per pixel True color: depth=24 Resolution: the number of pixels in the frame buffer 5
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Rasterization or Scan-conversion Conversion of geometric entities to pixels in the frame buffer – High-end systems Special-purpose processors – Simpler systems A single and shared processor 6
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Output Devices 7 CRT (Cathode-ray tube)
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Output Devices CRT – Refresh: at least 50 times per second – Interlace and non-interlace systems – Color CRTs have three colored phosphors and a shadow mask Other raster devices: – LCD (liquid-crystal displays) – Plasma panels and digital projection systems – Non-refreshable: printers and plotters 8
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Shadow-mask CRT 9
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Input Devices Mouse 10 Joystick Data tablet Anything else? Hand Foot Voice Mind?
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Images: Physical and Synthetic Image formation – Lighting – Shading – Properties of materials 11
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Objects and Viewers Object: formed from geometric primitives – Points, lines, polygons – Vertex (pl. Vertices) is the most primitive one Viewer: – Locations – Viewing angles 12
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Objects and Viewers 13
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Objects and Viewers 14 3D world 2D image
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Light and Images 15
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16 Synthetic-camera Model Film Plane Projection Plane
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Single Point Light Source 17
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Ray Tracing 18 Penetrating transparent surfaces Reflected by Mirrors Diffuse surfaces Refracted Absorbed
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Human Visual System 19 Visual system does not have the same response to each color. We are most sensitive to green light
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Pinhole Camera 20
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Pinhole Camera 21 (x p, y p, -d) is the projection of (x, y, z)
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Synthetic-camera Model 22 Bellows Camera Projector
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Synthetic-camera Model 23 COP(Center of Projection) Focal Length
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Synthetic-camera Model 24 Film Plane Projection Plane
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Synthetic-camera Model 25 Clipping Window
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Sequence of Images Wireframe Flat shading – HSR (Hidden surface removal) Smooth shading Curves and surfaces – NURBS, Bezier curves/surfaces Texture mapping – Bump mapping, environmental maps, antialiasing… 26
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Wireframe 27
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Flat Shading 28
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Smooth Shading 29
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Modeling With Curves/surfaces 30
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Bump Mapping 31
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Environmental Maps 32
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Antialiasing 33
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Modeling-rendering Paradigm 34 Example: Scene graph
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Graphics Architecture 35 Early graphics system Compute line segments Draw line segments Very high rate to avoid flickering
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Graphics Architecture 36 Display-processor architecture
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Graphics Architecture 37 Arithmetic pipeline: doubling the throughput! Pipeline Architecture: Geometric pipeline
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Pipelining 38 Arithmetic pipeline: doubling the throughput! Pipeline Architecture: Geometric pipeline
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Geometric Pipeline Transformation – Conversion between coordinate systems – Translation, rotation, scaling – Aggregate transforms by matrix multiplications Clipping – Could be further pipelined 39
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Geometric Pipeline Projection – Remaining 3D objects are projected into 2D objects – Parallel or perspective projections Rasterization – Convert 2D objects into pixels 40
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Performance Characteristics Latency Throughput: – How fast we can move geometric entities through the pipeline – How many pixels per second we can alter in the frame buffer Pipeline architecture is not a must – Ray tracing or radiosity for better quality 41
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Summary & Notes of Lecture 1 Application of computer graphics A graphics system Human visual system Pinhole and synthetic camera models Image formation Geometric pipeline Realistic images may require resolution of up to 4000 6000 42
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