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Computer Graphics
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Chapter 1: Introduction to Graphics
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Computer graphics History
Computer graphics generally means creation, storage and manipulation of models and images Such models come from diverse and expanding set of fields including physical, mathematical, artistic, biological, and even conceptual (abstract) structures Frame from animation by William Latham, shown at SIGGRAPH Latham uses rules that govern patterns of natural forms to create his artwork.
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Graphics Library (GL) Examples: OpenGL™, DirectX™, Windows Presentation Foundation™ (WPF), RenderMan™ Primitives (chars, lines, polygons, meshes,…) Attributes color line style material properties for 3D Lights Transformations Immediate mode vs. retained mode immediate mode: no stored representation, package holds only attribute state, and application must completely draw each frame retained mode: library compiles and displays from scene graph that it maintains, a complex DAG. It is a display-centered extract of the Application Model
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What is computer graphics
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Some research fields of computer graphics
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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
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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
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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.
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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.
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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
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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
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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
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The Graphics Pipeline Model Object Specification Transformation
Scene Description Scene Description Clipping and Hidden Surface Removal Model Transformation View and Light Specification Shading Image
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The Graphics Pipeline Image Display Transformation Output
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Applications of Computer Graphics
Display of information Design Simulation and animation User interfaces
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Display of information
Maps GIS (geographic information system) CT (computer tomography) MRI (magnetic resonance imaging) PET (positron-emission tomography) Fluid flow, molecular biology, mathematics…
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Display of Information
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Applications of Computer Graphics.
Design CAD (computer-aided design): VLSI (very-large-scale integrated) circuits Together with other tools: architecture or interior design
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Interior Design
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Applications of Computer Graphics
Simulation and animation Flight simulation – pilot training Games and educational software Benefits: Less cost Less danger, e.g. combination with the VR (virtual reality) techniques can help surgical interns and astronauts
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Applications of Computer Graphics
User interfaces Friendly working environment: windows, icons, menus, pointing devices Interface for a painting program
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Application Programmer’s Interface
The OpenGL graphics system is an Application Programming Interface (API) to graphics hardware. Specifications of the functions in the graphics library
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Three-dimensional APIs
Objects Viewers Light sources Material properties
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Camera(Viewer) Specifications
Position (COP) Orientation Focal length Film plane
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Sequence of Images Wireframe Flat shading Smooth shading
HSR (Hidden surface removal) Smooth shading Curves and surfaces NURBS, Bezier curves/surfaces Texture mapping Bump mapping, environmental maps, antialiasing…
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Pixels
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A Graphics System
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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
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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
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Output Devices CRT (Cathode-ray tube)
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Output Devices CRT Other raster devices:
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
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Shadow-mask CRT
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Input Devices Joystick Data tablet Anything else? Hand Foot Voice
Mouse Joystick Data tablet Anything else? Hand Foot Voice Mind?
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Images: Physical and Synthetic
Image formation Lighting Shading Properties of materials
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Objects and Viewers Object: formed from geometric primitives Viewer:
Points, lines, polygons Vertex (pl. Vertices) is the most primitive one Viewer: Locations Viewing angles
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Objects and Viewers
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Objects and Viewers 3D world 2D image
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Light and Images
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Synthetic-camera Model
Film Plane Projection Plane
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Single Point Light Source
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Ray Tracing Penetrating transparent surfaces Reflected by Refracted
Mirrors Diffuse surfaces Refracted Absorbed
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Human Visual System Visual system does not have the same response to each color. We are most sensitive to green light
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Pinhole Camera
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Pinhole Camera (xp, yp, -d) is the projection of (x, y, z)
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Synthetic-camera Model
Bellows Camera Projector
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Synthetic-camera Model
COP(Center of Projection) Focal Length
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Synthetic-camera Model
Film Plane Projection Plane
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Synthetic-camera Model
Clipping Window
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Sequence of Images Wireframe Flat shading Smooth shading
HSR (Hidden surface removal) Smooth shading Curves and surfaces NURBS, Bezier curves/surfaces Texture mapping Bump mapping, environmental maps, antialiasing…
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Wireframe
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Flat Shading
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Smooth Shading
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Modeling With Curves/surfaces
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Bump Mapping
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Environmental Maps
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Antialiasing
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Modeling-rendering Paradigm
Example: Scene graph
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Graphics Architecture
Compute line segments Very high rate to avoid flickering Draw line segments Early graphics system
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Graphics Architecture
Display-processor architecture
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Graphics Architecture
Arithmetic pipeline: doubling the throughput! Pipeline Architecture: Geometric pipeline
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Pipelining Pipeline Architecture: Geometric pipeline
Arithmetic pipeline: doubling the throughput! Pipeline Architecture: Geometric pipeline
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Geometric Pipeline Transformation Clipping
Conversion between coordinate systems Translation, rotation, scaling Aggregate transforms by matrix multiplications Clipping Could be further pipelined
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Geometric Pipeline Projection Rasterization
Remaining 3D objects are projected into 2D objects Parallel or perspective projections Rasterization Convert 2D objects into pixels
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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
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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 40006000
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