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Chapter 1: Graphics Systems and Models www.themegallery.com Instructor: Shih-Shinh Huang 1
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Outlines Introduction Image Formation Programmer Interface Graphics Architecture 2
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Introduction What is Computer Graphics? Concern with all aspects of producing pictures or images using computer. 3 where did this image come from?
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Introduction Applications Information Display : Graphics for Scientific, Engineering, and Medical Data 4 Medical ImageNebula
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Introduction Applications Design : Graphics for Engineering and Architectural System 5 AutoCAD 2002Interior Design
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Introduction Applications Simulation and Animation: Computer- Generated Models of Physical, Financial and Economic Systems for Educational Aids 6 Flight SimulatorMars Rover Simulator
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Introduction Applications User Interfaces : Graphics for Artist 7 Painter
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Introduction Applications Entertainment: Graphics for Movie, Game, VR 8 Final FantasyOnline Game
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Introduction Graphics System 9 Input devices Output device Image formed in FB
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Introduction Graphics System Input Devices The system is usually equipped with pointing devices (location + buttons). The common devices are mouse, joystick, and data tablet. Data gloves or computer vision system can provide higher-dimensional data. 10
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Introduction Graphics System Input Devices 11
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Introduction Graphics System Input Devices 12
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Introduction Graphics System Processors In a simple system, there are only one processor for normal processing and graphical processing. Today, all graphics system are characterized by special-purpose graphical processing unit (GPU) It takes charge of a conversion of geometric entities to pixel in the frame buffer (Rasterization). 13
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Introduction Graphics System Pixels An image is produced as an array (raster) of picture elements (pixel). 14 row column
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Introduction Graphics System Frame Buffer It is a part of memory to store the set of pixels. It is usually implemented with special type of memory chips to enable redisplaying. Resolution: the number of pixels in frame buffer Depth or Precision: the number of bits used for each pixel. 15
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Introduction Graphics System Output Device The general display is cathode-ray tube (CRT) 16
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Image Formation Description Image formation is a process analogous to how images are formed by physical systems Human Visual System Camera The process combining the specification of objects with viewers to produce 2D image. Object is an entity existing in space independent of any image-formation process and any viewer. Viewers is a way to from images from objects. 17
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Image Formation 18 Images seen by three different views Camera View Object
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Image Formation Light Description Light is a form of electromagnetic radiation Wavelengths Frequencies The wavelengths in the range of 350 (nm) to 780 nm is called visible spectrum 19
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Image Formation Pinhole Camera Model A pinhole camera is a box with a small hole in the center of one side. The film is placed inside the box on the side opposite the pinhole 20
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Image Formation Pinhole Camera Model Point Projection 21
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Image Formation Pinhole Camera Model Field or View of Angle The angle made by the largest object that our image can image on its film plane. 22
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Image Formation Pinhole Camera Model Depth of Field The longest distance that the objects can appear on its film plane. The ideal pinhole camera model has an infinite depth of field. Limitations The pinhole is so small that it admits only a single ray from a point source The camera cannot be adjusted to have different angle of view. 23
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Image Formation Human Visual System 24 視網膜上兩種視覺接受器: 錐細胞錐細胞 (cone): 6~7 million 桿細胞桿細胞 (rod):75~150 million
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Image Formation Human Visual System 25 人類的視覺神經路徑人類的視覺神經路徑 網膜 → 視交叉 → 側膝核 → 視皮質網膜 → 視交叉 → 側膝核 → 視皮質
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Image Formation Synthetic-Camera Model The image plane is moved in front of camera. The limitation of field can be expressed by placing a clipping window. 26 Clipping Window Projection Plane Center of Projection (COP)
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Programmer Interface Description There are numerous ways that a user can interact with a graphics system. A user develops images through interactions with display using input devices. Someone develops the code for the application 27
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Programmer Interface API Functions It is to provide interfaces between an application program and a graphics system. API in OpenGL It is to specify how to form an image: (1) Objects, (2) Viewer, (3) Light Source(s), (4) Materials The APIs provided by OpenGL is based on the synthetic-camera model. 28
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Programmer Interface Objects Objects are usually defined by sets of vertices Most APIs provide sets of primitive objects (primitives) for the user. Points (0D object) Line segments (1D objects) Polygons (2D objects) Some curves and surfaces OpenGL programs define primitives through lists of vertices. 29
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Programmer Interface Example 30 glBegin(GL_POLYGON) glVertex3f(0.0, 0.0, 0.0); glVertex3f(0.0, 1.0, 0.0); glVertex3f(0.0, 0.0, 1.0); glEnd( ); type of object location of vertex end of object definition
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Programmer Interface Example glBegin() and glEnd() brackets the calls to define the object to be drawn. OpenGL Commands Prefix: gl Initial capital letters for each word Optional Character: number of arguments or type OpenGL Constants Prefix: GL All characters are capitilized Underscores among Words. 31 glVertex3f(0.0, 0.0, 0.0); glBegin(GL_POLYGON)
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Programmer Interface Viewer Available APIs differ in how much flexibility in camera selection. Camera Specifications Position Orientation Focal Length Film Plane. 32
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Programmer Interface Light Point sources v.s distributed sources Spot lights Near and far sources Color properties Material Properties Absorption: color properties Scattering 33
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Graphics Architecture General Description Two Sides of API Application Program Combination of hardware and software that implements the functionality of the API. Various approaches are to develop graphics architectures for supporting graphics APIs. 34
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Graphics Architecture Early Graphics System It used general-purposed computers characterized by a CPU. CPU Task Run the application program Compute the endpoints of line segment. 35
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Graphics Architecture Display Processors The display processors include instructions to display primitives. The display primitives are stored in its own memory denoted as display list. 36
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Graphics Architecture Pipeline Architecture The creation of special-purpose VLSI chips enables the pipeline technology. The pipeline is workable in graphics because it processes data in the same manner. For two stage pipeline, the throughput of the system has been doubled. 37 a+(b*c)
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Graphics Architecture Scene Geometry Scene geometry is the collection of primitives and vertices. A scene consists of a set of objects. Each object comprises a set of primitives. A primitive comprises a set of vertices. In a complex scene, there are may be thousands of vertices. We must process all these vertices in a similar manner to form an image in the frame buffer. 38
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Graphics Architecture Graphics Pipeline The imaging processing includes four steps. Vertex Processing Clipping and Primitive Assembly Rasterization Fragment Processing These four steps can be performed in a pipeline manner. 39
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Graphics Architecture Vertex Processing Coordinate Transformation: imaging process is a transformation between different coordinate system. Vertex Coloring Program Specification Computation from a realistic shading model. 40
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Graphics Architecture Clipping and Primitive Assembly Determine the area in the world that can be seen by the camera. Clipping Volume The projection in this volume appear in the image. Those that are outside are to be clipped out. The clipping is done in primitive level rather than vertex level. The output of this stage is a set of primitives whose projections can appear in the image. 41
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Graphics Architecture Clipping and Primitive Assembly 42 3D Clipping Volume 2D Clipping Volume
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Graphics Architecture Rasterization (Drawing) It converts the primitives in terms of vertices to pixels in the frame buffer. The output is a set of fragments for each primitive, that is, pixel with color or location Fragment Processing It takes the generated fragments to update the pixels in the frame buffer. The pixels in frame buffer can be read to blend with the fragment. 43
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