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Applications of Computer Graphics
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Business applications Maps Industrial applications Consumer applications Entertainment Education
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Weather maps: Temperature, heat flow, rainfall
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architecture
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CAD
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Mechanical engineering
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Electric circuit design
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simulators
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Chemical plants
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Consumer products
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Medical applications
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Molecular Biology
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movies
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Video games
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Computer art
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Hierarchical modeling
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2. Transformations
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3. Clipping
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4. Creating Curved surfaces
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3D Graphics 5. 3D Transformations
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6. Parallel projections
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7. Perspective views
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Hidden Surface elimination
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8. Hidden Surface elimination
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Z – buffer algorithm
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Painter’s algorithm Depth sorting
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Steps in painter’s algorithm
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Generation of surfaces
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Surfaces Bilinear Interpolation v u b 00 b 10 b 11 b 01 u v Bilinear interpolation fits the simplest surface for the four corner points Shape Representation
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Surfaces Bilinear Interpolation Two Stage Process b 11 b 01 Shape Representation
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Surfaces Coon’s Patch Given Four Boundaries C 1 (u),C 2 (u),D 1 (v),D 2 (v) v u C2C2 C1C1 D1D1 D2D2 Shape Representation
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Surfaces Coon’s Patch C1C1 C2C2 rCrC Ruled surface between C 1 (u),C 2 (u) D1D1 D2D2 rDrD Ruled surface between D 1 (v),D 2 (v) Shape Representation
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9. Bezier surface
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Bezier surface patch
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Bezier surface patches
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Bspline surface patch
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Rendering Illumination and shading models
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10. Shading
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Diffused lightingSpecular Phong model
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Diffuse lighting model
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Phong specular model
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Powers of cos Ə
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n=1 5 10 large n: metals small n: paper Specular Reflection Background Illumination Rendering
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Transparent & translucent objects
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Transparent objects
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Polygon Shading Flat Shading Computationally fast Not smooth Mach Band effect Shading Rendering
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Flat shading & Gourad shading
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Flat polygon shading
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Gouraud Shading Interpolation IaIa IbIb I2I2 I3I3 I4I4 IsIs Scan line Polygon Shading I1I1 (x 1, y 1 ) (x 2, y 2 ) (x 3, y 3 ) (x 4, y 4 ) Scan conversion! Shading Rendering
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Phong Shading Polygon Shading NaNa NbNb N2N2 N3N3 N4N4 NsNs Scan line N1N1 (x 1, y 1 ) (x 2, y 2 ) (x 3, y 3 ) (x 4, y 4 ) N s I s Illumination using N s Shading Rendering
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Generation of solids
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11. Generation of solids
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Surfaces Sweep Surfaces Translation sweep of a circle generates a cylinder Translation sweep of a circle accompanied by scaling generates cone Shape Representation
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Sweep solids
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9b. Constructive solid geometry
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CSG
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AUAU
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Fractals
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12. Fractals
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Generating a dragon fractal
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Fractal dimension
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Computer Animation
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Conventional Animation Process Story board Sequence of drawings with descriptions Key frames A few important frames as drawings Inbetweens Draw the rest of the frames Painting Redraw onto acetate Cels, color them
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Computer Animation Conventional Animation Stretch and Squash Exaggeration with believability
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Computer Animation Real Time vs. Image by Image a) Real Time: Compute - Draw b) Image by Image: Compute – Store - Draw c) Display rate: 30 fps or 25 fps Animation characteristics Spatial (position, orientation, form ) Temporal (velocity, acceleration ) Visual (color, texture )
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Computer Animation Key Framing Selected (key) frames are specified Interpolation of intermediate frames Simple and popular approach May give incorrect (inconsistent) results
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Computer Animation Key Framing Interpolation Spline
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Computer Animation Characteristic parameters for motion are specified and interpolated. Less data is required e.g for motion of an arm, the parameter could be rotation angle. Parametric
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Computer Animation Laws of motion: physical or procedural animation t ylinear actual Algorithmic Simulation
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Computer Animation Example
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Computer Animation Transformation of object shapes from one form to another Each form may be considered as a key frame Establish common topology for the two key frames Interpolate the intermediate frames t added point Intermediate form Morphing
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Computer Animation Transformation of one image (source) to another image (target) Normalization of both images Feature correspondence Warping of the two images (spatial deformation) Color blending Image Morphing
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Computer Animation Without feature correspondence (cross dissolving) SourceDestination Image Morphing
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Computer Animation Image Morphing Correspondence
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Computer Animation Image Morphing Correspondence
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Computer Animation Triangle Method Feature points are marked on source and target. These feature are given the correspondence. Triangulate the points. Interpolate triangulation for intermediate frames. Warp the images, and blend colors. SourceTarget Image Morphing
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Computer Animation Particle Systems An object is represented as cloud of particles Particles are not static; particle system evolves Non deterministic Particles are simple (computationally efficient) but can model complex amorphous objects and behaviors Dust, Water fall, Rain, Fire, Cloud, Stars, Grass, Fur, etc
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Computer Animation Particle Systems Generate new particles with initial attributes Particles have lifespan: Kill-off dead particles Modify particle attributes: color, position Render particles In a typical particle system
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Computer Animation Particle Systems Particle Termination For each new frame, particle’s life time is decremented by one When life time = zero, the particle is removed
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Computer Animation Particle Systems Particle Animation Particle dynamics From force find acceleration velocity position Other attributes (color, opacity, etc.) may also change with time
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Computer Animation Particle Systems Examples
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Computer Animation Particle Systems More Examples Smoke and Fire
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Computer Animation Particle Systems A grass clump is a particle system A particle is a blade of grass Draw parabolic streak over entire life time
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Obvious approach for any camera moving shot The camera-character relationship is very fundamental to animation View dependent animation – animation that automatically changes in response to changes in view point View Dependent Character Animation
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Camera Recovery View Dependent Character Animation
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Deformation View Dependent Character Animation
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Cloth Modeling
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Suggested Readings Computer graphics by Hearn and Baker, Pearson Publications Computer graphics by Foley, Van Dam, and others, Pearson Publications Computer graphics by Hanmandlu, BPB publications Procedural elements of Computer Graphics by Rogers, McGraw Hill
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