Presentation is loading. Please wait.

Presentation is loading. Please wait.

Chun-Yuan Lin Introduction to Computer Graphics 2015/11/11 1 Ch00.

Similar presentations


Presentation on theme: "Chun-Yuan Lin Introduction to Computer Graphics 2015/11/11 1 Ch00."— Presentation transcript:

1 Chun-Yuan Lin Introduction to Computer Graphics 2015/11/11 1 Ch00

2 In this course 2015/11/11 Ch00 2 Edward Angel, "Interactive Computer Graphics: A Top-down approach using OpenGL," Fifth Edition, Addison Wesley, ISBN10:0-321-54943-0. Donald Hearn, M. Pauline Baker, "Computer Graphics with OpenGL," Third Edition, Prentice Hall, ISBN10:0-13-120238-3. Alan Watt, “3D Computer Graphics,” Third Edition, Addison Wesley, ISBN10: 0-201-39855-9.

3 Interactive Computer Graphics: A Top-down approach using OpenGL 2015/11/11 Ch00 3

4 2015/11/11 Ch00 4 This book is an introduction to computer graphics, which an emphasis on applications programming. Feature-length computer-animated movies have proved to be commercial and artistic successes. Recent hardware has blurred the distinction between computers and game boxes. Programmable graphics processors provides a level of flexibility in commodity systems that was not available in even the most expensive workstations just a few years ago.

5 2015/11/11 Ch00 5 Within the last few years, the cost of a graphics systems that can generate over 100 million three-dimensional polygons per second with lighting and texture mapping has gone from over $100,000 to less than $1000. The availability of commodity graphics boards for personal computers has been especially significant. OpenGL remains the standard programmer’s interface both for writing application programs and developing high-level products for multiplatform applications.

6 Top down approach 2015/11/11 Ch00 6 Top-down, programming-oriented approach to introductory computer graphics. Three approaches. The algorithmic approach The survey approach The programming approach.

7 Programming with OpenGL and C (1) 2015/11/11 Ch00 7 The greatest impediment to implementing a programming-orient course was the lack of a widely accepted graphics library or application programmer’s interface (API). OpenGL is supported on all platforms now. (Windows, Apple Macintosh, Linux, …) (Computer Graphics: Principles & Practice in C 2/e, ISBN: 978-020-184-840-3) This book is a textbook on computer graphics; it is not an OpenGL manual. (Another book- OpenGL: A Primer, Third Edition, 2008)

8 Programming with OpenGL and C (2) 2015/11/11 Ch00 8 In this book, I use both C and C++, with C as the dominant language. (OpenGL is not object-oriented)

9 Intended Audience 2015/11/11 Ch00 9 Prerequisites for the book are good programming skills in C or C++. Understanding basic data structures (linked list, trees, array) and rudimentary knowledge of linear algebra and trigonometry.

10 Organization of this book (1) 2015/11/11 Ch00 10 Chapter 1 provides an overview of the field and introduces image formation by optical devices. Chapter 2 introduces programming using OpenGL. Chapter 3, we discuss interactive graphics in a modern client-server setting and develop even-driven graphics programs. Chapters 4 and 5 concentrate on three-dimensional objects. Chapter 4 for defining and manipulating three-dimensional objects Chapter 5 for viewing them.

11 Organization of this book (2) 2015/11/11 Ch00 11 Chapter 6 introduces light-material interactions and shading. About 10 weeks. Appendix A: Programs for chapter 1~6. Appendices B and C contain a review of the background mathematics. Appendix D: a synopsis of the OpenGL functions used in this book.

12 Support Materials 2015/11/11 Ch00 12 www.cs.unm.edu/~angel or www.aw.com/cssupport www.cs.unm.edu/~angelwww.aw.com/cssupport www.opengl.org

13 Computer Graphics with OpenGL 2015/11/11 Ch00 13

14 2015/11/11 Ch00 14 Today’s computer graphics research is concerned with improving the effectiveness realism and speed of picture generation. To produce a realistic veiw of a natural scene, a graphics program must simulate the effects of actual light reflection and refraction from physical objects. (easy or complex)

15 Features 2015/11/11 Ch00 15 We separated the discussions of two-dimensional and three- dimensional graphics techniques. A major features of this book is the integration of three- dimensional and two-dimensional topics. Many techniques discussed in this book, including parallel implementations for graphics algorithm.

16 Programming 2015/11/11 Ch00 16 More than twenty complete C++ programs are provides in this book by using OpenGL packages.

17 Required Background 2015/11/11 Ch00 17 Computer programming and data structures. Mathematical methods for computer graphics algorithms.

18 Course outline 2015/11/11 Ch00 18 Chapter 1 illustrates the diversity of computer graphics applications by taking a look at the many different kinds of pictures that people have generated with graphics software. Chapter 2 presents the basic vocabulary of computer graphics and an introduction to the hardware and software components of graphics systems. (details of OpenGL) Chapter 5 and Appendix A: geometric transformation and mathematics for computer graphics.

19 3D Computer Graphics 2015/11/11 Ch00 19

20 Graphic Processing Units 2015/11/11 Ch00 20

21 CG The Challenge Render infinitely complex scenes And extremely high resolution In 1/60 th of one second Luxo Jr. 1985 took 2-3 hours per frame to render on a Cray-1 supercomputer Today we can easily render that in 1/30 th of one second Over 300,000x faster Still not even close to where we need to be… but look how far we’ve come! 2015/11/11 21

22 PC/DirectX Shader Model Timeline Quake 3 Giants Halo Far Cry UE3Half-Life 1998199920002001200220032004 DirectX 6 Multitexturing Riva TNT DirectX 8 SM 1.x GeForce 3Cg DirectX 9 SM 2.0 GeForceFX DirectX 9.0c SM 3.0 GeForce 6 DirectX 5 Riva 128 DirectX 7 T&L TextureStageState GeForce 256 22 CG 2015/11/11

23 CG A quiet revolution and potential build-up Calculation: 367 GFLOPS vs. 32 GFLOPS Memory Bandwidth: 86.4 GB/s vs. 8.4 GB/s Until last year, programmed through graphics API GPU in every PC and workstation – massive volume and potential impact GFLOPS G80 = GeForce 8800 GTX G71 = GeForce 7900 GTX G70 = GeForce 7800 GTX NV40 = GeForce 6800 Ultra NV35 = GeForce FX 5950 Ultra NV30 = GeForce FX 5800 23 © David Kirk/NVIDIA and Wen-mei W. Hwu, 2007 ECE 498AL1, University of Illinois, Urbana-Champaign 2015/11/11

24 CG 16 highly threaded SM’s, >128 FPU’s, 367 GFLOPS, 768 MB DRAM, 86.4 GB/S Mem BW, 4GB/S BW to CPU GeForce 8800 2015/11/11 24

25 CG GPU NVIDIA GPU Computing Architecture Via a separate HW interface In laptops, desktops, workstations, servers 8-series GPUs deliver 50 to 200 GFLOPS on compiled parallel C applications Programmable in C with CUDA tools Multithreaded SPMD model uses application data parallelism and thread parallelism Tesla C870 Tesla S870 Tesla D870 © David Kirk/NVIDIA and Wen-mei W. Hwu, 2007 ECE 498AL1, University of Illinois, Urbana-Champaign 25

26 TESLA S1070 (1) NVIDIA ® Tesla™ S1070 運算系統 ( 雙 PCI Express 2.0 連結 ) 採用全球首 款 1 teraflop 處理器,是一台具備 4 teraflop 浮點運算能力的 1U 系統。

27 2015/11/11 Ch00 27

28 2015/11/11 Ch00 28

29 2015/11/11 Ch00 29


Download ppt "Chun-Yuan Lin Introduction to Computer Graphics 2015/11/11 1 Ch00."

Similar presentations


Ads by Google