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컴퓨터 그래픽스 2002-2 Real-time Rendering 1. Introduction
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컴퓨터 그래픽스 2002-2 Introduction Real-time Rendering Making images rapidly on the computer Frame Per Second (FPS) | Hertz (Hz == 1/second) Interactivity (6 fps) Real-time (15 fps) Indetectable (72 fps and up) Graphics acceleration hardware Third element Standard for home computer as a pair of speakers
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컴퓨터 그래픽스 2002-2 Contents (1/2) The Graphics Rendering Pipeline Transform Visual Appearance Materials & lights Antialiasing & gamma correction Texturing Advanced Lighting and Shading Vertex and pixel shaders Global illumination Non-Photorealistic Rendering Cartoon shaing Image-Based Rendering
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컴퓨터 그래픽스 2002-2 Contents (2/2) Acceleration Algorithms Culling and LOD Pipeline Optimization Bottleneck Polygonal Techniques Tessellation and Triangulation Triangle Strips, Fans, and Meshes Curves and Curved Surfaces Intersection Test Methods Collision Detection Graphics Hardware The Future
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컴퓨터 그래픽스 2002-2 Notation and Definitions (1/3) Mathematical Notation
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컴퓨터 그래픽스 2002-2 Notation and Definitions (2/3) Mathematical Operators
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컴퓨터 그래픽스 2002-2 Vectors Vector properties Length and direction Norm Unit Vector A vector of unit length (length one)
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컴퓨터 그래픽스 2002-2 Multiply two vector (1/2) Dot (=Scalar) product ( law of cosines) Use the dot product to project a vector (u) orthogonally onto another vector (v) The sign of dot product ( Orthogonal (= perpendicular))
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컴퓨터 그래픽스 2002-2 Multiply two vector (2/2) Cross (=vector) product i=(1,0,0) j=(0,1,0) k=(0,0,1) Which Direction ? u,v,w form right handed system
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컴퓨터 그래픽스 2002-2 Notation and Definitions (3/2) Geometrical Definitions Basic rendering primitives Points, lines, triangles A model or an object A collection of geometric entities Objects can consist of other objects A Scene A collection of models comprising everything that is included in the environment to be rendered Also include material descriptions, lighting, and viewing specifications
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