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Published byBuck Claude Haynes Modified over 9 years ago
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1 Chapter 1: Graphics Systems and Models
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2 Applications of C. G. – 1/4 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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3 Display of Information
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4 Applications of C. G. – 2/4 Design CAD (computer-aided design): VLSI (very-large-scale integrated) circuits Together with other tools: architecture or interior design
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5 Interior Design
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6 Applications of C. G. – 3/4 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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7 Applications of C. G. – 4/4 User interfaces Friendly working environment: windows, icons, menus, pointing devices
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8 A Graphics System
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9 Pixels
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10 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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11 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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12 Output Devices – 1/2 CRT (Cathode-ray tube)
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13 Output Devices – 2/2 CRT 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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14 Shadow-mask CRT
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15 Input Devices Mouse Joystick Data tablet Anything else? Hand Foot Voice Mind?
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16 Images: Physical and Synthetic Image formation Lighting Shading Properties of materials
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17 Objects and Viewers – 1/3 Object: formed from geometric primitives Points, lines, polygons Vertex (pl. Vertices) is the most primitive one Viewer: Locations Viewing angles
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18 Objects and Viewers – 2/3
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19 Objects and Viewers – 3/3 3D world 2D image
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20 Light and Images
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21 Electromagnetic Spectrum
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22 Single Point Light Source
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23 Ray Tracing Penetrating transparent surfaces Reflected by Mirrors Diffuse surfaces Refracted Absorbed
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24 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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25 Pinhole Camera – 1/2
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26 Pinhole Camera – 2/2 (x p, y p, -d) is the projection of (x, y, z)
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27 Synthetic-camera Model – 1/4 Bellows Camera Projector
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28 Synthetic-camera Model – 2/4 COP(Center of Projection) Focal Length
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29 Synthetic-camera Model – 3/4 Film Plane Projection Plane
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30 Synthetic-camera Model – 4/4 Clipping Window
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31 Programmer’s Interface Interface for a painting program
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32 Application Programmer’s Interface Specifications of the functions in the graphics library
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33 Pen-plotter Model moveto(0, 0) lineto(1, 0) lineto(1, 1) lineto(0, 1) lineto(0, 0) moveto(0, 1) lineto(0.5, 1.866) lineto(1.5, 1.866) lineto(1.5, 0.886) lineto(1, 0) moveto(1, 1) lineto(1.5, 1.866)
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34 Three-dimensional APIs Objects Viewers Light sources Material properties
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35 OpenGL Objects 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(); GL_LINE_STRIP, GL_POINTS…
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36 Camera(Viewer) Specifications Position (COP) Orientation Focal length Film plane
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37 Between Objects and Viewers Independently specified Use transforms to convert object from the world coordinate system to the coordinate system at the COP – adopted by OpenGL Dependently specified
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38 Sequence of Images Wireframe Flat 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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39 Wireframe
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40 Flat Shading
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41 Smooth Shading
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42 Modeling With Curves/surfaces
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43 Bump Mapping
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44 Environmental Maps
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45 Antialiasing
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46 Modeling-rendering Paradigm Example: Scene graph
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47 Graphics Architecture – 1/3 Early graphics system Compute line segments Draw line segments Very high rate to avoid flickering
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48 Graphics Architecture – 2/3 Display-processor architecture
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49 Graphics Architecture – 3/3 Arithmetic pipeline: doubling the throughput! Pipeline Architecture: Geometric pipeline
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50 Geometric Pipeline – 1/2 Transformation Conversion between coordinate systems Translation, rotation, scaling Aggregate transforms by matrix multiplications Clipping Could be further pipelined
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51 Geometric Pipeline – 2/2 Projection Remaining 3D objects are projected into 2D objects Parallel or perspective projections Rasterization Convert 2D objects into pixels
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52 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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53 Summary & Notes of Chapter 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 4000 6000
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