Download presentation
Presentation is loading. Please wait.
Published byMargaret Waters Modified over 9 years ago
1
Introduction and Graphics Pipeline Advanced Multimedia Technology: Computer Graphics Yung-Yu Chuang 2005/12/07 with slides by Brian Curless, Zoran Popovic, Robin Chen and Doug James
2
Introduction Instructor: Yung-Yu Chuang ( 莊永裕 ) E-mail: cyy@csie.ntu.edu.tw Office: CSIE 527 Web: –http://www.csie.ntu.edu.tw/~cyy/amt/
3
What is Computer Graphics ? Definition –the pictorial synthesis of real or imaginary objects from their computer-based models descriptionsimages descriptionsComputer Graphics imagesComputer VisionImage Processing OUTPUT INPUT
4
Computer graphics Create a 2D image/animation of a 3D world
5
Computer graphics modelingrendering animation
6
Applications Movies Interactive entertainment Industrial design Architecture Culture heritage
7
Animation production pipeline storytext treatment storyboard voice storyreallook and feel
8
Animation production pipeline layout animation shading/lighting modeling/articulation renderingfinal touch
9
Scan converting lines A scan-converted line showing intensified pixels as black circles
10
The basic incremental algorithm (x i,Round(y i )) (xi,yi)(xi,yi) (x i +1,y i +m) (x i +1,Round(y i +m)) Desired line
11
The basic incremental algorithm void Line (int x0, int y0, int x1, int y1, value) { int x; float dy, dx, y, m; dy=y1-y0; dx=x1-x0; m=dy/dx; y=y0; for (x=x0; x<=x1; x++) { WritePixel (x, (int)floor(y+0.5), value); y+=m; }
12
Filling Polygons 2468101214 2 4 6 8 10 12 A B C D E F a d b c Scan line
13
Filling Polygons Span extrema Other pixels in the span
14
Filling Polygons 1.find the intersections of the scan line with all edges of the polygon 2.sort the intersections by increasing x coordinate 3.fill in all pixels between pairs of intersections that lie interior to the polygon
15
Transformations
16
Representation
18
2D transformations
19
Identity
20
Scaling
22
Reflection
23
Shearing
24
Transformation of a unit square
26
Rotation
27
Limitations of a 2X2 matrix Scaling Rotation Reflection Shearing What do we miss?
28
Homogeneous coordinate
29
Translation
30
3D scaling
31
3D translation
32
3D rotation
33
3D shearing
34
Graphics pipeline
36
3D synthetic camera model
37
Imaging with the synthetic camera
38
Specifying a viewer
39
Projections
40
Parallel and perspective projections orthographic perspective
41
Orthographic transformation
42
Perspective projection
43
Perspective transform
44
Visibility Algorithms Painter’s algorithm Ray casting Z-buffer Binary space partitioning
45
Ray casting
46
Z-buffer algorithm
49
Binary space partition
50
BSP tree
51
BSP tree construction
52
BSP tree display
53
Back face culling
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.