Graphics Systems and Models

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1 Graphics Systems and Models 2 nd Week, 2007 Sun-Jeong Kim Five major elements Input device Processor Memory Frame buffer Output device Graphics System A Graphics System 2

2 Input Devices Most graphics systems provide a keyboard and at least one other input device The mouse, the joystick, and the data tablet To provide positional information to the system and signals to processor with one or more buttons Mouse Trackball Data Tablet Joystick Spaceball 3 Lightpen Pixels and the Frame Buffer (1) Almost all graphics systems are raster based Raster An array of pixels (picture elements) Frame buffer A part of memory where the pixels are stored The core element of a graphics system 4 Pixels

3 Pixels and the Frame Buffer (2) Resolution The number of pixels in the frame buffer To determine the detail that you can see in the image Depth or precision of the frame buffer The number of bits that are used for each pixel To determine how many colors can be represented Ex) 8 bits per pixel: 2 8 =256 colors, 24 bits (true-color system) Rasterization or scan conversion Conversion of geometric entities (such as lines, circles, and polygons) to pixel colors and locations in the frame buffer 5 Output Devices (1) CRT (cathode-ray tube) Refresh rate The same path is retraced by the beam at a sufficient high rate Ex) 60 Hz (60 cycles per second) Triads Triangular group of three phosphors (red, green, and blue) Shadow mask CRT 6 Shadow-Mask CRT

4 Flat-panel monitors Output Devices (2) Light-emitting diodes (LEDs), liquid-crystal displays (LCDs), and plasma panels Using a two-dimensional grid to address individual light-emitting elements Projection systems Digital light projection (DLP) Hard-copy devices Printers and plotters Generic Flat-Panel Display 7 Image Formation (1) There always has been analogous process how image are formed by physical imaging systems Cameras Microscopes Telescopes Human visual system Rods and cones are light sensors Rods monochromatic, night vision Cones color sensitive Three types of cones Only three values (the tristimulus values) are sent to the brain The Human Visual System 8

5 Image Formation (2) Elements of image formation Objects Independent of any viewer and of any image-formation process Viewer (camera) To form the image of objects Light sources Camera System Image Seen by Three Different Viewers 9 Light and Images Interaction between light and the surfaces of the object How much light enters the camera Light = visible spectrum Wavelengths in the range 350~780 nm Long wavelengths: reds Short wavelengths: blues The Electromagnetic Spectrum 10

6 Ray tracing Imaging Models One way to form an image To follow rays of light from a point source finding which rays enter the lens of the camera Radiosity Based on conservation of energy Ray Interactions 11 Pinhole camera Imaging Systems Projection of point (x, y, z) x y = y p = z d z d z d p = x p Field of view (angle of view) θ = 2 2 tan h 2d Pinhole Camera Side View 12 Angle of View

7 Synthetic-Camera Model Conceptual foundation for three-dimensional computer graphics Projector Line from the center of lens to a point on the object COP (center of projection) The center of the lens Projection plane Virtual image plane that are moved in front of the lens Equivalent views of image formation 13 Synthetic Camera Graphics pipeline Graphics Architectures Geometry collection of primitive types and vertices Vertex processing Geometric pipeline World and view transformations Projection Lighting Clipping and primitive assembly Rasterization Fragment processing Clipping 14

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