CS130 : Computer Graphics. Tamar Shinar Computer Science & Engineering UC Riverside

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1 CS130 : Computer Graphics Tamar Shinar Computer Science & Engineering UC Riverside

2 Raster Devices and Images

3 Raster Devices

4 Hearn, Baker, Carithers Raster Display

5 Transmissive vs. Emissive Display anode LEDs + _ cathodes ON OFF ON [H&B, Fig. 2-16] LCD LED

6 Raster Display red, green, blue subpixels

7 What is an image? Continuous image

8 Raster Image A raster image is 2D array storing pixel values at each pixel

9 What is an image? Raster image Each pixel value represents the average color of the image over that pixel s area. = number of columns = number of rows

10 What is an image? Raster image Each pixel value represents the average color of the image over that pixel s area. = number of columns = number of rows

11 Color Representation RGB CMYK

12 Color Representation srgb color triangle comparison of color gamuts [wikipedia]

13

14 Alpha Channel

15 Graphics Pipeline

16 Modern graphics system [Angel and Shreiner]

17 Z-buffer Rendering Z-buffering is very common approach, also often accelerated with hardware OpenGL is based on this approach 3D Polygons GRAPHICS PIPELINE Image Pixels 17

18 Choice of primitives Which primitives should an API contain? small set - supported by hardware, or lots of primitives - convenient for user

19 Choice of primitives Which primitives should an API contain? small set - supported by hardware lots of primitives - convenient for user

20 Choice of primitives Which primitives should an API contain? small set - supported by hardware lots of primitives - convenient for user Performance is in 10s millions polygons/sec portability, hardware support key

21 Choice of primitives Which primitives should an API contain? small set - supported by hardware lots of primitives - convenient for user GPUs are optimized for points, lines, and triangles

22 Choice of primitives Which primitives should an API contain? small set - supported by hardware lots of primitives - convenient for user GPUs are optimized for points, lines, and triangles Other geometric shapes will be built out of these

23 Two classes of primitives ff [Angel and Shreiner] Geometric : points, lines, polygons Image : arrays of pixels

24 Point and line segment types [Angel and Shreiner]

25 Polygons Multi-sided planar element composed of edges and vertices. Vertices (singular: vertex) are represented by points Edges connect vertices as line segments E1 (x2,y2) (x1,y1) E3 E2 (x3,y3)

26 Simple Convex Flat Valid polygons

27 Simple Convex Flat Valid polygons

28 OpenGL polygons Only triangles are supported (in latest versions) GL_TRIANGLE_STRIP GL_POINTS GL_TRIANGLES GL_TRIANGLE_FAN

29 Other polygons triangulation

30 Graphics Pipeline ff [Angel and Shreiner]

31 Pipelining operations An arithmetic pipeline that computes c+(a*b) a b * + c

32 3D graphics pipeline Vertices Vertex processor Clipper and primitive assembler Rasterizer Fragment processor Pixels Geometry: primitives - made of vertices Vertex processing: coordinate transformations and color Clipping and primitive assembly: output is a set of primitives Rasterization: output is a set of fragments for each primitive Fragment processing: update pixels in the frame buffer

33 Graphics Pipeline (slides courtesy K. Fatahalian)

34 Vertex processing Vertices are transformed into screen space v2 v0 v5 v4 v3 v1 Vertices Vertices Vertex processor Clipper and primitive assembler Rasterizer Fragment processor Pixels

35 Vertex processing Vertices are transformed into screen space v2 v0 v5 EACH VERTEX IS TRANSFORMED v4 INDEPENDENTLY v3 v1 Vertices Vertices Vertex processor Clipper and primitive assembler Rasterizer Fragment processor Pixels

36 Primitive processing Then organized into primitives that are clipped and culled v2 v0 v5 v2 v0 v5 v4 v4 v3 v1 v3 v1 Vertices Primitives (triangles) Vertices Vertex processor Clipper and primitive assembler Rasterizer Fragment processor Pixels

37 Rasterization Primitives are rasterized into pixel fragments Fragments Vertices Vertex processor Clipper and primitive assembler Rasterizer Fragment processor Pixels

38 Rasterization Primitives are rasterized into pixel fragments EACH PRIMITIVE IS RASTERIZED INDEPENDENTLY Vertices Vertex processor Clipper and primitive assembler Rasterizer Fragment processor Pixels

39 Fragment processing Fragments are shaded to compute a color at each pixel Shaded fragments Vertices Vertex processor Clipper and primitive assembler Rasterizer Fragment processor Pixels

40 Fragment processing Fragments are shaded to compute a color at each pixel EACH FRAGMENT IS PROCESSED INDEPENDENTLY Vertices Vertex processor Clipper and primitive assembler Rasterizer Fragment processor Pixels

41 Pixel operations Fragments are blended into the frame buffer at their pixel locations (z-buffer determines visibility) Pixels

42 Pipeline entities v0 v5 v2 v0 v5 v2 v4 v4 v3 v1 v3 v1 Vertices Primitives Fragments Fragments (shaded) Pixels

43 Graphics pipeline Vertex Generation Memory Buffers Vertex Data Buffers Fixed-function Vertices Primitives Fragments Pixels Vertex stream Vertex Processing Vertex stream Primitive Generation Primitive stream Primitive Processing Primitive stream Fragment Generation Fragment stream Fragment Processing Fragment stream Pixel Operations Textures Textures Textures Output image (pixels) Programmable

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