Introductionto ComputerGraphics
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1 Introductionto ComputerGraphics Frédo Durand, «A Short Introduction to Computer Graphics» MIT Laboratory for Computer Science Torsten Möller «Introduction to Computer Graphic», SFU Computer Science Lecture Notes Andries van Dam, «Introduction to Computer Graphics», Brown University Lecture Notes Sources from the Internet
2 Computer Graphics Basics What is computer graphics? Computer graphics generally means creation, storage and manipulation of models and images Such models come from diverse and expanding set of fields including physical, biological, mathematical, artistic, and conceptual/abstract structures
3 Whatis ComputerGraphics? It is mainly interested in the generation of images of 3-dimensional scenes. Computer imagery has applications for film special effects, simulation and training, games, medical imagery, flying logos, etc. Computer graphics relies on an internal model of the scene, that is, a mathematical representation suitable for graphical computations The model describes the 3D shapes, layout and materials of the scene. This 3D representation then has to be projected to compute a 2D image from a given viewpoint, this is the rendering step Rendering involves projecting the objects (perspective), handling visibility (which parts of objects are hidden) and computing their appearance and lighting interactions. For animated sequence, the motion of objects has to be specified.
4 William Fetter William Fetter used term computer graphics in 1960 to describe new design methods he was pursuing at Boeing for cockpit ergonomics He created a series of widely reproduced images on pen plotter exploring cockpit design, using 3D model of human body.
5 Computer Graphics, definition by William A. Fetter, 1966 Perhaps the best way to define computer graphics is to find out what it is not. It is not a machine. It is not a computer, nor a group of computer programs. It is not the know-how of a graphic designer, a programmer, a writer, a motion picture specialist, or a reproduction specialist. Computer graphics is all these It is a consciously managed and documented technology directed toward communicating information accurately and descriptively.
6 What is Interactive (real-time)computer Graphics? User controls content, structure, and appearance of objects and their displayed images via rapid visual feedback Basic components of an interactive graphics system input (e.g., mouse, stylus, multi-touch, in-air fingers ) processing (and storage of the underlying representation/model) display/output (e.g., screen, paper-based printer, video recorder )
7 First InteractiveGraphicsSystem Sketchpad, pioneered by Ivan Sutherland 1963 Ph.D. thesis Sketchpad, A Man-Machine Graphical Communication System (Used TX-2 transistorized mainframe at MIT Lincoln Lab) The Sketchpad system uses drawing as a novel communication medium for a computer. The system contains input, output, and computation programs which enable it to interpret information drawn directly on a computer display. Sketchpad has shown the most usefulness as an aid to the understanding of processes, such as the motion of linkages, which can be described with pictures. Sketchpad also makes it easy to draw highly repetitive or highly accurate drawings and to change drawings previously drawn with it
8 Whatis ComputerGraphics?
9 Modeling How to represent real environments Geometry: curves, surfaces, volumes Photometry: light, color, reflectance How to build these representations Interactive: sculpt it Algorithmic: let it grow (fractals, extraction) Scanning: via 3D sensing Generate primitives Lines, triangles, quads, patches Cylinder, spheres Higher-order primitives
10 Modeling
11
12 Modern Computer Graphics Hardware Revolution Moore s Law: Every months, computer power improves by factor of 2 in price / performance as size shrinks Newest CPUs are 64-bit with 4, 8, 16, even up to 22 cores Intel Kaby Lake consumer processor with 4 cores, 8 threads, and a fully featured graphics chip built in to the processor Significant advances in commodity graphics chips every 6 months vs. several years for general purpose CPUs NVIDIA GeForce GTX Titan Xp 3840 cores, 12GB memory, and 12 teraflops of processing power in a single chip
13 Modern Computer Graphics Graphic subsystems Offloads graphics processing from CPU to chip designed for doing graphics operations quickly NVIDIA GeForce, AMD Radeon, and Intel HD and Iris Pro Graphics GPUs (Graphics Processing Units) originally designed to handle special-purpose graphics computations GPUs used to parallelize other types of computation It is known as GPGPU, or General-Purpose Computing on the Graphics Processing Unit)
14 Modern Computer Graphics Input Devices Mouse, tablet & stylus, multi-touch, force feedback, and other game controllers (e.g., Wii U), scanner, digital camera (images, computer vision), etc. Many form factors Smartphones/laptops/desktops/tablets Smart watches Head-mounted displays (HMDs) HTC Vive Augmented Reality Virtual Reality AR vs VR: Different experiences
15 Augmented Reality Easily accessible AR through smartphones Advanced AR through Microsoft Hololens
16 Cave Redesign Old Cave: x 786 projectors on 8 x 8 walls (8-10 pixels per inch) Too low resolution and brightness for many applications, and got worse (brightness, contrast deteriorated over time) New Cave: 69 projectors onto cylindrically curved screen 8 radius, floor, ceiling 140 million pixels Powered by a ~69 gpu cluster No right angles, up to 40 pixels per inch (can t see individual pixels at normal viewing distance) Brown s new Cave, the YURT
17 Modern Computer Graphics Software Improvements Algorithms and data structures Modeling of materials Rendering of natural phenomena Acceleration data structures for ray tracing and other renderers Parallelization Most operations are embarrassingly parallel: calculating value of one pixel is often independent of other pixels Distributed and Cloud computing Send operations to the cloud, get back results, don t care how Rendering even available as Internet service
18 Computer Graphics Basics Pixels A computer image is usually represented as a discrete grid of picture elements as pixels. The number of pixels determines the resolution of the image. Typical resolutions range from 320*200 to 2000*1500. For a black and white image, a number describes the intensity of each pixel. It can be expressed between 0.0 (black) and 1.0 (white). It is usually stored as an integer between 0 (black) and 255 (white)
19 Computer Graphics Basics Pixels A low-resolution digital image. For a color image, each pixel is described by a triple of numbers representing the intensity of red, green and blue (RGB). Pure red is (255, 0, 0) Purple is (255, 0, 255).
20 2. Pixels Because the image is represented by a discrete array of pixels, aliasing problems may occur. The most classical form of aliasing is the jaggy aspect of lines. Antialiasing techniques are thus required. Thus the line uses intermediate gray levels to smooth the appearance of the line. Another form of aliasing can be observed on television when people wear shirts with a fine stripped texture. A flickering pattern is observed because the size of the pattern is on the same order of magnitude as the pixel size.
21 PixelResolution An image of N pixels high by M pixels wide can have anyresolution less than N lines per picture height, or N TV lines. When the pixel counts are referred to as resolution, the convention is to describe the pixel resolution with the set of two positive integer numbers The first number is the number of pixel columns (width) thesecondnumber is the number of pixel rows (height) For example as 640 by 480.
22 PixelResolution Same image might appear at different pixel resolutions, if the pixels were poorly rendered as sharp squares
23 Resolution in VariousMedia DVDs have roughly 500 lines (or TV lines, or lines per picture height). High definition television has 1,080 lines. 35mm movie film is scanned for release on DVD at 1080 or 2000 lines as of Newer films are scanned at 4,000 lines, called 4K scanning They anticipate the advances in digital projection or higher resolution in flat panel display.
24 Geometric Model 1 Polygons 2 Primitives 3 Smooth patches
25 Polygons The most classical method for modeling 3D geometry is the use of polygons. An object is approximated by a polygonal mesh, that is a set of connected polygons Most of the time, triangles are used for simplicity and generality. Left: A cow modeled as a mesh of triangles. Right: This triangle can be stored using the coordinates of its vertices as [(2,4,2), (3,1,0), (1,1,2)]. Each polygon or triangle can be described by the 3D coordinates of its list of vertices The of triangles is that they produce a flat and geometric appearance. Techniques called smoothing or interpolation can greatly improve this.
26 Primitives Commonly used geometric primitives include points, lines and line segments,planes,circles and ellipses, triangles and other polygons,spline curves In 3D applications basic geometric shapes and forms are also considered to be primitives.some of them are: spheres, cubes or boxes,toroids sylinders pyramids
27 3D Primitives
28 Rendering 1 Projection and rasterization 2 Visibility 3 Shading and materials 4 Shadows and lighting simulation
29 Projection and Rasterization The image projection of the 3D objects is computed using linear perspective. Given the position of the viewpoint and some camera parameters (field of view), it is very easy to compute the projection of a 3D point onto the 2D image. Mathematically, this can be simply expressed using a 4*4 matrix. In most methods, the geometric entities are then rasterized. It consists in drawing all the pixels covered by the entity.
30 Projection and rasterization Projection (left) and rasterization (right) of a triangle. The projections of the 3 red points have been computed using linear perspective, and the triangle has then been rasterized by filling the pixels in black. For richer rendering, the color of each rasterized pixel must take into account the optical properties of the object,
31 Example Polygonal model rendered in wire-frame (no visibility) With visibility.
32 Shaded rendering. The faces of the cube and cone have different intensities depending on their orientation relative to the light source. Smooth patches and shading including highlights. Texture-Mappimproves the appearance of surfaces (a better lighting is used ing too). Various rendering qualities Shadows.
33 Rendering What is an image? Distribution of light energy on 2D film How do we represent and store images? Sampled array of pixels : p[x,y] How do we generate images from scenes? Input: 3D description of scene, camera Project to camera s viewpoint Illumination
34 Visibility If the scene contains more than one object, occlusions may occur. That is, some objects may be hidden by others. Only visible objects should be represented. Visibility techniques deal with this issue. One classical algorithm that solves the visibility problem is the socalled painter s algorithm. It consists in sorting the objects or polygons from back to front and rasterizing them in this order. Frontmost polygons cover the more distant polygons that they hide.
35 Visibility The Painter s algorithm. Triangle 1 is drawn first because it is more distant. Triangle 2 is drawn next and covers Triangle 1, which yields correct occlusion
36 Ray-Tracing Algorithm The ray-tracing algorithm does not use a rasterization phase. It sends one ray from the eye and through each pixel of the image. The intersection between this ray and the objects of the scene is computed, only the closest intersection is considered A ray is sent from the eye and through the pixel. Since the intersection with 2 is closer than the intersection with 1, the pixel is black.
37 Shading and Materials Augmenting the scene with light sources results with better rendering. The objects can be shaded according to their interaction with light. Various shading models describe how light is reflected by object, It depends on the relative orientation of the surface, light source and viewpoint Light reflection model. The ratio of light bouncing off the surface in the direction of the eye depends on the two angles.
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