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1 INFOGR Computer Graphics Jacco Bikker & Debabrata Panja - April-July 2018 Lecture 4: Graphics Fundamentals Welcome!
2 Today s Agenda: Rasters Colors Ray Tracing Assignment P2
3 INFOGR Lecture 4 Graphics Fundamentals 3 Raster Displays Discretization
4 INFOGR Lecture 4 Graphics Fundamentals 4 Raster Displays Discretization Rasterization: Converting a vector image into a raster image for output on a video display or printer or storage in a bitmap file format. (Wikipedia)
5 INFOGR Lecture 4 Graphics Fundamentals 5 Raster Displays Rasterization Improving rasterization: 1. Increase resolution;
6 INFOGR Lecture 4 Graphics Fundamentals 6 Raster Displays Rasterization Improving rasterization: 1. Increase resolution; 2. Anti-aliasing; 3. Animation.
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10 INFOGR Lecture 4 Graphics Fundamentals 10 Raster Displays Discretization π=4 a 2 +b 2 =c 2 a 1 +b 1 =c 1
11 INFOGR Lecture 4 Graphics Fundamentals 11 Raster Displays CRT Cathode Ray Tube Physical implementation origins Electron beam zig-zagging over a fluorescent screen.
12 INFOGR Lecture 4 Graphics Fundamentals 12 Raster Displays CRT Cathode Ray Tube 0,0 y=1 x Physical implementation consequences Origin in the top-left corner of the screen Axis system directly related to pixel count x=-1 0,0 x=1 Not the coordinate system we expected y y=-1
13 INFOGR Lecture 4 Graphics Fundamentals 13 Raster Displays CRT Cathode Ray Tube 0,0 y=1 x Proper screen coordinates x=-1 0,0 x=1 Pixel coordinates are only relevant for the final step: plotting pixels Decouple the 2D screen coordinates in your game / app from the physical mapping. y y=-1
14 INFOGR Lecture 4 Graphics Fundamentals 14 Raster Displays Frame rate PAL: 25fps NTSC: 30fps (actually: 29.97) Typical laptop screen: 60Hz High-end monitors: Hz Cartoons: 12-15fps Human eye: Frame-less Not a raster. How many fps / megapixels is enough?
15 INFOGR Lecture 4 Graphics Fundamentals 15 Raster Displays Frame rate 0 ms 20 ms 40 ms 60 ms Frame 1 Frame 2 Frame 3 Sim 1 Sim 2 Sim 3 Input 1 Input 2 Input 3 Even 100 frames per second may result in a noticeable delay of 30ms. A very high frame rate minimizes the response time of the simulation.
16 INFOGR Lecture 4 Graphics Fundamentals 16 Raster Displays Generating images Rendering: The process of generating an image from a 2D or 3D model by means of a computer program. (Wikipedia) Two main methods: on a raster 1. Ray tracing: for each pixel: what color do we assign to it? 2. Rasterization: for each triangle, which pixels does it affect?
17 Today s Agenda: Rasters Colors Ray Tracing Assignment P2
18 INFOGR Lecture 4 Graphics Fundamentals 18 Colors Color representation Computer screens emit light in three colors: red, green and blue. By additively mixing these, we can produce most colors: from black (red, green and blue turned off) to white (red, green and blue at full brightness). In computer graphics, colors are stored in discrete form. This has implications for: Color resolution (i.e., number of unique values per component); Maximum brightness (i.e., range of component values).
19 INFOGR Lecture 4 Graphics Fundamentals 19 Colors Color representation The most common color representation is 32-bit ARGB, which stores red, green and blue as 8 bit values (0..255). Alternatively, we can use 16 bit for one pixel (RGB 565), or a color palette. In that case, one byte is used per pixel, but only 256 unique colors can be used for the image.
20 INFOGR Lecture 4 Graphics Fundamentals 20 Colors Color representation
21 INFOGR Lecture 4 Graphics Fundamentals 21 Colors Color representation
22 INFOGR Lecture 4 Graphics Fundamentals 22 Colors Color representation
23 INFOGR Lecture 4 Graphics Fundamentals 23 Colors Color representation Textures can typically safely be stored as palletized images. Using a smaller palette will result in smaller compressed files.
24 INFOGR Lecture 4 Graphics Fundamentals 24 Colors Color representation Using a fixed range (0:0:0 255:255:255) places a cap on the maximum brightness that can be represented: A white sheet of paper: (255,255,255) A bright sky: (255,255,255) The difference becomes apparent when we look at the sky and the sheet of paper through sunglasses. (or, when the sky is reflected in murky water)
25 INFOGR Lecture 4 Graphics Fundamentals 25 Colors Color representation For realistic rendering, it is important to use an internal color representation with a much greater range than per color component. HDR: High Dynamic Range; We store one float value per color component. Including alpha, this requires 128bit per pixel.
26 INFOGR Lecture 4 Graphics Fundamentals 26 Colors Color representation Like pixel coordinates, pixel colors on the physical screen are only useful for final pixel plotting: Do not use integer colors clamped to [0..255] internally, unless you have a good reason for this.
27 Today s Agenda: Rasters Colors Ray Tracing Assignment P2
28 INFOGR Lecture 4 Graphics Fundamentals 28 Ray Tracing PART 1: Introduction & shading (today, Tuesday) PART 2: Reflections, refraction, absorption (next week Thursday) PART 3: Path Tracing (later)
29 INFOGR Lecture 4 Graphics Fundamentals 29 Ray Tracing Ray Tracing: World space Geometry Eye Screen plane Screen pixels Primary rays Intersections Point light Shadow rays Light transport Extension rays Light transport
30 INFOGR Lecture 4 Graphics Fundamentals 30 Ray Tracing Ray Tracing: World space Geometry Eye Screen plane Screen pixels Primary rays Intersections Point light Shadow rays Light transport Extension rays Light transport
31 INFOGR Lecture 8 Ray Tracing Ray Tracing
32 INFOGR Lecture 4 Graphics Fundamentals 32 Ray Tracing Ray Tracing: World space Geometry Eye Screen plane Screen pixels Primary rays Intersections Point light Shadow rays Light transport Extension rays Light transport Note: We are calculating light transport backwards.
33 INFOGR Lecture 8 Ray Tracing Ray Tracing
34 INFOGR Lecture 4 Graphics Fundamentals 34 Ray Tracing
35 INFOGR Lecture 4 Graphics Fundamentals 35 Ray Tracing
36 INFOGR Lecture 4 Graphics Fundamentals 36 Ray Tracing Physical basis Ray tracing uses ray optics to simulate the behavior of light in a virtual environment. It does so by finding light transport paths: From the eye Through a pixel Via scene surfaces To one or more light sources. At each surface, the light is modulated. The final value is deposited at the pixel (simulating reception by a sensor). T. Whitted, An Improved Illumination Model for Shaded Display, ACM, 1980.
37 INFOGR Lecture 4 Graphics Fundamentals 37 Intersections Ray definition A ray is an infinite line with a start point: p(t) = O + td, where t > 0. struct Ray { float3 O; float3 D; float t; }; // ray origin // ray direction // distance The ray direction is generally normalized.
38 INFOGR Lecture 4 Graphics Fundamentals 38 Intersect Ray setup A ray is initially shot through a pixel on the screen plane. The screen plane is defined in world space: Only if V = (0,0,1) of course. Camera position: E = (0,0,0) View direction: V Screen center: C = E + dv Screen corners: p 0 = C + 1, 1,0, p 1 = C + 1, 1,0, p 2 = C + ( 1,1,0) From here: Change FOV by altering d; Transform camera by multiplying E, p 0, p 1, p 2 with the camera matrix.
39 INFOGR Lecture 4 Graphics Fundamentals 39 Intersect Ray setup Point on the screen: p u, v = p 0 + u p 1 p 0 + v(p 2 p 0 ), u, v [0,1) p 1 p 0 Ray direction (before normalization): D = p u, v E Ray origin: O = E E p 2 p 2 p 0
40 INFOGR Lecture 4 Graphics Fundamentals 40 Intersect Ray intersection Given a ray p(t) = O + td, we determine the smallest intersection distance t by intersecting the ray with each of the primitives in the scene. p 1 p 0 Ray / plane intersection: E Plane: p N + d = 0 Ray: p(t) = O + td Substituting for p(t), we get p 2 O + td N + d = 0 t = (O N + d)/(d N) P = O + td
41 INFOGR Lecture 4 Graphics Fundamentals 41 Intersect Ray intersection Ray / sphere intersection: p 0 Sphere: p C p C r 2 = 0 Ray: p(t) = O + td p 1 Substituting for p(t), we get E O + td C O + td C r 2 = 0 D D t 2 + 2D O C t + (O C) 2 r 2 = 0 ax 2 + bx + c = 0 x = b ± a = D D b = 2D (O C) c = O C O C r 2 b2 4ac 2a Negative: no intersections p 2
42 INFOGR Lecture 4 Graphics Fundamentals 42 Intersect Ray Intersection D Efficient ray / sphere intersection: void Sphere::IntersectSphere( Ray ray ) { vec3 c = this.pos - ray.o; float t = dot( c, ray.d ); vec3 q = c - t * ray.d; float p 2 = dot( q, q ); if (p 2 > sphere.r 2 ) return; t -= sqrt( sphere.r 2 p 2 ); if ((t < ray.t) && (t > 0)) ray.t = t; // or: ray.t = min( ray.t, max( 0, t ) ); } Note: This only works for rays that start outside the sphere. Ԧc Ԧq p 2 t O
43 Today s Agenda: Rasters Colors Ray Tracing Assignment P2
44 INFOGR Lecture 4 Graphics Fundamentals 44 Checkpoint Math Basics vector!= point planes, normals spheres dot product, cross product Assignment P1 template rgb colors in 32-bit coordinate systems in practice OpenGL in C# vertex buffers & shaders Checkpoint 1: MIDTERM on May 22 nd Checkpoint 2: P2 on May 29 th
45 INFOGR Lecture 4 Graphics Fundamentals 45 Assignment 2 Assignment 2: Write a basic ray tracer. Using the template In a 1024x512 window Two views, each 512x512 Left view: 3D Right view: 2D slice
46 INFOGR Lecture 4 Graphics Fundamentals 46 Assignment 2 Assignment 2: Write a basic ray tracer. Steps: 1. Create a Camera class; default: position (0,0,0), looking at (0,0,-1). 2. Create a Ray class 3. Create a Primitive class and derive from it a Sphere and a Plane class 4. Add code to the Camera class to create a primary ray for each pixel 5. Implement Intersect methods for the primitives 6. Per pixel, find the nearest intersection and plot a pixel 7. Add controls to move and rotate the camera 8. Add a checkerboard pattern to the floor plane. For y = 0, visualize every 10 th ray Visualize the intersection points 9. Add reflections and shadow rays (next lecture).
47 INFOGR Lecture 4 Graphics Fundamentals 47 Assignment 2 Extra points: Add additional primitives, e.g.: Triangle, quad, box Torus, cylinder Fractal Add textures to all primitives Add a sky dome Add refraction and absorption (next lecture) One extra point for the fastest ray tracer One extra point for the smallest ray tracer meeting the minimum requirements.
48 INFOGR Lecture 4 Graphics Fundamentals 48 Assignment 2 Official: Full details in the official assignment 2 document, available today from the website. Deadline: May 29 th, 23:59. Small exhibition of noteworthy entries in a subsequent lecture and on the website.
49 Today s Agenda: Rasters Colors Ray Tracing Assignment P2
50 INFOGR Computer Graphics Jacco Bikker & Debabrata Panja - April-July 2018 END OF lecture 4: Graphics Fundamentals Next lecture: More on Ray Tracing
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