Overview of Graphics Systems Hearn & Baker Chapter 2. Some slides are taken from Robert Thomsons notes.
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1 Overview of Graphics Systems Hearn & Baker Chapter 2 Some slides are taken from Robert Thomsons notes.
2 OVERVIEW Video Display Devices Raster Scan Systems Graphics Workstations and Viewing Systems Input Devices Hard-Copy Devices Graphics Networks Graphics on the Internet Graphics Software Introduction to OpenGL
3 VIDEO DISPLAY DEVICES Primary output device in a graphics system Cathode-Ray Tube (CRT) Operation of most video monitors used to be based on CRTs Other technologies now dominating LCDs Plasma-panel displays etc.
4 Refresh Cathode-Ray Tubes A beam of electrons (cathode rays), emitted by an electron gun, passes through focusing and deflection systems. Deflection systems direct the beam toward specified positions on the phosphor-coated screen. The phosphor emits a small spot of light at each position contacted by the electron beam. Phosphor fades rapidly so to maintain the picture on the screen, the display is refreshed (refresh CRT) rapidly (refresh rate)
5 Operation of an Electron Gun The primary components of an electron gun Heated metal cathode and control grid When a current goes through filament, cathode surface is heated, electrons are boiled off. Then freed electrons are accelerated towards phosphor coating. When the beam hits a phosphor dot it glows with a brightness proportional to the strength of the beam and how long it is hit
6 Control Grid Controls the intensity of the electron beam. High negative voltage applied to control grid shuts off the beam. Smaller negative voltage decreases the number of electrons passing through. Number of electrons on the phosphor screen is proportional to emitted light by the screen. Then, brightness of a point on the screen is controlled by varying the voltage applied to control grid. Graphics software commands can be used to do this (will see later)
7 Focusing System Forces the electron beam to converge to a small cross section. Accomplished with either electric or magnetic fields. The electron beam is passed through a positively charged metal cylinder So, electrons along the centerline of the cylinder are in an equilibrium position (electrostatic lens)
8 Deflection of Electron Beam Two pairs of magneticdeflection coils are mounted on the outside of the CRT envelope. The magnetic field is produced by each pair of coils. The field results in a transverse deflection force that is perpendicular to the direction of electron beam. The deflection of the beam is proportional to the current through the coils.
9 Raster-Scan Displays Based on television technology. The electron beam is swept across the screen, one row at a time, from top to bottom. Each row is called a scan line. Picture definition is stored in a memory called refresh buffer or frame buffer. Each screen spot is referred as a pixel or pel. Refreshed at 24 frames per second (fps) or higher to remove flickering.
10 Color CRT Monitors Displays color pictures by using a combination of phosphor that emits different-colored light. The emitted light from different phosphors merges to form a single perceived color. RGB color model is used. 256 voltage settings for each electron gun Nearly 17 million color choices.
11 Emissive displays Plasma panels Nonemissive display LCDs Flat-Panel Displays
12 Emissive Displays (Plasma Panels) Converts electrical energy into light. Constructed by filling the region between two glass plates with a mixture of gasses that usually includes neon. Vertical and horizontal conducting ribbons are built into glass panels. When voltage is applied to conductors, gas between them breaks into a glowing plasma of electrons and ions.
13 Liquid-crystal displays (LCDs) Two glass plates along with polarizer on them sandwich the liquid crystal material. Conductors are built vertically and horizontally on glass plates (similar to plasma displays). Intersection of two pair of conductors defines a pixel. On state: Polarized light is twisted so that it will pass through the opposite polarizer. Off State: The light is not twisted (apply voltages to intersecting conductors).
14 RASTER-SCAN SYSTEMS
15 Keyboards Mouse Joysticks Image scanners Touch panels Light pens Etc INPUT DEVICES
16 Computer Graphics Primitives Are Made of Pixels: 1. Primitives are 2-D shapes (lines, triangles, circles, etc.) 2. Even 3-D shapes are drawn with 2-D primitives Objects Are Made of Primitives: 1.More primitives mean a more realistic object 2.Thousands of primitives can make up each object: Scenes Are Made of Objects: 1.Thousands of objects per scene 2.Millions of primitives make up a scene
17 Coordinate Representations Many different coordinate representations may be required for the efficient handling of the generation of an image. First we need to describe the objects to be displayed a sphere is specified by its centre position and its radius a box is specified by the positions of its vertices (corners) In OpenGL (and most other general graphics packages) the description must be specified in a right-handed Cartesian coordinate system
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19 Modelling Coordinates The shapes of individual objects can be defined within individual coordinate reference frames. These are called modelling coordinates or local coordinates, or master coordinates Each object is defined in "model space.
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21 World Coordinates Once the objects are defined/specified they can be placed where needed in the scene being modelled. The reference frame of the scene is specified in world coordinates. This step involves the transformation of the individual modelling coordinate frames to specified positions and orientations within the world-coordinate frame. All objects,light sources and cameras live in world space.
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23 Viewing Coordinates After all parts of a scene have been specified, the description based on world coordinates is processed through various routines onto one or more output-device reference frames for display. World coordinates are first converted to viewing coordinates corresponding to the view we want of the scene, based on the position and orientation of a hypothetical camera.
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25 Projection Coordinates The object locations are then transformed from the viewing coordinates to a 2- dimensional projection of the scene (in projection coordinates) which corresponds to what we will see on the output device.
26 Normalised Coordinates The projected scene is then stored in normalised coordinates, where each coordinate value is in the range [-1, 1] or [0, 1], depending on the system. Normalised coordinates are also called normalised device coordinates. Using this normalised representation makes a graphics package independent of the coordinates range for any specific output device.
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28 Device Coordinates Finally, the individual device drivers transfer the normalised coordinate representation of the scene to the output devices for display. The coordinate systems of the devices are device coordinates, or screen coordinates in the case of a video monitor. Often both normalised coordinates and screen coordinates are specified in a left handed coordinate reference frame so that increasing positive distance from the xy plane (the screen) can be interpreted as being further from the viewing position.
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30 The Viewing Pipeline Processing the scene description (in world coordinates) through the series of routines into output device coordinates is called the viewing pipeline. Note that at reaching the scene description defined in projection coordinates or normalised coordinates we also need to identify visible surfaces and eliminate picture parts outside of the bounds for the view we want on the display device.
31 (xmc, ymc, zmc) (xwc, ywc, zwc) (xvc, yvc, zvc) (xpc, ypc, zpc) (xnc, ync, znc) (xdc, ydc)
32 Graphics Functions Routines for creating graphics output primitives points, straight lines, polygons... Geometric transformations (size, position..) Modelling transformations Viewing transformations Input functions (mouse, joystick..)
33 What is OpenGL OpenGL is an application programming interface (API) mainly for 3D graphics applications. It is based on GL (Graphics Library) invented by Silicon Graphics. The OpenGL API is a library of graphics functions providing a software interface between a programming language and the hardware. When we write an application program in, e.g. C/C++, the OpenGL graphics functions allow us to construct and display a picture on an output device
34 What is OpenGL It renders 3D objects to the screen, providing the same set of instructions on different computers and graphics adaptors. The OpenGL API was designed for use with the C and C++ programming languages, and allows developers in diverse markets such as broadcasting, CAD/CAM/CAE, entertainment, medical imaging, and virtual reality to produce and display high quality 2D and 3D graphics. It is windows system independent and operating system independent No commands for performing windowing tasks. No commands for obtaining input.
35 What is OpenGL GL (Graphics Library): Library of 2-D, 3-D drawing primitives and operations GLU (GL Utilities): Miscellaneous functions dealing with viewing set-up and higher-level shape descriptions GLUT (GL Utility Toolkit): Window-system independent toolkit with numerous utility functions, mostly dealing with user interface Strictly speaking, GLUT is not part of OpenGL -- there are OpenGL Libraries for specific Windowing Systems: GLX : OpenGL support in the X Window System. WGL : OpenGL support in Microsoft Windows. AGL : OpenGL support in Apple Macintosh.
36 OpenGL and Related APIs application program OpenGL Motif widget or similar GLX, AGL or WGL GLUT GLU X, Win32, Mac O/S GL software and/or hardware
37 Why Use OpenGL Industry standard Stable Reliable and portable Easy to use Well-documented
38 How Does OpenGL Work OpenGL is a state machine. You put OpenGL into a state (or mode) and that state remains in effect until you change it. State is encapsulated in contexts. Each OpenGL window has its own separate state. C programmers may think of each context as a struct with fields for each OpenGL state variable.
39 OpenGL is a state machine You give it orders to set the current state of any one of its internal variables, or to query for its current status The current state won t change until you specify otherwise e.g. if you set the current colour to Red, everything you draw will be painted Red until you change the colour explicitly Each of the system s state variables has a default value
40 Basic OpenGL syntax All OpenGL function names are prefixed by the letters gl. glbegin, glpolygonmode,... Defined constants begin with GL_. Underscores separate words. GL_2D, GL_POLYGON, GL_AMBIENT_AND_DIFFUSE, OpenGL commands may be postfixed by one or more of: A number (2,3,4) indicating the number of arguments. A letter (i,s,f,d) indicating the data type of the arguments. A letter v indicating the argument is a vector (array). OpenGL uses special built-in datatype names GLbyte, GLshort, GLint, GLfloat, GLdouble, GLboolean
41 OpenGL Syntax Examples Example: Setting the current colour using glcolor. Colours may have 3 components, RGB, or 4 components, RGBA. (A or alpha for opacity) Floating point - colour component values range from 0 to 1 glcolor3f( 0.0, 0.5, 1.0 ) ; This is: 0 % Red, 50% Green, 100% Blue glcolor4f( 0.0, 0.5, 1.0, 0.3 ) ; This is: 0 % Red, 50% Green, 100% Blue, 30% Opacity GLfloat color[4] = { 0.0, 0.5, 1.0, 0.3 } ; glcolor4fv( color ) ; Again, 0 % Red, 50% Green, 100% Blue, 30% Opacity
42 Header Files for C/C++ If you use GLUT to handle window managing operations, then all you need, apart from usual stdlib.h, etc., is #include <GL/glut.h> If using MS Windows, and using the WGL routines you need to include the header file windows.h, and header files for the OpenGL core library, and GLU: #include <windows.h> #include <GL/gl.h> #include <GL/glu.h>
43 Display Window Management with GLUT 1st initialise GLUT (may use command-line arguments): glutinit(&argc, argv); Create a display window, with optional title: glutcreatewindow( Example OpenGL Program ); Specify what the display window is to contain the routine to define the content: glutdisplayfunc(display_box); On execution, the following statement activates all display windows we have created, including the graphic content. This must be the last program statement: glutmainloop(); This puts the program in an infinite loop that checks for input, if any.
44 Display Window Management with GLUT (2) Window parameters can be set with additional GLUT functions: glutinitwindowposition(50,100); glutinitwindowsize(400,300);
45 Display Window Management with GLUT (3) Can also set display window options such as buffering and a choice of colour modes: glutinitdisplaymode(glut_single GLUT_RGB); GLUT_SINGLE: Use single refresh buffer GLUT_RGB : Use RGB color mode The values of the constants passed to this function are combined using logical OR
46 A Complete OpenGL Program (1) Set display window's background colour : glclearcolor(1.0, 1.0, 1.0, 0.0); Colour is white, with zero alpha (not used in this program) To actually assign this colour to the screen requires another OpenGL funtion, setting the color (refresh) buffer values: glclear(gl_color_buffer_bit);
47 A Complete OpenGL Program (2) To display even a 2-dimensional image requires its projection onto the display window. Must set the projection type (mode) and viewing parameters we want: glmatrixmode(gl_projection); gluortho2d(0.0, 200.0, 0.0, 150.0); This specifies an orthogonal projection to be used, mapping onto the screen a rectangular area in world coordinates: x-coordinate range is from 0 to 200 y-coordinate range is from 0 to 150
48 A Complete OpenGL Program (3) gluortho2d(0.0, 200.0, 0.0, 150.0); gluortho2d defines the coordinate reference frame within the display window. Here the world coordinate rectangle and display window have same aspect ratio, so the picture will not be distorted (until the window is changed). It is possible to maintain the picture aspect ratio even if the window is changed (see later : glutreshapefunc())
49 A Complete OpenGL Program (4) Drawing a line segment in the window: A line is a GL primitive, defined by a pair of points (vertices) : glbegin(gl_lines); glvertex2i(180, 15); glvertex2i(10, 145); glend(); This code is put in a procedure linesegment, which is referenced by the GLUT function glutdisplayfunc. Initialisations and related 1-time parameter settings are collected in a procedure init. main contains GLUT functions for setting up the display window and getting the line segment on to the screen
50 #include <GL/glut.h> // (or others, depending on the system in use) void init (void) { glclearcolor (1.0, 1.0, 1.0, 0.0); // Set display-window color to white. } glmatrixmode (GL_PROJECTION); gluortho2d (0.0, 200.0, 0.0, 150.0); // Set projection parameters. void linesegment (void) { glclear (GL_COLOR_BUFFER_BIT); // Clear display window. glcolor3f (1.0, 0.0, 0.0); glbegin (GL_LINES); glvertex2i (180, 15); glvertex2i (10, 145); glend ( ); // Set line segment color to red. // Specify line-segment geometry. } glflush ( ); // Process all OpenGL routines as quickly as possible.
51 //... continued void main (int argc, char** argv) { glutinit (&argc, argv); // Initialize GLUT. glutinitdisplaymode (GLUT_SINGLE GLUT_RGB); // Set display mode. glutinitwindowposition (50, 100); // Set top-left display-window position. glutinitwindowsize (400, 300); // Set display-window width and height. glutcreatewindow ("An Example OpenGL Program"); // Create display window. } init ( ); glutdisplayfunc (linesegment); glutmainloop ( ); // Execute initialization procedure. // Send graphics to display window. // Display everything and wait.
52 Display window and line segment produced by example program:
53 Display Callback Functions Example: the procedure linesegment that describes the picture. init( ); procedure. glutdisplayfunc(linesegment); graphics to display window glutmainloop ( ); everything and wait. // Execute initialization //Send // Display Such functions are "registered" by glutdisplayfunc as the routine to call/invoke whenever the display window may need to be redisplayed (e.g. when uncovered, moved or resized)
54 Another example, with many parameters #include <GL/ glut. h> left to their default settings void display( void) { glclear( GL_ COLOR_ BUFFER_ BIT); glbegin( GL_ POLYGON); glvertex2f(- 0.5, -0.5); glvertex2f(- 0.5, 0.5); glvertex2f( 0.5, 0.5); glvertex2f( 0.5, -0.5); glend(); glflush(); } int main( int argc, char** argv) { glutinit(& argc, argv); glutcreatewindow(" simple"); glutdisplayfunc( display); glutmainloop(); return 0; }
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