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1 Graphics & Visualization Chapter 1 Introduction Graphics & Visualization: Principles & Algorithms

2 Brief History Milestones in the history of computer graphics: 2

3 Brief History (2) CPU Vs GPU 3

4 Applications Special effects for films and advertisements Scientific exploration through visualization Interactive simulation Computer games Computer-aided geometric design and solid modeling (CAGD) Graphical user interfaces (GUIs) Computer art 4

5 Concepts 3D or 2D scenes are composed of primitives (e.g. points, lines, curves, polygons, mathematical solids or functions) A raster image is a 2D array of pixels Computer Graphics use principles and algorithms to generate from a scene, a raster image that can be depicted on a display device Scene Computer Graphics Raster Image 5

6 Concepts (2) Rasterization steps for a two-dimensional document 6

7 Concepts (3) Visualization exploits visual presentation of large data sets to increase understanding The result of visualization is a visualization object Modeling encompasses techniques for the representation of graphical objects Data Set Visualization Model Graphics Pipeline is a sequence of stages that create a digital image out of a model Model Graphics Pipeline Image 7

8 Graphics Pipeline 8

9 Graphics Pipeline (2) Operations on primitives in the standard direct rendering graphics pipeline : 9

10 Graphics Pipeline (3) For the above example: (a) Geometry transformation to a common reference frame and view frustum culling. (b) Primitives after viewing transformation, projection, and backface culling. (c) Rasterization (d) fragment depth sorting: the darker a shade, the nearer the corresponding point is to the virtual camera. (e) Material color estimation. (f) Shading and other fragment operations (such as fog). 10

11 Image Buffers Storage and Encoding of Digital Images : Image buffer is a 2D array of dimensions w x h Size of the image buffer is at least (w x h x bpp) / 8 bytes Color depth (bpp) : # bits used to store the color of each pixel Color representations: Monochromatic (grayscale) True-color Multi-channel (red/green/blue) Palleted (CLUT) True-color: image buffer stores full color intensity information of each pixel Color look up table (CLUT): bits per pixel do not affect the accuracy of the displayed color 11

12 Image Buffers (2) Image buffer with CLUT: Image buffers occupy contiguous space of memory 12

13 Image Buffers (3) Frame Buffer: memory where all pixel color information from rasterization is accumulated before being driven to the graphics output double buffering Depth Buffer or Z-buffer: stores distance values used for hidden surface elimination Other Buffers: Stencil Buffer Accumulation Buffer 13

14 Graphics Hardware Image - Generation hardware: Display adapters Double Buffering: 2 frame buffers, buffer swapping 2D graphics accelerators: Apply 2D rasterization algorithms Partially freeing CPU 3D graphics accelerators: Adoption of Z-buffer algorithm Completely freeing CPU Parallelism Programmable graphics hardware 2 types of shaders (vertex, fragment) 14

15 Graphics Hardware (2) Image - Output hardware: Display monitors Cathode ray tube (CRT) Liquid crystal displays (LCD) Thin film transistor (TFT) 15

16 Graphics Hardware (3) Projection systems 2 projection methods (rear, front) 3 projection technologies (CRT, LCD, DLP) Printer graphics Raster image is converted to dots Different shades achieved using halftoning Printer technologies Inkjet printers Laser printers 16

17 Conventions Scalars : x, y, z Vector quantities : Points: a, b Vectors: Unit vectors: Matrices: M, R x Column vectors: Functions: Standard mathematical functions and custom functions: sin(θ) Functions follow the above conventions for scalar and vector quantities Norms: v aboa,, eˆ, nˆ 1 v T =[0,1,2] Standard sets :, Algorithm descriptions are given in pseudocode based on standard C and C++ Advanced sections are marked with an asterisk 17

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