CHAPTER 1 Graphics Systems and Models 3


 Claud Nelson
 2 years ago
 Views:
Transcription
1 ?????? 1 CHAPTER 1 Graphics Systems and Models Applications of Computer Graphics Display of Information Design Simulation and Animation User Interfaces A Graphics System Pixels and the Frame Buffer Output Devices Input Devices Images: Physical and Synthetic Objects and Viewers Light and Images Ray Tracing The Pinhole Camera The Human Visual System The SyntheticCamera Model The Programmer s Interface The PenPlotter Model ThreeDimensional APIs A Sequence of Images The Modeling Rendering Paradigm Graphics Architectures Display Processors Pipeline Architectures The Graphics Pipeline Vertex Processing Clipping and Primitive Assembly Rasterization Fragment Processing Performance Characteristics 36
2 2?????? 1.10 Programmable Pipelines Summary and Notes Suggested Readings 39 Exercises 39 CHAPTER 2 Graphics Programming The Sierpinski Gasket Programming TwoDimensional Applications Coordinate Systems The OpenGL API Graphics Functions The Graphics Pipeline and State Machines The OpenGL Interface Primitives and Attributes Polygon Basics Polygon Types in OpenGL Approximating a Sphere Text Curved Objects Attributes Color RGB Color Indexed Color Setting of Color Attributes Viewing The Orthographic View TwoDimensional Viewing Matrix Modes Control Functions Interaction with the Window System Aspect Ratio and Viewports
3 ?????? The main, display, and myinit Functions Program Structure The Gasket Program Polygons and Recursion Plotting Implicit Functions Marching Squares The ThreeDimensional Gasket Use of ThreeDimensional Points Use of Polygons in Three Dimensions HiddenSurface Removal Summary and Notes Suggested Readings 99 Exercises 100 CHAPTER 3 Input and Interaction Interaction Input Devices Physical Input Devices Logical Devices Input Modes Clients and Servers Display Lists Definition and Execution of Display Lists Text and Display Lists Fonts in GLUT Programming EventDriven Input Using the Pointing Device Window Events Keyboard Events The Display and Idle Callbacks
4 4?????? Window Management Menus Picking Picking and Selection Mode A Simple Paint Program Building Interactive Models Animating Interactive Programs The Rotating Square Double Buffering Other Buffering Problems Design of Interactive Programs Toolkits, Widgets, and the Frame Buffer Logic Operations Drawing Erasable Lines XOR and Color Cursors and Overlay Planes Summary and Notes Suggested Readings 160 Exercises 160 CHAPTER 4 Geometric Objects and Transformations Scalars, Points, and Vectors Geometric Objects CoordinateFree Geometry The Mathematical View: Vector and Affine Spaces The ComputerScience View Geometric ADTs Lines Affine Sums
5 ?????? Convexity Dot and Cross Products Planes ThreeDimensional Primitives Coordinate Systems and Frames Representations and Ntuples Changes of Coordinate Systems Example of Change of Representation Homogeneous Coordinates Example of Change in Frames Working with Representations Frames in OpenGL Modeling a Colored Cube Modeling of a Cube Inward and OutwardPointing Faces Data Structures for Object Representation The Color Cube Bilinear Interpolation Vertex Arrays Affine Transformations Translation, Rotation, and Scaling Translation Rotation Scaling Transformations in Homogeneous Coordinates Translation Scaling Rotation Shear Concatenation of Transformations Rotation About a Fixed Point General Rotation The Instance Transformation
6 6?????? Rotation About an Arbitrary Axis OpenGL Transformation Matrices The Current Transformation Matrix Rotation, Translation, and Scaling Rotation About a Fixed Point in OpenGL Order of Transformations Spinning of the Cube Loading, Pushing, and Popping Matrices Interfaces to ThreeDimensional Applications Using Areas of the Screen A Virtual Trackball Smooth Rotations Incremental Rotation Quaternions Complex Numbers and Quaternions Quaternions and Rotation Summary and Notes Suggested Readings 236 Exercises 237 CHAPTER 5 Viewing Classical and Computer Viewing Classical Viewing Orthographic Projections Axonometric Projections Oblique Projections Perspective Viewing Viewing with a Computer Positioning of the Camera Positioning of the Camera Frame Two Viewing APIs The LookAt Function
7 ?????? Other Viewing APIs Simple Projections Perspective Projections Orthogonal Projections Projections in OpenGL Perspective in OpenGL Parallel Viewing in OpenGL HiddenSurface Removal Culling Interactive Mesh Displays Meshes Walking Through a Scene Polygon Offset ParallelProjection Matrices Projection Normalization OrthogonalProjection Matrices Oblique Projections PerspectiveProjection Matrices Perspective Normalization OpenGL Perspective Transformations Projections and Shadows Summary and Notes Suggested Readings 292 Exercises 292 CHAPTER 6 Shading Light and Matter Light Sources Color Sources Ambient Light
8 8?????? Point Sources Spotlights Distant Light Sources The Phong Reflection Model Ambient Reflection Diffuse Reflection Specular Reflection Computation of Vectors Normal Vectors Angle of Reflection Use of the Halfway Vector Polygonal Shading Flat Shading Interpolative and Gouraud Shading Phong Shading Approximation of a Sphere by Recursive Subdivision Light Sources in OpenGL Specification of Materials in OpenGL Shading of the Sphere Model Global Rendering Summary and Notes Suggested Readings 330 Exercises 330 CHAPTER 7 From Vertices to Fragments Basic Implementation Strategies Four Major Tasks Modeling
9 ?????? Geometric Processing Rasterization Fragment Processing Clipping LineSegment Clipping Cohen Sutherland Clipping Liang Barsky Clipping Polygon Clipping Clipping of Other Primitives Bounding Boxes and Volumes Curves, Surfaces, and Text Clipping in the Frame Buffer Clipping in Three Dimensions Rasterization Bresenham s Algorithm Testing Algorithms Scan Conversion of Polygons Inside Outside Testing OpenGL and Concave Polygons Fill and Sort Flood Fill Singularities HiddenSurface Removal ObjectSpace and ImageSpace Approaches Sorting and HiddenSurface Removal ScanLine Algorithms BackFace Removal The zbuffer Algorithm Scan Conversion with the z Buffer Depth Sort and the Painter s Algorithm The ScanLine Algorithm ScanLine Algorithms
10 10?????? 7.13 Antialiasing Display Considerations Summary and Notes References 380 Exercises 380 CHAPTER 8 Discrete Techniques Buffers Digital Images Writing into Buffers Writing Modes Writing with XOR Bit and Pixel Operations in OpenGL OpenGL Buffers and the Pixel Pipeline Bitmaps Raster Fonts Pixels and Images Lookup Tables The Mandelbrot Set Buffers for Picking Mapping Methods Texture Mapping TwoDimensional Texture Mapping Texture Mapping in OpenGL Texture Objects Multitexturing Texture Generation Environmental Maps Compositing Techniques 427
11 ?????? Opacity and Blending Image Compositing Blending and Compositing in OpenGL Antialiasing BacktoFront and FronttoBack Rendering Depth Cueing and Fog Multirendering and the Accumulation Buffer Scene Antialiasing Bump Mapping and Embossing Image Processing Imaging Extensions Other Multipass Methods Sampling and Aliasing Sampling Theory Reconstruction Quantization Summary and Notes Suggested Readings 448 Exercises 449 CHAPTER 9 Vertex Shaders Programmable Shaders Shading Languages GLSL and Cg OpenGL Extensions The OpenGL Shading Language Examples Moving Vertices Phong Shading Cartoon Shading Summary 454
12 12?????? 9.6 Exercises 454 CHAPTER 10 Fragment Shaders Fragment Shaders in GLSL Vertex vs Fragment Phong Shading Cube Maps Normal Maps Bump Mapping Summary Exercises 455 CHAPTER Symbols and Instances Hierarchical Models A Robot Arm 462 Hierarchical and ObjectOriented Modeling Trees and Traversal A StackBased Traversal Use of Tree Data Structures Animation Graphical Objects Methods, Attributes, and Messages A Cube Object Implementing the Cube Object Objects and Hierarchy Geometric Objects Scene Graphs A Simple Scene Graph API 484
13 ?????? The Node Class Geometry Nodes Camera Class Lights and Materials Transformations The Robot Figure Implementing the Viewer Implementing a Node Other Tree Structures CSG Trees Shade Trees BSP Trees Quadtrees and Octrees Graphics and the Web Networks and Protocols Hypermedia and HTML Databases and VRML Java and Applets Summary and Notes Suggested Readings 512 Exercises 513 CHAPTER 12 Curves and Surfaces Representation of Curves and Surfaces Explicit Representation Implicit Representations Parametric Form Parametric Polynomial Curves Parametric Polynomial Surfaces Design Criteria Parametric Cubic Polynomial Curves Interpolation 523
14 14?????? Blending Functions The Cubic Interpolating Patch Hermite Curves and Surfaces The Hermite Form Geometric and Parametric Continuity Bezier Curves and Surfaces Bezier Curves Bezier Surface Patches Cubic BSplines The Cubic BSpline Curve BSplines and Basis Spline Surfaces General BSplines Recursively Defined BSplines Uniform Splines Nonuniform BSplines NURBS Rendering of Curves and Surfaces Polynomial Evaluation Methods Recursive Subdivision of Bezier Polynomials Rendering of Other Polynomial Curves by Subdivision Subdivision of Bezier Surfaces The Utah Teapot Algebraic Surfaces Quadrics Rendering of Surfaces by Ray Casting Subdivision Curves and Surfaces Curves and Surfaces in OpenGL Bezier Curves Bezier Surfaces Displaying the Teapot
15 ?????? NURBS Functions Quadrics Summary and Notes References and Notes 568 Exercises 568 CHAPTER 13 Advanced Rendering Going Beyond Pipeline Rendering Ray Tracing Building a Simple Ray Tracer Recursive Ray Tracing Calculating Intersections RayTracing Variations The Rendering Equation Radiosity The Radiosity Equation Solving the Radiosity Equation Computing Form Factors Carrying Out Radiosity RenderMan LargeScale Rendering SortMiddle Rendering SortLast Rendering SortFirst Rendering ImageBased Rendering A Simple Example Summary and Notes Suggested Readings 603 Exercises 604
Interactive Computer Graphics A TOPDOWN APPROACH WITH SHADERBASED OPENGL
International Edition Interactive Computer Graphics A TOPDOWN APPROACH WITH SHADERBASED OPENGL Sixth Edition Edward Angel Dave Shreiner Interactive Computer Graphics: A TopDown Approach with ShaderBased
More informationGLOBAL EDITION. Interactive Computer Graphics. A TopDown Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner
GLOBAL EDITION Interactive Computer Graphics A TopDown Approach with WebGL SEVENTH EDITION Edward Angel Dave Shreiner This page is intentionally left blank. Interactive Computer Graphics with WebGL, Global
More informationQUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION
QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION INTRODUCTION OBJECTIVE: This chapter deals the applications of computer graphics and overview of graphics systems and imaging. UNIT I 1 With clear
More informationComputer Graphics I Lecture 11
15462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/
More informationIntroduction to Computer Graphics
Introduction to Computer Graphics James D. Foley Georgia Institute of Technology Andries van Dam Brown University Steven K. Feiner Columbia University John F. Hughes Brown University Richard L. Phillips
More informationSRM INSTITUTE OF SCIENCE AND TECHNOLOGY
SRM INSTITUTE OF SCIENCE AND TECHNOLOGY DEPARTMENT OF INFORMATION TECHNOLOGY QUESTION BANK SUB.NAME: COMPUTER GRAPHICS SUB.CODE: IT307 CLASS : III/IT UNIT1 2marks 1. What is the various applications
More informationCS2401 COMPUTER GRAPHICS ANNA UNIV QUESTION BANK
CS2401 Computer Graphics CS2401 COMPUTER GRAPHICS ANNA UNIV QUESTION BANK CS2401 COMPUTER GRAPHICS UNIT 12D PRIMITIVES 1. Define Computer Graphics. 2. Explain any 3 uses of computer graphics applications.
More informationPipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11
Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION
More informationCourse Title: Computer Graphics Course no: CSC209
Course Title: Computer Graphics Course no: CSC209 Nature of the Course: Theory + Lab Semester: III Full Marks: 60+20+20 Pass Marks: 24 +8+8 Credit Hrs: 3 Course Description: The course coversconcepts of
More informationPipeline Operations. CS 4620 Lecture 14
Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives
More informationComputer Graphics. Instructor: Oren Kapah. Office Hours: T.B.A.
Computer Graphics Instructor: Oren Kapah (orenkapahbiu@gmail.com) Office Hours: T.B.A. The CGIDC slides for this course were created by Toky & Hagit HelOr 1 CGIDC 2 Exercise and Homework The exercise
More informationCOMPUTER GRAPHICS, MULTIMEDIA AND ANIMATION, Second Edition (with CDROM) Malay K. Pakhira
Computer Graphics, Multimedia and Animation SECOND EDITION Malay K. Pakhira Assistant Professor Department of Computer Science and Engineering Kalyani Government Engineering College Kalyani New Delhi110001
More informationComputer Graphics: Programming, Problem Solving, and Visual Communication
Computer Graphics: Programming, Problem Solving, and Visual Communication Dr. Steve Cunningham Computer Science Department California State University Stanislaus Turlock, CA 95382 copyright 2002, Steve
More informationEndTerm Examination
Paper Code: MCA108 Paper ID : 44108 Second Semester [MCA] MAYJUNE 2006 Q. 1 Describe the following in brief : (3 x 5 = 15) (a) QUADRATIC SURFACES (b) RGB Color Models. (c) BSP Tree (d) Solid Modeling
More informationCHETTINAD COLLEGE OF ENGINEERING & TECHNOLOGY CS2401 COMPUTER GRAPHICS QUESTION BANK
CHETTINAD COLLEGE OF ENGINEERING & TECHNOLOGY DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING CS2401 COMPUTER GRAPHICS QUESTION BANK PART A UNIT I2D PRIMITIVES 1. Define Computer graphics. 2. Define refresh
More informationPipeline Operations. CS 4620 Lecture 10
Pipeline Operations CS 4620 Lecture 10 2008 Steve Marschner 1 Hidden surface elimination Goal is to figure out which color to make the pixels based on what s in front of what. Hidden surface elimination
More informationModule Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1
UNIVERSITY OF EAST ANGLIA School of Computing Sciences Main Series PG Examination 201314 COMPUTER GAMES DEVELOPMENT CMPSME27 Time allowed: 2 hours Answer any THREE questions. (40 marks each) Notes are
More informationTopics and things to know about them:
Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will
More informationCS 464 Review. Review of Computer Graphics for Final Exam
CS 464 Review Review of Computer Graphics for Final Exam Goal: Draw 3D Scenes on Display Device 3D Scene Abstract Model Framebuffer Matrix of Screen Pixels In Computer Graphics: If it looks right then
More informationModels and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico
Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Objectives Learn the basic design of a graphics system Introduce
More informationModels and Architectures
Models and Architectures Objectives Learn the basic design of a graphics system Introduce graphics pipeline architecture Examine software components for an interactive graphics system 1 Image Formation
More informationOXFORD ENGINEERING COLLEGE (NAAC Accredited with B Grade) DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING LIST OF QUESTIONS
OXFORD ENGINEERING COLLEGE (NAAC Accredited with B Grade) DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING LIST OF QUESTIONS YEAR/SEM.: III/V STAFF NAME: T.ELANGOVAN SUBJECT NAME: Computer Graphics SUB. CODE:
More informationCS 130 Final. Fall 2015
CS 130 Final Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying
More informationGraphics and Interaction Rendering pipeline & object modelling
433324 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Lecture outline Introduction to Modelling Polygonal geometry The rendering
More informationCS452/552; EE465/505. Clipping & Scan Conversion
CS452/552; EE465/505 Clipping & Scan Conversion 331 15 Outline! From Geometry to Pixels: Overview Clipping (continued) Scan conversion Read: Angel, Chapter 8, 8.18.9 Project#1 due: this week Lab4 due:
More informationFROM VERTICES TO FRAGMENTS. Lecture 5 Comp3080 Computer Graphics HKBU
FROM VERTICES TO FRAGMENTS Lecture 5 Comp3080 Computer Graphics HKBU OBJECTIVES Introduce basic implementation strategies Clipping Scan conversion OCTOBER 9, 2011 2 OVERVIEW At end of the geometric pipeline,
More informationPoints and lines, Line drawing algorithms. Circle generating algorithms, Midpoint circle Parallel version of these algorithms
Jahangirabad Institute Of Technology Assistant Prof. Ankur Srivastava COMPUTER GRAPHICS Semester IV, 2016 MASTER SCHEDULE UnitI UnitII Class 1,2,3,4 Mon, Jan19,Tue20,Sat23,Mon 25 Class 5 Wed, Jan 27
More informationCS451Realtime Rendering Pipeline
1 CS451Realtime Rendering Pipeline JYHMING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY Based on Tomas AkenineMöller s lecture note You say that you render a 3D 2 scene, but what does
More informationInstitutionen för systemteknik
Code: Day: Lokal: M7002E 19 March E1026 Institutionen för systemteknik Examination in: M7002E, Computer Graphics and Virtual Environments Number of sections: 7 Max. score: 100 (normally 60 is required
More informationCS230 : Computer Graphics Lecture 4. Tamar Shinar Computer Science & Engineering UC Riverside
CS230 : Computer Graphics Lecture 4 Tamar Shinar Computer Science & Engineering UC Riverside Shadows Shadows for each pixel do compute viewing ray if ( ray hits an object with t in [0, inf] ) then compute
More informationVALLIAMMAI ENGNIEERING COLLEGE SRM Nagar, Kattankulathur 603203. DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING Year & Semester : III Year, V Semester Section : CSE  1 & 2 Subject Code : CS6504 Subject
More informationOverview. Pipeline implementation I. Overview. Required Tasks. Preliminaries Clipping. Hidden Surface removal
Overview Pipeline implementation I Preliminaries Clipping Line clipping Hidden Surface removal Overview At end of the geometric pipeline, vertices have been assembled into primitives Must clip out primitives
More informationIntroduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico Models and Architectures
More informationChapter 2 A topdown approach  How to make shaded images?
Chapter 2 A topdown approach  How to make shaded images? Comp. Graphics (U), Chap 2 Global View 1 CGGM Lab., CS Dept., NCTU Jung Hong Chuang Graphics API vs. application API Graphics API Support rendering
More informationFor each question, indicate whether the statement is true or false by circling T or F, respectively.
True/False For each question, indicate whether the statement is true or false by circling T or F, respectively. 1. (T/F) Rasterization occurs before vertex transformation in the graphics pipeline. 2. (T/F)
More informationComputer Graphics CS 543 Lecture 13a Curves, Tesselation/Geometry Shaders & Level of Detail
Computer Graphics CS 54 Lecture 1a Curves, Tesselation/Geometry Shaders & Level of Detail Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) So Far Dealt with straight lines
More informationRASTERISED RENDERING
DH2323 DGI16 INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION RASTERISED RENDERING Christopher Peters HPCViz, KTH Royal Institute of Technology, Sweden chpeters@kth.se http://kth.academia.edu/christopheredwardpeters
More informationMathematical Tools in Computer Graphics with C# Implementations Table of Contents
Mathematical Tools in Computer Graphics with C# Implementations by Hardy Alexandre, WilliHans Steeb, World Scientific Publishing Company, Incorporated, 2008 Table of Contents List of Figures Notation
More informationMODELING AND HIERARCHY
MODELING AND HIERARCHY Introduction Models are abstractions of the world both of the real world in which we live and of virtual worlds that we create with computers. We are all familiar with mathematical
More informationLahore University of Management Sciences. CS 452 Computer Graphics
CS 452 Computer Graphics Fall 2067 Instructor Room No. Office Hours Email Murtaza Taj 9GA TBA murtaza.taj@lums.edu.pk Telephone 330 Secretary/TA TA Office Hours Course URL (if any) TBA TBA LMS Course
More informationOrthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E AddisonWesley 2015
Orthogonal Projection Matrices 1 Objectives Derive the projection matrices used for standard orthogonal projections Introduce oblique projections Introduce projection normalization 2 Normalization Rather
More informationlecture 18  ray tracing  environment mapping  refraction
lecture 18  ray tracing  environment mapping  refraction Recall Ray Casting (lectures 7, 8) for each pixel (x,y) { cast a ray through that pixel into the scene, and find the closest surface along the
More informationDirect Rendering of Trimmed NURBS Surfaces
Direct Rendering of Trimmed NURBS Surfaces Hardware Graphics Pipeline 2/ 81 Hardware Graphics Pipeline GPU Video Memory CPU Vertex Processor Raster Unit Fragment Processor Render Target Screen Extended
More informationTopic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mipmapping & env mapping
Topic 12: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mipmapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures
More informationWelcome to COMP 770 (236) Introduction. Prerequisites. Prerequisites
Welcome to COMP 770 (236) Introduction Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd Instructor: Brandon Lloyd Email: blloyd@cs.unc.edu Office: SN349 Office hours: MW 1:00 2:00
More informationптта,.л^яшнря i #*% I C!# % л«*у1 W\ I I "в С^ Ш* I jy* #*% **% ^^ I g"% C"" Prentice Hall Upper Saddle River, NJ PEARSON
птта,.л^яшнря THIRD EDITION C!#% л«*у1 W\ I I "в С^ Ш* I jy* #*% **% ^^ I g"% C"" i #*% I %ьж I I I W*J Werl W ^»* I ^tmnp I ЧыЛ P^r I I I ^^» ta^ with OpenGL Donald Hearn M. Pauline Baker Computer Science
More informationTopic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized
Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures
More informationReview. Stephen J. Guy
Review Stephen J. Guy Overview Pixar short Review last class Review course Area of Graphics Image Processing Rendering Modeling Animation Misc Area of Graphics Image Processing Rendering Modeling Animation
More informationThe University of Calgary
The University of Calgary Department of Computer Science Final Examination, Questions ENEL/CPSC 555 Computer Graphics Time: 2 Hours Closed Book, calculators are permitted. The questions carry equal weight.
More informationHomework #2. Hidden Surfaces, Projections, Shading and Texture, Ray Tracing, and Parametric Curves
Computer Graphics Instructor: Brian Curless CSE 457 Spring 2013 Homework #2 Hidden Surfaces, Projections, Shading and Texture, Ray Tracing, and Parametric Curves Assigned: Sunday, May 12 th Due: Thursday,
More informationCS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008.
CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions The Midterm Exam was given in class on Thursday, October 23, 2008. 1. [4 pts] Drawing Where? Your instructor says that objects should always be
More informationAdvanced 3D Game Programming with DirectX* 10.0
Advanced 3D Game Programming with DirectX* 10.0 Peter Walsh Wordware Publishing, Inc. Acknowledgments Introduction xiii xv Chapter I Windows I A Word about Windows I Hungarian Notation 3 General Windows
More informationAnimation & Rendering
7M836 Animation & Rendering Introduction, color, raster graphics, modeling, transformations Arjan Kok, Kees Huizing, Huub van de Wetering h.v.d.wetering@tue.nl 1 Purpose Understand 3D computer graphics
More informationIntroduction to 3D Graphics
Graphics Without Polygons Volume Rendering May 11, 2010 So Far Volumetric Rendering Techniques Misc. So Far Extended the Fixed Function Pipeline with a Programmable Pipeline Programming the pipeline is
More informationLets assume each object has a defined colour. Hence our illumination model is looks unrealistic.
Shading Models There are two main types of rendering that we cover, polygon rendering ray tracing Polygon rendering is used to apply illumination models to polygons, whereas ray tracing applies to arbitrary
More informationTopic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural
Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Topic 11: Photographs Texture Mapping Motivation Sources of texture Texture coordinates
More information2: Introducing image synthesis. Some orientation how did we get here? Graphics system architecture Overview of OpenGL / GLU / GLUT
COMP27112 Computer Graphics and Image Processing 2: Introducing image synthesis Toby.Howard@manchester.ac.uk 1 Introduction In these notes we ll cover: Some orientation how did we get here? Graphics system
More informationLahore University of Management Sciences. CS 452 Computer Graphics
CS 452 Computer Graphics Fall 201516 Instructor Murtaza Taj Room No. SSE Block 10301 Office Hours TBA Email murtaza.taj@lums.edu.pk Telephone 3301 Secretary/TA TBA TA Office Hours TBA Course URL (if
More informationGraphics Pipeline 2D Geometric Transformations
Graphics Pipeline 2D Geometric Transformations CS 4620 Lecture 8 1 Plane projection in drawing Albrecht Dürer 2 Plane projection in drawing source unknown 3 Rasterizing triangles Summary 1 evaluation of
More informationAptitude Test Question
Aptitude Test Question Q.1) Which software is not used for Image processing? a) MatLab b) Visual Basic c) Java d) Fortran Q.2) Which software is not used for Computer graphics? a) C b) Java c) Fortran
More information(a) rotating 45 0 about the origin and then translating in the direction of vector I by 4 units and (b) translating and then rotation.
Code No: R05221201 Set No. 1 1. (a) List and explain the applications of Computer Graphics. (b) With a neat cross sectional view explain the functioning of CRT devices. 2. (a) Write the modified version
More informationZ Buffer Store the depth for each pixel on the screen and compare stored value with depth of new pixel being drawn.
Andrew Lewis  Graphics Revision Keywords PIXEL FRAME BUFFER memory of the screen VIDEO  SCREEN  WINDOW  POLYGON filled area bound by straight lines SPLINE bit of wood used by draughtsmen to draw curves
More informationBlue colour text questions Black colour text sample answers Red colour text further explanation or references for the sample answers
Blue colour text questions Black colour text sample answers Red colour text further explanation or references for the sample answers Question 1. a) (5 marks) Explain the OpenGL synthetic camera model,
More informationSpring 2009 Prof. Hyesoon Kim
Spring 2009 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on
More information3D Rasterization II COS 426
3D Rasterization II COS 426 3D Rendering Pipeline (for direct illumination) 3D Primitives Modeling Transformation Lighting Viewing Transformation Projection Transformation Clipping Viewport Transformation
More informationTDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH and GU students)
TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH and GU students) Saturday, January 13 th, 2018, 08:3012:30 Examiner Ulf Assarsson, tel. 031772 1775 Permitted Technical Aids None, except
More informationHE COMPLETE OPENGL PROGI FOR WINDOW WIND
HE COMPLETE OPENGL PROGI FOR WINDOW WIND WAITC GROUP PRESS. A Division of Sams Publishing Corte Madera CA Table of Contents FOREWORD xxii INTRODUCTION xxiii PART I: INTRODUCTION TO OPENGL 1 CHAPTER 1:
More informationChapter 7  Light, Materials, Appearance
Chapter 7  Light, Materials, Appearance Types of light in nature and in CG Shadows Using lights in CG Illumination models Textures and maps Procedural surface descriptions Literature: E. Angel/D. Shreiner,
More informationThe Traditional Graphics Pipeline
Last Time? The Traditional Graphics Pipeline Participating Media Measuring BRDFs 3D Digitizing & Scattering BSSRDFs Monte Carlo Simulation Dipole Approximation Today Ray Casting / Tracing Advantages? Ray
More informationCS 130 Exam I. Fall 2015
S 3 Exam I Fall 25 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying
More informationGraphics for VEs. Ruth Aylett
Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading VR software Two main types of software used: offline authoring or modelling packages
More informationComputer Graphics Disciplines. Grading. Textbooks. Course Overview. Assignment Policies. Computer Graphics Goals I
CSCI 480 Computer Graphics Lecture 1 Course Overview January 10, 2011 Jernej Barbic University of Southern California Administrative Issues Modeling Animation Rendering OpenGL Programming Course Information
More informationCOURSE DELIVERY PLAN  THEORY Page 1 of 6
COURSE DELIVERY PLAN  THEORY Page 1 of 6 Department of Department of Computer Science and Engineering B.E/B.Tech/M.E/M.Tech : Department of Computer Science and Engineering Regulation : 2013 Sub. Code
More information1 Preview. Dr. Scott Gordon Computer Science Dept. CSUS. Virtual Cameras, Viewing Transformations: CSc155 Advanced Computer Graphics
CSc155 Advanced Computer Graphics 1 Preview Dr. Scott Gordon Computer Science Dept. CSUS Course Description Modeling, viewing, and rendering techniques in 3D computer graphics systems. Topics include:
More informationCEng 477 Introduction to Computer Graphics Fall 2007
Visible Surface Detection CEng 477 Introduction to Computer Graphics Fall 2007 Visible Surface Detection Visible surface detection or hidden surface removal. Realistic scenes: closer objects occludes the
More informationgraphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1
graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using objectorder processing primitives processed oneatatime
More informationThe Traditional Graphics Pipeline
Final Projects Proposals due Thursday 4/8 Proposed project summary At least 3 related papers (read & summarized) Description of series of test cases Timeline & initial task assignment The Traditional Graphics
More informationgraphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1
graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using objectorder processing primitives processed oneatatime
More informationTopics. From vertices to fragments
Topics From vertices to fragments From Vertices to Fragments Assign a color to every pixel Pass every object through the system Required tasks: Modeling Geometric processing Rasterization Fragment processing
More informationCOMP30019 Graphics and Interaction Rendering pipeline & object modelling
COMP30019 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Lecture outline Introduction to Modelling Polygonal geometry The rendering
More informationLecture outline. COMP30019 Graphics and Interaction Rendering pipeline & object modelling. Introduction to modelling
Lecture outline COMP30019 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Introduction to Modelling Polygonal geometry The rendering
More informationRealTime Rendering. Tomas Möller Eric Haines. A K Peters Natick, Massachusetts
RealTime Rendering Tomas Möller Eric Haines n A K Peters Natick, Massachusetts Contents Preface 1 Introduction 1 1.1 Contents Overview 2 1.2 Notation and Definitions 3 1.2.1 Mathematical Notation 3 1.2.2
More informationSpring 2012 Final. CS184  Foundations of Computer Graphics. University of California at Berkeley
Spring 2012 Final CS184  Foundations of Computer Graphics University of California at Berkeley Write your name HERE: Write your login HERE: Closed book. You may not use any notes or printed/electronic
More informationIntroduction to Visualization and Computer Graphics
Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective
More informationC P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev
C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE UGRAD.CS.UBC.C A/~CS314 Mikhail Bessmeltsev 1 WHAT IS RENDERING? Generating image from a 3D scene 2 WHAT IS RENDERING? Generating image
More informationCS 465 Program 4: Modeller
CS 465 Program 4: Modeller out: 30 October 2004 due: 16 November 2004 1 Introduction In this assignment you will work on a simple 3D modelling system that uses simple primitives and curved surfaces organized
More informationSAZ4C COMPUTER GRAPHICS. Unit : 15. SAZ4C Computer Graphics
SAZ4C COMPUTER GRAPHICS Unit : 15 1 UNIT :1 SYLLABUS Introduction to computer Graphics Video display devices Raster scan Systems Random Scan Systems Interactive input devices Hard copy devices Graphics
More informationCS 354R: Computer Game Technology
CS 354R: Computer Game Technology Texture and Environment Maps Fall 2018 Texture Mapping Problem: colors, normals, etc. are only specified at vertices How do we add detail between vertices without incurring
More informationGEOMETRIC TOOLS FOR COMPUTER GRAPHICS
GEOMETRIC TOOLS FOR COMPUTER GRAPHICS PHILIP J. SCHNEIDER DAVID H. EBERLY MORGAN KAUFMANN PUBLISHERS A N I M P R I N T O F E L S E V I E R S C I E N C E A M S T E R D A M B O S T O N L O N D O N N E W
More informationDeceleration 141 Deep Sensation 218 Design Considerations 191 Device Coordinate System 12 Diffuse Reflection 119 Digital to Analog Converter 12
I A Acceleration 141 Affine Transformations 58 Agnosticism 209 AIML Language 349 ALICE 349 Ambient Light 116 Ambient Reflection 119 Anchor Node 305 Angular Speed 153 Animating a Gears Mesh 154 Animation
More information6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, :404pm One handwritten sheet of notes allowed
6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, 2003 2:404pm One handwritten sheet of notes allowed Name: 1 2 3 4 5 6 7 / 4 / 15 / 5 / 5 / 12 / 2 / 7 Total / 50 1 Animation [ /4]
More informationShading Languages. Seminar Computer Graphics. Markus Kummerer
Shading Languages Markus Kummerer ABSTRACT Shading Languages provide a highly flexible approach for creating visual structures in computer imagery. The RenderMan Interface provides an API for scene description,
More informationComputer Graphics 1. Chapter 7 (June 17th, 2010, 24pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010
Computer Graphics 1 Chapter 7 (June 17th, 2010, 24pm): Shading and rendering 1 The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons
More informationComputer Graphics.  Texturing Methods 
Computer Graphics  Texturing Methods  Overview Last time BRDFs Shading Today Texturing Texture parameterization Procedural methods Procedural textures Fractal landscapes Next lecture Texture filtering
More informationGraphics for VEs. Ruth Aylett
Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading Runtime VR systems Two major parts: initialisation and update loop. Initialisation
More informationGraphics Hardware and Display Devices
Graphics Hardware and Display Devices CSE328 Lectures Graphics/Visualization Hardware Many graphics/visualization algorithms can be implemented efficiently and inexpensively in hardware Facilitates interactive
More informationThe Traditional Graphics Pipeline
Last Time? The Traditional Graphics Pipeline Reading for Today A Practical Model for Subsurface Light Transport, Jensen, Marschner, Levoy, & Hanrahan, SIGGRAPH 2001 Participating Media Measuring BRDFs
More informationCSE4030 Introduction to Computer Graphics
CSE4030 Introduction to Computer Graphics Dongguk University JeongMo Hong Timetable 00:00~00:10 Introduction (English) 00:10~00:50 Topic 1 (English) 00:50~00:60 Q&A (English, Korean) 01:00~01:40 Topic
More informationhttps://ilearn.marist.edu/xslportal/tool/d4e4fd3aa3...
Assessment Preview  This is an example student view of this assessment done Exam 2 Part 1 of 5  Modern Graphics Pipeline Question 1 of 27 Match each stage in the graphics pipeline with a description
More informationEECE 478. Learning Objectives. Learning Objectives. Rasterization & Scenes. Rasterization. Compositing
EECE 478 Rasterization & Scenes Rasterization Learning Objectives Be able to describe the complete graphics pipeline. Describe the process of rasterization for triangles and lines. Compositing Manipulate
More information