Introduction to Computer Graphics. Knowledge basic concepts 2D and 3D computer graphics
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1 Introduction to Computer Graphics Knowledge basic concepts 2D and 3D computer graphics
2
3 1 Introduction 2 Basic math 3 2D transformations 4 3D transformations 5 Viewing 6 Primitives 7 Geometry 8 Shading 9 Splines 10 Texture 11 Hidden surfaces 12 Ray-tracing Donald Hearn, M. Pauline Baker, Warren Carithers. Computer Graphics with OpenGL, 4 th edition, Pearson Prentice Hall, paperback
4 Why computer graphics? Visual system offers: Parallel input Parallel processing Computer graphics: ideal for humancomputer communication
5 Applications Graphs and charts Computer-Aided Design Virtual Reality Data Visualization Education and training Computer Art Movies Games Graphical User Interfaces
6 Business graphics
7 Computer-Aided Design AutoDesk IAME 2-stroke race kart engine
8 Computer Aided Design 8
9 Scientific Visualisation To view below and above our visual range 9
10 expression Movies depth of field fracture water motion reflection hair
11 Hardware Fast development History Now: Graphics Processing Unit (GPU), LCD-screen
12 Generating graphics Special-purpose programs Photoshop, Powerpoint, AutoCAD, StudioMax, Maya, Blender, PovRay, General graphics libraries and standards Windows API, OpenGL, Direct3D,
13 Python modeller for POV-Ray
14 Blender
15 Beyond the laptop screen Microsoft Surface Apple ipad
16 Beyond the laptop screen Reality Deck Stony Brook University monitors
17 Beyond the laptop screen Oculus Rift
18 CG standards Set of graphics functions, to be called from programming language Access to and abstract from hardware Standardization Fortran, Pascal, Display Input dev. C, C++, Java, Delphi, Display CG API Drivers Input dev.
19 PHIGS -OpenGL Programmer's Hierarchical Interactive Graphics System) : an API standard for rendering 3D computer graphics, 3D graphics standard for the 1980s through the early 1990s., A combination of features : the rise of OpenGL the most popular professional 3D API of the mid to late 1990s.
20 Software standards GKS (Graphical Kernel System), PHIGS(Programmer's Hierarchical Interactive Graphics System), PHIGS+ (1980-) GL (Graphics Library, SGI) OpenGL (early 1990s) Direct3D (MS), Java3D, VRML,
21 OpenGL 3D (and 2D) Fast Hardware, language, OS, company independent OpenGL architecture review board Broad support Standard graphics terminology
22 Functions Graphics Output Primitives Line, polygon, sphere, Attributes Color, line width, texture, Geometric transformations Modeling, Viewing Shading and illumination Input functions
23 More info on OpenGL The Red Book: Many other web-sites
24 Schematic Model Display Image interaction User
25 Schematic Computer Graphics Model Image Pattern Recognition Image Processing
26 From model to image Model World View NDC Display Graphics pipeline Coordinates and transformations
27 From model to image Model World View NDC Display Cylinder: x 2 + y 2 = r 2 0 z h Local or modeling coordinates Geometric modeling
28 From model to image Model World View NDC Display Position cylinders in scene: World coordinates
29 From model to image Model World View NDC Display Look at cylinders, project on virtual screen Viewing coordinates Visible surfaces, shading
30 From model to image Model World View NDC Display Display: 1 Normalized Device Coordinates 0 1
31 From model to image Model World View NDC Display Display on screen: Device Coordinates 768 Interaction
32 Geometry Stage Modeling: shapes Model Transformation Transformation: viewing Hidden Surface Elimination Shading: reflection and lighting Rasterization Stage 32
33 Rasterization Stage Geometry Stage Rasterization and Sampling Texture Mapping Image Composition Intensity and Colour Quantization Framebuffer/Display
34 An example thro the pipeline The scene we are trying to represent: Images courtesy of Picture Inc.
35 Preparing Shape Models Designed by polygons, parametric curves/surfaces, implicit surfaces and etc. Defined in its own coordinate system
36 Model Transformation Objects put into the scene by applying translation, scaling and rotation Linear transformation called homogeneous transformation is used The location of all the vertices are updated by this transformation
37 Perspective Projection We want to create a picture of the scene viewed from the camera We apply a perspective transformation to convert the 3D coordinates to 2D coordinates of the screen Objects far away appear smaller, closer objects appear bigger
38 Hidden Surface Removal Objects occluded by other objects must not be drawn
39 Rasterization Converts the vertex information output by the geometry pipeline into pixel information needed by the video display Aliasing: distortion artifacts produced when representing a high-resolution signal at a lower resolution. Anti-aliasing : technique to remove aliasing
40 Anti-aliasing Aliased polygons (jagged edges) Anti-aliased polygons
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