Computer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo

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Transcription:

Computer Graphics Bing-Yu Chen National Taiwan University The University of Tokyo

Introduction The Graphics Process Color Models Triangle Meshes The Rendering Pipeline 1

What is Computer Graphics? modeling rendering animation 2

Applications Movies Interactive entertainment Industrial design Architecture Culture heritage 3

The Graphics Process Lighting Information 3D Geometric Models 3D Animation Definition Rendering Texture Information Image Storage & Display 4

Synthetic Camera Model view frustrum/view volume objects/models projector lighting p image plane/view plane projection of p camera 5

Elements of Image Formation Objects Viewer Light source(s) Attributes that govern how light interacts with the materials in the scene Note the independence of the objects, viewer, and light source(s) 6

Luminance and Color Images Luminance Monochromatic Values are gray levels Analogous to working with black and white film or television Color Has perceptional attributes of hue, saturation, and lightness Do we have to match every frequency in visible spectrum? No! 7

Three-Color Theory Human visual system has two types of sensors Rods: monochromatic, night vision Cones Color sensitive Three types of cone Only three values (the tristimulus values) are sent to the brain Need only match these three values Need only three primary colors 8

Additive and Subtractive Color Additive color Form a color by adding amounts of three primaries CRTs, projection systems, positive film Primaries are Red (R), Green (G), Blue (B) Subtractive color Form a color by filtering white light with Cyan (C), Magenta (M), and Yellow (Y) filters Light-material interactions Printing Negative film 9

The RGB Color Model for CRT Blue=(0,0,1) Cyan=(0,1,1) Magenta=(1,0,1) White=(1,1,1) Black=(0,0,0) Green=(0,1,0) Red=(1,0,0) Yellow=(1,1,0) 10

Color Depth Can choose number of bits for each of r, g and b More bits per component means more colors can be distinguished, but image files will be larger 8 bits (1 byte) per component: 24-bit color, millions of colors If r = g = b, color is a shade of gray, so grayscale can be represented by a single value 8 bits permits 256 grays 11

The CMY Color Model for hardcopy Yellow=(1,1,0) Red=(1,0,0) Green=(0,1,0) Black=(0,0,0) White=(1,1,1) Magenta=(1,0,1) Cyan=(0,1,1) Blue=(0,0,1) 12

Undercolor Removal: CMYK System Real inks do not correspond to ideal subtractive primaries Combining three inks for black is undesirable Printers use four process colors, cyan, magenta, yellow and black CMYK gamut is not the same as RGB Implications for using images prepared for print (CMYK) on the Web (RGB) 13

The CMYK Color Model for hardcopy C = G+B = W-R M = R+B = W-G Y = R+G = W-B K = min(c,m,y) C C-K M M-K Y Y-K 14

The HSV Color Model for user-oriented Alternative way of specifying color Hue (roughly, dominant wavelength) Saturation (purity) Value (brightness) Model HSV as a cylinder: H angle, S distance from axis, V distance along axis Basis of popular style of color picker 15

The HSV Color Model for user-oriented H : hue S : saturation V : value (or B for blight) Cyan Green V 120 1.0 240 Blue Yellow White 0 Red Magenta 0.0 Black H S 16

Basics of Rendering Pipeline Based Rendering Objects in the scene are rendered in a sequence of steps that form the Rendering Pipeline. Ray-Tracing A series of rays are projected thru the view plane and the view plane is colored based on the object that the ray strikes 22

Ray Tracing and Geometric Optics One way to form an image is to follow rays of light from a point source determine which rays enter the lens of the camera. However, each ray of light may have multiple interactions with objects before being absorbed or going to infinity.

Global vs. Local Lighting Cannot compute color or shade of each object independently Some objects are blocked from light Light can reflect from object to object Some objects might be translucent

Pipeline Rendering Transform Illuminate Transform Clip Project Rasterize Model & Camera Parameters Rendering Pipeline Framebuffer Display 26

Definitions of Triangle Meshes {f 1 } : { v 1, v 2, v 3 } {f 2 } : { v 3, v 2, v 4 } {v 1 } : (x,y,z) {v 2 } : (x,y,z) {f 1 } : skin material {f 2 } : brown hair connectivity geometry face attributes [Hoppe 99 ] 28

Definitions of Triangle Meshes {f 1 } : { v 1, v 2, v 3 } {f 2 } : { v 3, v 2, v 4 } {v 1 } : (x,y,z) {v 2 } : (x,y,z) {f 1 } : skin material {f 2 } : brown hair {v 2,f 1 } : (n x,n y,n z ) (u,v) {v 2,f 2 } : (n x,n y,n z ) (u,v) connectivity geometry face attributes corner attributes [Hoppe 99 ] 29

Rendering: Transformations So far, discussion has been in screen space But model is stored in model space (a.k.a. object space or world space) Three sets of geometric transformations: Modeling transforms Viewing transforms Projection transforms 31

The Rendering Pipeline Scene graph Object geometry Modeling Transforms Lighting Calculations Viewing Transform Clipping Projection Transform Rasterization 32