3D graphics, raster and colors CS312 Fall 2010

Similar documents
Image Formation. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

Introduction to Computer Graphics with WebGL

Game Programming. Bing-Yu Chen National Taiwan University

Lecture 1. Computer Graphics and Systems. Tuesday, January 15, 13

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

Graphics Systems and Models

VTU QUESTION PAPER SOLUTION UNIT -1 INTRODUCTION

Computer Graphics. Bing-Yu Chen National Taiwan University

Survey in Computer Graphics Computer Graphics and Visualization

National Chiao Tung Univ, Taiwan By: I-Chen Lin, Assistant Professor

INTRODUCTION. Slides modified from Angel book 6e

Computer Graphics and Visualization. Graphics Systems and Models

CSE4030 Introduction to Computer Graphics

CS452/552; EE465/505. Image Formation

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

Introduction to Computer Graphics with WebGL

Models and Architectures

Computer Graphics - Chapter 1 Graphics Systems and Models

CS130 : Computer Graphics Lecture 2: Graphics Pipeline. Tamar Shinar Computer Science & Engineering UC Riverside

The Display pipeline. The fast forward version. The Display Pipeline The order may vary somewhat. The Graphics Pipeline. To draw images.

Computer Graphics. Chapter 1 (Related to Introduction to Computer Graphics Using Java 2D and 3D)

CS451Real-time Rendering Pipeline

CS452/552; EE465/505. Color Display Issues

The Viewing Pipeline Coordinate Systems

CS 464 Review. Review of Computer Graphics for Final Exam

Computer Graphics Lecture 2

Graphics Hardware and Display Devices

Reading. 2. Color. Emission spectra. The radiant energy spectrum. Watt, Chapter 15.

Computer Graphics Fundamentals. Jon Macey

CS 354R: Computer Game Technology

(0, 1, 1) (0, 1, 1) (0, 1, 0) What is light? What is color? Terminology

Rasterization Overview

Chapter 4. Chapter 4. Computer Graphics 2006/2007 Chapter 4. Introduction to 3D 1

Visualisatie BMT. Rendering. Arjan Kok

Image Formation. Introduction to Computer Graphics. Machiraju/Zhang/Möller/Klaffenböck

Illumination and Shading

Image Formation. Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

Multimedia Technology CHAPTER 4. Video and Animation

CHAPTER 1 Graphics Systems and Models 3

1.2.3 The Graphics Hardware Pipeline

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane

Color and Shading. Color. Shapiro and Stockman, Chapter 6. Color and Machine Vision. Color and Perception

Animation & Rendering

Pipeline Operations. CS 4620 Lecture 10

Advanced Computer Graphics (CS & SE )

Introduction to Computer Graphics with WebGL

OXFORD ENGINEERING COLLEGE (NAAC Accredited with B Grade) DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING LIST OF QUESTIONS

Overview CS Plans for this semester. References. CS 4600 Fall Prerequisites

Lecturer Athanasios Nikolaidis

Introduction to Computer Graphics with WebGL

CS4620/5620: Lecture 14 Pipeline

CSE 167: Lecture #6: Color. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

Graphics for VEs. Ruth Aylett

Computer Graphics. Instructor: Oren Kapah. Office Hours: T.B.A.

Computer Graphics and Visualization. What is computer graphics?

Computer Graphics. Shadows

OUTLINE. Learn the basic design of a graphics system Introduce pipeline architecture Examine software components for a graphics system

QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION

Image Formation. Camera trial #1. Pinhole camera. What is an Image? Light and the EM spectrum The H.V.S. and Color Perception

Digital Image Processing COSC 6380/4393

Graphics Programming

Digital Image Processing COSC 6380/4393. Lecture 19 Mar 26 th, 2019 Pranav Mantini

Spring 2009 Prof. Hyesoon Kim

782 Schedule & Notes

CS 563 Advanced Topics in Computer Graphics Camera Models. by Kevin Kardian

Graphics for VEs. Ruth Aylett

Visible Color. 700 (red) 580 (yellow) 520 (green)

Scanline Rendering 2 1/42

CS452/552; EE465/505. Clipping & Scan Conversion

Lecture 4 Advanced Computer Graphics (CS & SE )

Chapter 5. Projections and Rendering

SRM INSTITUTE OF SCIENCE AND TECHNOLOGY

THE DEPTH-BUFFER VISIBLE SURFACE ALGORITHM

CS2401 COMPUTER GRAPHICS ANNA UNIV QUESTION BANK

E.Order of Operations

Computer Graphics 10 - Shadows

Image Processing using LabVIEW. By, Sandip Nair sandipnair.hpage.com

Physical Color. Color Theory - Center for Graphics and Geometric Computing, Technion 2

Lecture 1 Image Formation.

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

Output models Drawing Rasterization Color models

Image Analysis. 1. A First Look at Image Classification

Computing Visibility. Backface Culling for General Visibility. One More Trick with Planes. BSP Trees Ray Casting Depth Buffering Quiz

CS635 Spring Department of Computer Science Purdue University

CS230 : Computer Graphics Lecture 4. Tamar Shinar Computer Science & Engineering UC Riverside

Ulf Assarsson Department of Computer Engineering Chalmers University of Technology

Pipeline Operations. CS 4620 Lecture 14

EE795: Computer Vision and Intelligent Systems

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops.

3D Polygon Rendering. Many applications use rendering of 3D polygons with direct illumination

Fall 2015 Dr. Michael J. Reale

CSC Graphics Programming. Budditha Hettige Department of Statistics and Computer Science

SAZ4C COMPUTER GRAPHICS. Unit : 1-5. SAZ4C Computer Graphics

Topics and things to know about them:

Overview. Pipeline implementation I. Overview. Required Tasks. Preliminaries Clipping. Hidden Surface removal

Three Main Themes of Computer Graphics

CS602 Midterm Subjective Solved with Reference By WELL WISHER (Aqua Leo)

Real-Time Shadows. Last Time? Today. Why are Shadows Important? Shadows as a Depth Cue. For Intuition about Scene Lighting

Computer Science 426 Midterm 3/11/04, 1:30PM-2:50PM

Chapter 1 Introduction

Transcription:

Computer Graphics 3D graphics, raster and colors CS312 Fall 2010

Shift in CG Application Markets 1989-2000 2000 1989

3D Graphics Object description 3D graphics model Visualization 2D projection that simulates the appearance of a real object

Graphics System Processor Display hardware Model databases Applications program Geometric processing Frame Buffer Video controller Display Interaction

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, the viewer, and the light source(s)

Ray Tracing One way to form an image is to follow rays of light from a point source and determine which rays enter the lens of the camera.

Luminance and Color Images Luminance Image Monochromatic Values are gray levels Analogous to working with black and white film or television Color Image Has perceptional attributes of hue, saturation, and lightness Do we have to match every frequency in visible spectrum?

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

Shadow Mask CRT

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

Pinhole Camera Use trigonometry to find projection of point at (x,y,z) x p = -x/z/d y p = -y/z/d z p = d These are equations of simple perspective

Synthetic Camera Model projector p image plane projection of p center of projection

Practical Approach Process objects one at a time in the order they are generated by the application Can consider only local lighting Pipeline architecture application program display All steps can be implemented in hardware on the graphics card

The Programmer s Interface Programmer sees the graphics system through a software interface: the Application Programmer Interface (API)

Following the Pipeline: Transformations Much of the work in the pipeline is in converting object representations from one coordinate system to another World coordinates Camera coordinates Screen coordinates Every change of coordinates is equivalent to a matrix transformation

Clipping Objects that are not within the viewing volume are said to be clipped out of the scene

Projection Must carry out the process that combines the 3D viewer with the 3D objects to produce the 2D image Perspective projections: all projectors meet at the center of projection Parallel projection: projectors are parallel, center of projection is replaced by a direction of projection

Rasterization If an object is visible in the image, the appropriate pixels in the frame buffer must be assigned colors Vertices assembled into objects Effects of lights and materials must be determined Polygons filled with interior colors/shades Must have also determined which objects are in front (hidden surface removal)

Rasterization The process of transforming geometric shapes into discrete raster grids.

Raster Graphics Spatial resolution= elements scan lines e.g. 5 5 (below) Intensity or color resolution = 2 Depth here, each pixel can have any of 2^3 = 8 possible values. Scan line Element / pixel Depth

Color C = rr + gg + bb Minimum number of levels for just noticeable intensity difference is 100, or about 7 bits. Thus, use at least 8 bits per color (R, G, B) (10-24 for photographic quality)

Frame Buffer Architectures The raster image is stored in a frame buffer memory. The frame buffer is built from one or more bit planes --two-dimensional arrays of bits. This memory is usually peripheral to the host on a video card.

Black and White Frame Buffer with 1 Bit Plane 1 1 bit 2 levels 1

Frame Buffer Configurations N: number of bit planes => 2 N intensity levels Can drive a digital-to-analog converter directly, or use these values as an index into a lookup table ( color map, etc.)

Grey Scale Frame Buffer with N Bit Planes N N bits levels 3 bit DAC 101 (for example)

Grey Scale Frame Buffer with Look-Up Table N 6 bit DAC (64 levels) 110101 101 Look-up value stored in address 101 (=5), e.g. 110101 (53 from range 0-63)

8 Color Frame Buffer (3 Bit Planes) 3 101

3 Bit Planes = 8 Colors 0 0 0 == BLACK 1 0 0 == RED 0 1 0 == GREEN 0 0 1 == BLUE 1 1 0 == YELLOW 0 1 1 == CYAN 1 0 1 == MAGENTA 1 1 1 == WHITE

Color Frame Buffer with 3N Bit Planes N 3N N 7 N 3 6

CFB with 3N Bit Planes and LUT 3N N N 7 25 N 3 54 6 18

Newer Architectures Additional memory planes per pixel: Z (depth) Alpha blending Stencils (to select areas for operations) Separate texture memory

Raster Graphics Primitives Points Lines Rectangles Circles or Conics Disks Polygons Characters or Special symbols Bit maps, sprites, or patterns G