1 Computer Graphics. Chapter 1: Introduction to Graphics 2.
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Transcript of 1 Computer Graphics. Chapter 1: Introduction to Graphics 2.
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Computer GraphicsComputer Graphics
Chapter 1: Introduction to Graphics
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Computer graphics History
• Computer graphics generally means creation, storage and manipulation of models and images
• Such models come from diverse and expanding set of fields including physical, mathematical, artistic, biological, and even conceptual (abstract) structures
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Frame from animation by William Latham, shown at SIGGRAPH 1992. Latham uses rules that govern patterns of natural forms to create his artwork.
Graphics Library (GL)
• Examples: OpenGL™, DirectX™, Windows Presentation Foundation™ (WPF), RenderMan™
• Primitives (chars, lines, polygons, meshes,…)• Attributes
• color• line style• material properties for 3D
• Lights• Transformations• Immediate mode vs. retained mode
• immediate mode: no stored representation, package holds only attribute state, and application must completely draw each frame
• retained mode: library compiles and displays from scene graph that it maintains, a complex DAG. It is a display-centered extract of the Application Model
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What is computer graphics
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Some research fields of computer graphics
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Basic notions
• Computer graphics – process of producing a picture or image using the computer
• Computer interfaces popular on personal computers• Desktop publishing • Realistic images generated using mathematical and physical methods
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Steps for creating a picture
• Creating a model • Perform necessary transformation• Lighting and rendering the object• The goal is the creation of an image by writing a program instead of
taking a picture with a camera• There exists an analogy between writing graphical programs and
taking pictures by a camera
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Pixels
• Pixel or “Picture element” is the simplest element in computer graphics
• Single location on the computer screen or printout• Value of each pixel is the range from white to black or range of
intensities of red, green, blue (RGB) colors.
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Frame buffers
• The pixels of an image are organized into two dimensional grid – frame buffer
• Multiple frame buffers can be stored in computer memory• Double buffering – first image is drawn into frame buffer and sent to
display. While the user is looking on the display, the next picture is drawing to the second buffer.
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Windows
• Image don’t fill the entire screen but is drawn into a window• Pixels are adressed within the window based on their location• Relative position of each pixel enables moving the window and
change its size
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Realistic images
• Calculating pixel values to create impression of a realistic picture• Simulation of objects from the real word• Approximation of physical properties of objects• Limitations given by computing time and memory space
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The Graphics Pipeline
• Modeling – creates an internal representation of the objects in the scene
• Rendering – converts the screen description into image• Display – shows the image on the output device
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The Graphics Pipeline
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Object Specification
Model
TransformationScene Description
Scene Description Model
TransformationView and Light Specification
Clipping and Hidden Surface Removal
Shading Image
The Graphics Pipeline
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Display TransformationImage Output
Applications of Computer Graphics
1. Display of information2. Design3. Simulation and animation4. User interfaces
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• Display of information• Maps • GIS (geographic information system)• CT (computer tomography)• MRI (magnetic resonance imaging) • PET (positron-emission tomography)• Fluid flow, molecular biology, mathematics…
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Display of Information
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Applications of Computer Graphics.
• Design• CAD (computer-aided design):
VLSI (very-large-scale integrated) circuits• Together with other tools:
architecture or interior design
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Interior Design
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Applications of Computer Graphics
• Simulation and animation• Flight simulation – pilot training• Games and educational software• Benefits:
• Less cost• Less danger, e.g. combination with the VR (virtual reality) techniques can help surgical
interns and astronauts
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Applications of Computer Graphics
• User interfaces• Friendly working environment:
windows, icons, menus, pointing devices
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Interface for a painting program
Application Programmer’s Interface
23Specifications of the functions in the graphics library
•The OpenGL graphics system is an Application Programming Interface (API) to graphics hardware.
Three-dimensional APIs
• Objects• Viewers• Light sources• Material properties
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Camera(Viewer) Specifications
• Position (COP)• Orientation• Focal length• Film plane
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Sequence of Images
• Wireframe• Flat shading
• HSR (Hidden surface removal)
• Smooth shading• Curves and surfaces
• NURBS, Bezier curves/surfaces
• Texture mapping• Bump mapping, environmental maps, antialiasing…
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Pixels
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A Graphics System
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Frame Buffer
• High-end systems: VRAM or DRAM• Simpler systems: part of memory• Depth: the number of bits per pixel• True color: depth=24• Resolution: the number of pixels in the frame buffer
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Rasterization or Scan-conversion
• Conversion of geometric entities to pixels in the frame buffer
• High-end systems• Special-purpose processors
• Simpler systems• A single and shared processor
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Output Devices
31CRT (Cathode-ray tube)
Output Devices
• CRT• Refresh: at least 50 times per second• Interlace and non-interlace systems• Color CRTs have three colored phosphors and a shadow mask
• Other raster devices:• LCD (liquid-crystal displays)• Plasma panels and digital projection systems• Non-refreshable: printers and plotters
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Shadow-mask CRT
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Input Devices
• Mouse
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Joystick Data tablet Anything else?
Hand Foot Voice Mind?
Images: Physical and Synthetic
• Image formation• Lighting• Shading• Properties of materials
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Objects and Viewers
• Object: formed from geometric primitives• Points, lines, polygons• Vertex (pl. Vertices) is the most primitive one
• Viewer: • Locations• Viewing angles
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Objects and Viewers
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Objects and Viewers
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3D world 2D image
Light and Images
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Synthetic-camera Model
Film Plane
Projection Plane
Single Point Light Source
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Ray Tracing
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Penetrating transparent surfaces
Reflected by
Mirrors
Diffuse surfaces
Refracted
Absorbed
Human Visual System
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Visual system does not have the same response to each color.We are most sensitive to green light
Pinhole Camera
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Pinhole Camera
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dz
xx
dz
yy
p
p
/
/
d
h
2tan2 1
(xp, yp, -d) is the projection of (x, y, z)
Synthetic-camera Model
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Bellows Camera Projector
Synthetic-camera Model
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COP(Center of Projection)
Focal Length
Synthetic-camera Model
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Synthetic-camera Model
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Clipping Window
Sequence of Images
• Wireframe• Flat shading
• HSR (Hidden surface removal)
• Smooth shading• Curves and surfaces
• NURBS, Bezier curves/surfaces
• Texture mapping• Bump mapping, environmental maps, antialiasing…
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Wireframe
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Flat Shading
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Smooth Shading
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Modeling With Curves/surfaces
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Bump Mapping
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Environmental Maps
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Antialiasing
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Modeling-rendering Paradigm
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Example: Scene graph
Graphics Architecture
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Early graphics system
Computeline segments
Drawline segments
Very high rate to avoid flickering
Graphics Architecture
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Display-processor architecture
Graphics Architecture
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Arithmetic pipeline: doubling the throughput!
Pipeline Architecture: Geometric pipeline
Pipelining
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Arithmetic pipeline: doubling the throughput!
Pipeline Architecture: Geometric pipeline
Geometric Pipeline
• Transformation• Conversion between coordinate systems• Translation, rotation, scaling• Aggregate transforms by matrix multiplications
• Clipping• Could be further pipelined
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Geometric Pipeline
• Projection• Remaining 3D objects are projected into 2D objects• Parallel or perspective projections
• Rasterization• Convert 2D objects into pixels
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Performance Characteristics
• Latency• Throughput:
• How fast we can move geometric entities through the pipeline• How many pixels per second we can alter in the frame buffer
• Pipeline architecture is not a must• Ray tracing or radiosity for better quality
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Summary & Notes of Lecture 1
• Application of computer graphics• A graphics system• Human visual system• Pinhole and synthetic camera models• Image formation• Geometric pipeline• Realistic images may require resolution of up to 40006000
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