Fundamentals of Computer Graphics (2nd Edition 2005)
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undamentals of omputer raphics
Peter hirley
School of Computing
University of Utah
w t
Michael shikhmin
Michael Gleicher
Stephen R Marschner
Erik Reinhard
Kelvin Sung
William Thompson
Peter Willemsen
K Peters
Wellesley Massachusetts
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Editorial, Sales, and Customer Service Office
A K Peters, Ltd.
888 Worcester Street, Suite 230
Wellesley, MA 02482
www.akpeters.com
Copyright © 2005 by A K Peters, Ltd.
All rights reserved. No part of the material protected by this copyright
notice may be reproduced or utilized in any form, electronic or mechani
cal, including photocopying, recording, or by any information storage and
retrieval system, without written permission from the copyright owner.
ibr ry of
ongress ataloging in Publication Data
Shirley,
Peter), 1963-
Fundamentals of computer graphics / Peter Shirley; with Michael Ashikhmin [et.
al.].--2nd ed.
p
cm.
Includes bibliographical references and index.
ISBN 1-56881-269-8
Computer graphics.
I
Ashikhmin, Michael.
II
Title.
T385.S4342005
006.6 96--dc22
2005048904
Printed
in
India
09 8 7 6
98765432
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ont nts
Preface
Introduction
1 1 Graphics Areas
1 2 Major Applications
1 3 Graphics APIs
1 4 3D Geometric Models
1 5
Graphics Pipeline
1 6 Numerical Issues
1 7
f f i c i ency
1 8 Software Engineering
2 Miscellaneous Math
2 1 Sets and Mappings
2 2 Solving Quadratic Equations
2 3
Trigonometry
2 4
Ve c t o r s
2 5 2 Implicit Curves
2 6 2 Parametric Curves
2 7 3D Implicit Surfaces
2 8 3D Parametric Curves
xi
1
I
2
3
4
4
5
8
8
5
IS
2
23
3
36
38
4
v
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viii
ont nts
Data Structures for Graphics
13 1 Triangle Meshes
13 2 Winged Edge Data Structure
13 3 Scene Graphs
13 4 Tiling Multidimensional Arrays
9
·
269
27
· 272
·
274
4 Sampling
14 1 Integration
14 2 Continuous Probability
14 3 Monte Carlo Integration
14 4 Choosing Random Points
79
279
· 284
· 288
291
5 Curves
15 1
Curves
15 2 Curve Properties
15 3 Polynomial Pieces
15 4 Putting Pieces Together
15 5 Cubics
15 6 Approximating Curves
15 7
um m a r y
3
· 3 1
307
310
318
321
327
344
47
·
348
352
36
361
· 367
·
370
· 373
·
376
Principles of Animation
Keyframing
Deformations
Character Animation
Physics Based Animation
Procedural Techniques
Groups of Objects
Notes
6
Computer
Animation
16 1
16 2
16 3
16 4
16 5
16 6
16 7
16 8
7
Using
Graphics Hardware
17 1
What
is
Graphics Hardware
17 2 Describing Geometry for the Hardware
17 3 Processing Geometry into Pixels
79
· 379
·
38
·
387
8 Building Interactive Graphics Applications 4
18 1
The Ball Shooting Program 402
18 2 Programming Models 404
18 3 The Modelview Controller Architecture
421
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Contents
18.4 Example Implementations
18.5 Applying Our Results
18.6 Notes
18.7 Exercises
9 Light
19 1
Radiometry
19.2 Transport Equation
19.3 Photometry .
ix
·
433
·
443
·
446
447
45
·
451
· 460
·
462
2 Color
2 1
20.2
20.3
20.4
20.5
20.6
20.7
20.8
Light and Light Detectors
Tristimulus Color Theory .
CIE Tristimulus Values . .
Chromaticity . . . .
Scotopic Luminance . . .
RGB Monitors . . . . .
Approximate Color Manipulation
Opponent Color Spaces. . . . . .
465
· 466
· 466
·
468
469
·
472
· 472
·
473
· 474
Visual Perception
21 1
Vision Science
21.2 Visual Sensitivity . .
21.3 Spatial Vision . . .
21.4 Objects Locations and Events .
21.5 Picture Perception .
22 Tone Reproduction
22 1
Classification
22.2 Dynamic
Range
.
22.3 Color .
22.4 Image Formation
22.5 Frequency Based Operators
22.6 Gradient Domain Operators
22.7 Spatial Operators
22.8
iv i s i on
22.9 Sigmoids . . . . .
22.10 Other Approaches
22.11 Night Tonemapping
22.12 Discussion .
477
478
479
·
495
·
5 9
· . 517
5
524
·
525
527
·
529
529
. . . . . . .
531
·
532
·
534
535
· 54
543
·
544
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x
Global Illumination
23 1 Particle Tracing for Lambertian Scenes
23 2 Path Tracing
23 3 Accurate Direct Lighting
ont nts
547
548
553
4
Reflection
Models
24 1 Real World Materials
24 2 Implementing Reflection Models
24 3 Specular Reflection Models
24 4 Smooth Layered
Model
24 5 Rough Layered Model
6
6
56
565
566
569
5 Image Based Rendering
25 1 The Light Field
25 2 Creating a Novel Image from a Set of Images
6 Visualization
26 1 2D Scalar Fields
26 2 3D Scalar Fields
References
Index
577
578
579
58
583
585
595
6
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Preface
This book is a product of several graphics courses I have taught at Indiana Univer
sity and the University
of
Utah. All graphics books must choose between teaching
the low-level details under the hood
of
graphics programs or teaching how to
use modem graphics APls such as OpenGL Direct3D and Java3D. This book
chooses the former approach. I do not have a good justification for this choice
other than that I have taught both styles of courses and the students in the Iow
level courses seemed to understand the material better than the other students and
even seemed to use the APls more effectively. There are many reasons this might
e
true and the effect may not transfer to other teachers or schools. However I
believe that teaching the fundamentals is usually the right approach whether in
graphics another academic discipline or a sport.
ow to Use this
ook
The book begins with nine chapters that roughly correspond to a one-semester
course which takes students through the graphics pipeline and basic ray tracing.
has students implement everything i.e. it is not a learn OpenGL style text.
However the pipeline presented is consistent with the one implemented
in
graph
i s hardware and students who have used the book should find OpenGL or other
common APls familiar
in
many ways.
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xii
ref ce
The second part
the book is a series
advanced topics that are not highly
ordered. This allows a variety
second-semester courses and a few weeks
advanced topics in a first semester course.
For the first semester, I would suggest the following as a possible outline
initial assignments:
Math homework at the end Chapter 2 followed by at least one in-class
exam.
2
Line rasterization.
3
Triangle rasterization with barycentric color interpolation.
4.
Orthographic wireframe drawing.
5. Perspective wireframe drawing.
6 BSP-tree with flat-shaded triangles and wireframe edges with only trivial
z-clipping and with mouse-driven viewpoint selection.
7
Finite-precision z-buffer implementation with only trivial z-clipping.
Following these assignments, the instructor could do assignments on ray tracing
or could have the students add shadow-maps, Phong lighting, clipping, and tex
tures to their z-buffers, or they could move the students into programming with a
3D API.
bout the over
The cover image is from iger in the aterby J W Baker brushed and air
brushed acrylic on canvas, 16 by 20 , www.jwbart.com).
The subject a tiger is a reference to a wonderful talk given by Alain Fournier
1943-2000) at the Cornell Workshop in 1998. His talk was
an
evocative verbal
description the movements a tiger. He summarized his point:
Even though modelling and rendering in computer graphics have
been improved tremendously in the past 35 years, we are still not
at the point where we can model automatically a tiger swimming
in
the river in all its glorious details. By automatically I mean in a way
that does not need careful manual tweaking by an artist/expert.
The bad news is that we have still a long way to go.
The good news is that we have still a long way to go.
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Preface
Online Resources
xiii
The web site for this book
s
http://www.cs.utah.edu/
shirley/fcg2/. I will main-
tain an errata list there as well s links to people using the book in classes. Al-
though I do not provide slides for the course, Rich Riesenfeld has graciously
agreed to make his excellent slides available, and a pointer to those slides will be
available at the book s web site. Most of the figures in this book are in Abobe Il-
lustrator format. I would be happy to convert specific figures into portable formats
on request. Please feel free to contact me at [email protected].
hanges this dition
There are many small changes in the material from the first edition of this book,
but the two large changes are the addition
of
a bibliography and the addition
of
new chapters written by colleagues. These colleagues are people I think are clear
thinkers and communicators, and I invited them each to write a chapter with arm-
twisting designed to get certain key topics covered. Most
of
them have used the
book in a class and were thus familiar with its approach. The bibliography is not
meant to be extensive, but
s
instead a place for readers to get started. I am sure
there are omissions there, and I would like to hear about any crucial references
we have missed. The new chapters are:
Signal Processing by Stephen Marschner, Cornell University Chapter 4).
Curves by Michael Gleicher, University of Wisconsin Chapter 15).
Computer Animation by Michael Ashikhmin, SUNY at Stony Brook
Chapter 16).
Using Graphics rdw re by Peter Willemsen, University of Minnesota
Duluth Chapter 17).
Building Interactive Graphics Applications
by Kelvin Sing, University
of
Washington Bothell Chapter 18)
Visual Perception by William B. Thompson, University of Utah
Chapter 21).
Tone Reproduction
by Erik Reinhard, University
of
Central Florida
Chapter 22).
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xiv
knowledgements
reface
The following people have provided helpful comments about the book: Josh An
dersen, Zeferino Andrade, Michael Ashikhman, Adam Berger, Adeel Bhutta,
Solomon Boulos, Stephen Chenney, Michael Coblenz, Greg Coombe, Frederic
Cremer, Brian Curtin, Dave Edwards, Jonathon Evans, Karen Feinauer, Amy
Gooch, Eungyoung Han, Chuck Hansen, Andy Hanson, Dave Hart, John Hart,
Helen Hu, Vicki Interrante, Henrik Wann Jensen, Shi Jin, Mark Johnson, Ray
Jones, Kristin Kerr, Dylan Lacewell, Mathias Lang, Philippe Laval, Marc Levoy,
Howard Lo, Ron Metoyer, Keith Morley, Eric Mortensen, Tamara Munzner, Koji
Nakamaru, Micah Neilson, Blake Nelson, Michael Nikelsky, James O Brien,
Steve Parker, Sumanta Pattanaik, Matt Pharr, Peter Poulos, Shaun Ramsey, Rich
Riesenfeld, Nate Robins, Nan Schaller, Chris Schryvers, Tom Sederberg, Richard
Sharp, Sarah Shirley, Peter-Pike Sloan, Tony Tahbaz, Jan-Phillip Tiesel, Bruce
Walter, Alex Williams, Amy Williams, Chris Wyman, and Kate Zebrose.
Ching-Kuang Shene and David Solomon allowed me to borrow examples
from their works. Henrik Jensen, Eric Levin, Matt Pharr, and Jason Waltman
generously provided images. Brandon Mansfield was very helpful
in
improving
the content of the discussion of hierarchical bounding volumes for ray tracing.
Carrie Ashust, Jean Buckley, Molly Lind, Pat Moulis, and Bob Shirley, provided
valuable logistical support. Miranda Shirley provided valuable distractions.
I am extremely thankful to J W Baker helping me to get the cover I envi
sioned. In addition to being a talented artist, he was a great pleasure to work with
personally.
Many works were helpful in preparing this book, and most
of
them appear
in the notes for the appropriate chapters. However, a few pieces that influenced
the content and presentation do not, and I list them here. I thank the authors for
their help. These include the two classic computer graphics texts I first learned
the basics from as a student: Computer Graphics Principles Practice (Foley,
Van
Dam, Feiner,
Hughes, 1990), and
Computer Graphics
(Hearn Baker,
1986). Other texts include both
of
Alan Watt s classic books (Watt, 1993, 1991),
Hill s
Computer Graphics Using OpenGL
(Francis S Hill, 2000), Angel s
Inter-
active Computer Graphics A Top Down Approach With OpenGL (Angel, 2002),
Hughes Hoppe s University
of
Washington dissertation (Hoppe, 1994), and
Rogers two classic graphics texts (D. F Rogers, 1985, 1989).
This book was written using the lbT X document preparation software on an
Apple Powerbook. The figures were made by the author using the
Adobe Illustra-
tor package. I would like to thank the creators of those wonderful programs.
d
like to thank the University of Utah for allowing me to work on this book
during sabbatical.
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ref ce
I would like to especially thank Alice and Klaus Peters for encouraging me to
write the first edition
this book for their great skill in bringing a book to fruition
and for their dedication to making their books the best they can be In addition
to finding many errors in formulas and language in the second edition they put
in many weeks extremely long hours in the home stretch the process and I
have no doubt this book would not have been finished without their extraordinary
efforts
Salt Lake City
April 2005
Peter Shirley
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Introduction
The
omputer Graphics
describes any use computers to create or ma-
nipulate images. This book takes a slightly more specific view and deals mainly
with algorithms for image generation. Doing computer graphics inevitably re-
quires some knowledge specific hardware, file formats, and usually an API
or
two. The specifics that knowledge are a moving target due to the rapid evolu-
tion the field, and therefore such details will be avoided n this text. Readers
are encouraged to supplement the text with relevant documentation for their soft-
warelhardware environment. Fortunately the culture
computer graphics has
enough standard terminology and concepts that the discussion
n
this book should
map nicely to most environments. This chapter defines some basic tenninology,
and provides some historical background as well as infonnation sources related
to
computer graphics.
Graphics
Areas
t s
always dangerous to try to categorize endeavors in any field, but most graph-
ics practitioners would agree on the following major areas and that they are part
the field computer graphics:
An
application program illlerj ace
API s a software interface for basic operations such as line
drawing. Current popular APls include OpenGL, Direct3D, and Java3D.
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Miscellaneous Math
Much
o
graphics
s
ust translating math directly into code. The cleaner the math,
the cleaner the resulting code. Thus, much o this book concentrates on using ust
the right math for the job. This chapter reviews various tools from high school
and college mathematics, and
s
designed to be used more
s
a reference than
s
a tutorial. t may appear to be a hodge-podge o topics, and indeed it is; each
topic
s
chosen because it
s
a bit unusual n standard math curricula, because it
s o central importance in graphics, or because it
s
not typically treated from a
geometric standpoint.
addition to establishing a review with the notation used
n
the book, the chapter also emphasizes a few points that are sometimes skipped
n the standard undergraduate curricula, such as barycentric coordinates on tri
angles. This chapter
s
not intended
to
be a rigorous treatment o the material;
instead intuition and geometric interpretation are emphasized. A discussion
o
linear algebra
s
deferred until Chapter 5 just before transformation matrices are
discussed. Readers are encouraged to skim this chapter to familiarize themselves
with the topics covered and to refer back to it
s
needed. The exercises at the end
o
the chapter may be useful
n
determining which topics need a refresher.
2
ets and appings
appingsalso calledfunctions are basic to mathematics and programming. Like
a function n a program, a mapping n math takes an argument o one
type
and
maps it to returns) an object o a particular type.
a program we say type; n
15
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Raster lgorithms
Most computer graphics images are presented to the user on a
raster
display. Such
systems show images as rectangular arrays of pixels which is short for picture
elements. These pixels are set using RGB red-green-blue) color. In this chapter,
we discuss the basics of raster displays, emphasizing the RGB color system and
the non-linearities
of
standard image display.
3 1
Raster
isplays
There are a variety
9f
display technologies for desktop and projected display.
These displays vary
in resolution
the number
of
pixels) and physical size. Pro
grammers can usually assume that the pixels are laid out in a rectangular array,
also called a
raster
3
ixels
Each displayable element
in
a raster display
is
called a
pixel
Displays usually
index pixels
by
an ordered pair
i, j
indicating the row and column
of
the pixel.
If a display has
x
columns and
rows
of
pixels, the bottom-left element is pixel
0,0)
and the top-right
is
pixel
n
x
- 1 n
y
- 1).
J
In many APIs the rows of an image will be addressed in the less intuitive manner from the top-to
bottom. so the top-left pixel has coordinates 0,0 . This convention is common for historical reasons;
it is the order that rows come in a standard television transmission.
5
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tephen
rschner
ignal rocessing
In
graphics, we often deal with functions of a continuous variable: an image is
the first example you have seen, but you will encounter many more as you con
tinue your exploration of graphics. By their nature continuous functions
can t
be
directly represented in a computer; we have to somehow represent them using
a finite number of bits. One
of
the most useful approaches to representing con
tinuous functions
is
to use s mples of the function:
just
store the values of the
function at many different points and re onstru t the values in between when and
if they are needed.
You are by now familiar with the idea
of
representing an image using a two
dimensional grid of pixels so you have already seen a sampled representation
Think of an image captured by a digital camera: the actual image of the scene that
was formed by the camera s lens is a continuous function of the position on the
image plane, and the camera converted that function into a two-dimensional grid
of samples. Mathematically, the camera converted a function of type ]R2 C
(where C
is
the set of colors) to a two-dimensional array of color samples, or a
function of type Z2 C.
Another example of a sampled representation
is
a 2D digitizing tablet such
as the screen of a tablet computer or PDA. In this case the original function is
the motion of the stylus, which
is
a time-varying 2D position, or a function of
type]R ]R2 The digitizer measures the position of the stylus at many points in
time, resulting in a sequence of 2D coordinates, or a function of type Z ]R2 A
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Linear Algebra
Perhaps the most universal tools
of
graphics programs are the matrices that
change or
tr ns orm
points and vectors.
n
the next chapter,
we
will see
how a vector can be represented as a matrix with a single column, and how
the vector can be represented
in
a different basis via multiplication with a
square matrix.
e
will also describe how we can use such multiplications to ac
complish changes in the vector such as scaling, rotation, and translation.
n
this chapter, we review basic linear algebra from a geometric perspective.
This chapter can be skipped by readers comfortable with linear algebra.
However, there may be some enlightening tidbits even for such readers, such as
the development
of
determinants and the discussion
of
singular and eigenvalue
decomposition.
5 eterminants
eusually think
of
determinants as arising
in
the solution
of
linear equations.
However, for our purposes, we will think
of
determinants as another way to mul
tiply vectors. For 20 vectors a and
b
the determinant labl
is
the area
of
the
parallelogram formed
by
a and b Figure 5.1). This is a signed area, and the
sign
is
positive if a and b are right-handed and negative if they are left-handed.
This means labl
=
Ibal. n20
we can interpret right-handed as meaning
we
would rotate the first vector counterclockwise to close the smallest angle to the
second vector.
n
3D the determinant must be taken with three vectors at a time.
For three 3D vectors,
a
band
e
the determinant label is the signed volume
of
the parallelepiped 3D parallelogram; a sheared 3D box) formed by the three vec-
119
igure
5 1 The signed
area of the parallelogram s
labl,
and n this case the
area s positive
igure
5.2. The
signed volume of the paral-
lelepiped shown s denoted
y the determinant
label,
and in this case the volume
s positive because the vec-
tors form a right handed ba-
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Transformation Matrices
nthis chapter, we describe how we can use matrix multiplications to accomplish
changes
in
a vector such
as
scaling, rotation, and translation. ealso discuss how
these transforms operate differently on locations points , displacement vectors,
and surface normal vectors.
e
will show how a set points transforms if the points are represented as
offset vectors from the origin. So think the image we shall use a clock as a
bunch points that are the ends vectors whose tails are at the origin.
6
asic ransforms
ecan use matrices
to
change the components a 2D vector. For example:
Such a transformation can change vectors in a variety ways that are useful.
nparticular, it can be used to scale, rotate, and shear. ewill introduce more
general transformations later, but the basics transformation are embodied in
the simple formula above. For our purposes, consider moving along the x-axis a
horizontal move, and along the y-axis, a vertical move.
5
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i wing
The transfonn tools developed in the last chapter will make it straightforward for
us to create images 3D line segments. n this chapter, we develop the methods
to produce 3D orthographic and perspective views
line segments in space with
no
hidden-line removal Figure 7.1). Note that n the orthographic projection,
the parallel lines n 3D are parallel n the image, while in the perspective pro
jection they may not be parallel in the image. For the entire chapter, we assume
that 3D line segments are specified by two end points, each the fonn x,
z .
n the next chapter we use BSP trees and z-buffers to allow opaque objects with
hidden-line and hidden-surface removal, and we will use triangle faces rather than
triangle edges.
igur 7 Left: orthographic projection Middle: perspective projection Right: perspective
projection with hidden lines removed
159
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Hidden Surface Elimination
While
w
know how to get a single triangle onto the screen by projecting its
vertices from 3D to the canonical view volume, we will achieve more realism if
w
also do
hidden suif ce elimin tion
where only the closest surface s visible
to the viewer. This can be achieved through numerous methods; we only cover
the two most commonly used ones here: BSP trees Fuchs, Kedem,
Naylor,
1980) and z-buffering Catmull, 1975). Ray tracing can also be thought
as a
hidden surface algorithm, but it will be discussed n its own chapter since it does
not integrate well into the standard project-and-rasterize process. There are many
other hidden surface algorithms Sutherland, Sproull,
Schumacker. 1974), but
few besides those three are used n practice.
8 Tree
If
w
are making many images
the same geometry from different viewpoints,
as s often the case for applications such as games, we can use a
bin ry sp ce
p rtitioning
BSP) tree algorithm to order the surfaces from front to back. The
key aspect
the BSP tree s that it uses a preprocess to create a data structure that
s
useful for any viewpoint. So, as the viewpoint changes, the same data structure
s used without change.
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Surface Shading
To make objects appear to have more volume it can help to use shading i.e. the
surface
is
painted with light. This chapter presents the most common heuristic
shading methods. The first two diffuse and Phong shading were developed in the
1970s and are available in most graphics libraries. The last artistic shading uses
artistic conventions to assign color to objects. This creates images reminiscent o
technical drawings which
is
desirable in many applications.
9 iffuse hading
Many objects in the world have a surface appearance loosely described
as
matte
indicating that the object is not at all shiny. Examples include paper unfinished
wood and dry unpolished stones.
To
a large degree such objects do not have a
color change with a change in viewpoint. For example you stare at a partic-
ular point on a piece
o
paper and move while keeping your gaze fixed on that
point the color at that point will stay relatively constant. Such matte objects can
be considered as behaving as ambertianobjects. This section discusses how to
implement the shading o such objects. A key point
is
that all formulas in this
chapter should be evaluated in world coordinates and not in the warped coordi-
nates after the perspective transform
is
applied. Otherwise the angles between
normals are changed and the shading will be inaccurate.
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ay
racing
y tr cing is
a method to produce realistic images; it determines visible sur
faces in an image at the pixel level (Appel, 1968; Kay Greenberg, 1979; Whit
ted, 1980). Unlike the z-buffer and S tree, ray tracing operates pixel-by-pixel
rather than primitive-by-primitive. This tends to make ray tracing relatively slow
for scenes with large objects in screen space. However, it has a variety of nice
features which often make it the right choice for batch rendering and even for
some interactive applications.
Ray tracing s primary benefit is that it is relatively straightforward to com
pute shadows and reflections. In addition, ray tracing
is
well suited to walk
throughs of extremely large models due to advanced ray tracing s low asymptotic
time complexity which makes up for the required preprocessing of the model
(Snyder
Barr, 1987; Muuss, 1995; Parker, Martin, et aI., 1999; Wald, Slusallek,
Benthin,
Wagner, 200 I).
n an interactive 3D program implemented in a conventional z-buffer environ
ment, it
is
often useful
e
able to select an object using a mouse. The mouse
is
clicked in pixel
i
and the picked object is whatever object is seen through
that pixel. If the rasterization process includes an object identification buffer, this
is just a matter
of
looking up the value in pixel
i
of that buffer. However,
if that buffer
is
not available,
we
can solve the problem of which object is vis
ible via brute force geometrical computation using a ray intersection test. In
this way, ray tracing is useful also to programmers who use only standard
graphics APls.
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exture
apping
The shading models presented
in
Chapter 9 assume that a diffuse surface has uni
form reflectance
r
This
is
fine for surfaces such as blank paper or painted walls,
but
it is
inefficient for objects such as a printed sheet
of
paper. Such objects have
an appearance whose complexity arises from variation in reflectance properties.
While
we
could use such small triangles that the variation is captured
by
varying
the reflectance properties of the triangles, this would be inefficient.
The common technique to handle variations
of
reflectance is to store the re
flectance as a function or a a pixel-based image and map it onto a surface Cat
mull, 1975). The function or image is called a
texture map
and the process
of
controlling reflectance properties is called
texture mapping
This is not hard to
implement once you understand the coordinate systems involved. Texture map
ping can be classified by several different properties:
I. the dimensionality
of
the texture function,
the correspondences defined between points on the surface and points
in
the
texture function, and
3
whether the texture function is primarily procedural or primarily a table
look-up.
These items are usually closely related, so we will somewhat arbitrarily classify
textures by their dimension.
We
first cover 3D textures, often called
solid
tex
tures or
volume
textures.
We
will then cover
textures, sometimes called
image
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A ull Graphics Pipeline
A common operation in graphics is lipping where one geometric entity cuts
another. For example,
you clip a triangle against the plane
x =
0, the plane
cuts the triangle. In most applications
o
clipping, the portion
o
the triangle on
the wrong side
o
the plane is discarded. Here the wrong side
is
whichever side
is specified by the details
o
the application. This operation for a single plane is
shown in Figure 2
This section discusses the basic implementation o a clipping module. Those
interested in implementing an industrial-speed clipper should see the book by
Blinn mentioned in the notes at the end
o
this chapter.
So far we have covered how to rasterize triangles and how to use transformation
matrices and z-bufferslBSP trees to create perspective views o 3D triangles. Al
though this is the core
o
most modem graphics systems, there are a number
o
details that must be addressed before our system is complete.
We
have not yet
addressed the case where some or all
o
a triangle is outside the view volume;
this
is
handled by a process called clipping; parts
o
triangles outside the view
volume are cut away or clipped Sutherland et aI., 1974; Cyrus
Beck, 1978;
J Blinn
Newell, 1978; Liang
Barsky, 1984). The other important details
in this chapter are related to improving efficiency and appearance in a graphics
pipeline.
2
lipping
clipping
, pl ne
,
,
,
, )
,
,
,
.
I
I
I
.
,
,
,
Figure
12.1. A polygon
is clipped against a clipping
plane. The portion inside
the plane is retained.
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ata
Structures
for
raphics
There are a variety
data structures that seem to pop up repeatedly
in
graphics
applications. This chapter talks about three basic and unrelated data structures
that are among the most common and useful. There are many variants
these
data structures, but the basic ideas behind them can be conveyed using an example
each.
First the winged-edge data structure for storing tessellated geometric mod
els
is
discussed Baumgart, 1974 . The winged-edge data structure is useful for
managing models where the tessellation changes, such as
in
subdivision or sim
plification routines.
Next, the scene-graph data structure
is
presented. These are rapidly becoming
well supported features
all new graphics APIs because they are so useful
in
managing objects and transformations.
Finally, the tiled multidimensional array is presented. Originally developed to
help paging performance, such structures are now crucial for memory locality on
machines regardless whether the array fits
in
main memory.
3
Triangle Meshes
One
the most common model representations is a polygonal mesh as discussed
in
Section 11.3. When such meshes are unchanging
in
the program, the simple
structure described
in
that section is usually sufficient. However, when the meshes
are to be modified, more complicated data representations are needed to efficiently
answer queries such
s
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Sampling
Many applications
n
graphics require fair sampling of unusual spaces such as
the space of all possible lines. For example we might need to generate random
edges within a pixel or random sample points on a pixel that vary in density
according to some density function. This chapter provides the machinery for such
probability operations. These techniques will also prove useful for numerically
evaluating complicated integrals using Monte Carlo integration also covered n
this chapter.
4
Integration
Although the words integral and measure often seem intimidating they relate
to some
of
the most intuitive concepts found
n
mathematics and they should not
be feared. For our very non-rigorous purposes a measure s just a function that
maps subsets to jR+
n
a manner consistent with our intuitive notions
of
length
area and volume. For example on the
20
real plane jR2 we have the area measure
which assigns a value to a set of points in the plane. Note that s just a
function that takes pieces
of
the plane and returns area. This means the domain
of
s all possible subsets of jR2 which we denote as the
power set
p jR2 . Thus
w can characterize
n
arrow notation:
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Michael leicher
urves
5 urves
Intuitively, think a curve as something you can draw with a pen. The curve is
the set points that the pen traces over an interval time. While we usually
think
a pen writing on paper e.g., a curve that is in a 2D space , the pen could
move in 3D to generate a sp ce curve or you could imagine the pen moving in
some other kind
space.
Mathematically, definitions curve can be seen in at least two ways:
I. The continuous image some interval in an n-dimensional space.
A continuous map from a one-dimensional space
to an n-dimensional space.
Both these definitions start with the idea an interval range the time over
which the pen traces the curve . However, there is a significant difference: in
the first definition, the curve
is
the set points the pen traces the image , while
in
the second definition, the curve is the mapping between time and that set
points. For this chapter, we use the first definition.
A curve is an infinitely large set points. The points in a curve have the
property that any point has two neighbors, except for a small number
points
that have one neighbor these are the endpoints . Some curves have no endpoints,
either because they are infinite like a line or they are closed loop around and
connect to themselves .
3
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Micnael shikhmin
omputer
nimation
nim tion
is
derived from the Latin nim and means the act, process, or result
of imparting life, interest, spirit, motion, or activity. Motion is a defining property
of life and much of the true art of animation
is
about how to tell a story, show
emotion, or even express subtle details of human character through motion. A
computer is a secondary tool for achieving these go ls it is a tool which a skillful
animator can use to help get the result he wants faster and without concentrating
on technicalities in which he is not interested. Animation without computers,
which
is
now often called traditional animation, has a long and rich history
of
its own which
is
continuously being written by hundreds
of
people still active in
this art. s
in
any established field, some time-tested rules have been crystallized
which give general high-level guidance to how certain things should be done and
what should be avoided. These principles of traditional animation apply equally
to computer animation, and we will discuss some of them below.
The computer, however, is more than just a tool. n addition to making the
animator s main task less tedious, computers also add some truly unique abil
ities that were simply not available or were extremely difficult to obtain be
fore. Modem modeling tools allow the relatively easy creation of detailed three
dimensional models, rendering algorithms can produce an impressive range of
appearances, from fully photorealistic to highly stylized, powerful numerical sim
ulation algorithms can help to produce desired physics-based motion for partic
ularly hard to animate objects, and motion capture systems give the ability to
record and use real-life motion. These developments led to an exploding use
of computer animation techniques in motion pictures and commercials, automo-
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Peter
Willemsen
Using raphics
ardware
Throughout most
this book, the focus has been on the fundamentals underlying
computer graphics rather than on implementation details. This chapter takes a
slightly different route and blends the details using graphics hardware with the
practical issues associated with programming that hardware.
This chapter, however, is not written to teach you
OpenGL TM
other graphics
APIs, or even the nitty gritty specifics
graphics hardware programming. The
purpose this chapter is to introduce the basic concepts and thought processes
that are necessary when writing programs that use graphics hardware.
7 What
is raphics ardware
r phics h rdw re
describes the hardware components necessary to quickly ren-
der 3D objects as pixels on your computer s screen using specialized rasterization-
based hardware architectures. The use
this term is meant to elicit a sense
the physical components necessary for performing these computations. In other
words, we re talking about the chipsets, transistors, buses, and processors found
on many current video cards. swe will see in this chapter, current graphics
hardware is very good at processing descriptions
3D objects and transforming
them into the colored pixels that fill your monitor.
One thing has been certain with graphics hardware: it changes very
quickly
with
new
extensions and features being added continually One explanation for
the fast pace is the video game industry and its economic momentum. Essentially
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Kelvin Sung
uilding
Interactive Graphics
pplications
While most
the other chapters in this book discuss the fundamental algorithms
in the field computer graphics, this chapter treats the integration these al-
gorithms into applications. This is an important topic since the knowledge
fundamental graphics algorithms does not always easily lead to an understanding
the best practices
in
implementing these algorithms in real applications.
e
start with a simple example: a program that allows the user to simulate the
shooting
a ball under the influence
gravity). The user can specify initial ve-
locity, create balls different sizes, shoot the ball, and examine the parabolic free
f ll the ball. Some fundamental concepts we will need include mesh structure
for the representation the ball sphere); texture mapping, lighting, and shading
for the aesthetic appearance the ball; transformations for the trajectories the
ball; and rasterization techniques for the generation the images the balls.
To implement the simple ball shooting program, one also needs knowledge
• Graphical user interface GU ) systems for efficient and effective user in-
teraction;
• Software architecture and design patterns for crafting an implementation
framework that
is
easy to maintain and expand;
• Application program interfaces APIs) for choosing the appropriate support
and avoiding a massive amount
unnecessary coding.
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ight
n this chapter, we discuss the practical issues measuring light, usually called
radiometry. The terms that arise in radiometry may at first seem strange and have
terminology and notation that may be hard to keep straight. However, because
radiometry is
so fundamental to computer graphics, it
is
worth studying radiome-
try until it sinks in This chapter also covers photometry, which takes radiometric
quantities and scales them to estimate how much useful light is present. For
example, a green light may seem twice as bright as a blue light the same power
because the eye
is
more sensitive to green light. Photometry attempts to quantify
such distinctions.
9 adiometry
Although we can define radiometric units in many systems, we use Interna-
tional System
Units) units. Familiar SI units include the metric units meter
m and
gram g .
Light
is
fundamentally a propagating form energy, so it is
useful to define the SI unit energy, which
is
the
joule 1 .
9 Photons
To
aid our intuition, we will describe radiometry in terms collections large
numbers
photons, and this section establishes what is meant by a photon in this
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o or
s discussed in Chapter 21, humans have three types sensors cones) active
at high levels
illumination. The signals to these three sensor types determine
the color response
an
observer. For this reason, color
is
naturally a three
dimensional phenomenon. To quantitatively describe color we need to use a
well-defined coordinate system on that three-dimensional space. In graphics we
usually use red-green-blue RGB) colors to provide such a coordinate system.
However, there are infinitely many such coordinate systems
we
could apply to
the space, and none
them is intrinsically superior to any other system. For
specific circumstances, some color systems are better than others. This is analo
gous to having coordinate systems in a city that align with the streets rather than
precise
north south e stlwest
directions. Thus, when we deal with colors, there
are a plethora acronyms such as CMY, XYZ, HSY, and LUY that stand for
coordinate systems with three named axes. These are hard to keep straight.
n addition, color
is an
area that involves the physics
light entering the eye,
as well as the psychology
what happens to that light. The distinction between
what
is
physics, what
is
physiology, and what
is
cognition also tends to be confus
ing. Making matters even more complicated is that some color spaces are oriented
toward display or print technologies, such as CMYK for ink-based printers with
three colored inks plus a black K) ink. To clarify things as much as possible, this
chapter develops color perception from first principles. The discussion may seem
a bit too detailed for the humble RGB color spaces that result, but the subject
color is intrinsically complex, and simplification
is
dangerous for such a central
topic in graphics.
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William
ompson
Visual
Perception
The ultimate purpose computer graphics is to produce images for viewing y
people. Thus the success
a computer graphics system depends on how well it
conveys relevant information to a human observer. The intrinsic complexity the
physical world and the limitations
display devices make it impossible to present
a viewer with the identical patterns light that would occur when looking at a
natural environment. When the goal
a computer graphics system is physical
realism the best we can hope for
is
that the system be perceptu lly effective
displayed images should look as intended. For applications such as technical
illustration it
is
often desirable to visually highlight relevant information and
perceptual effectiveness becomes an explicit requirement.
Artists and illustrators have developed empirically a broad range tools and
techniques for effectively conveying visual information. One approach to improv-
ing the perceptual effectiveness computer graphics
is
to utilize these methods
in
our automated systems. A second approach builds directly on knowledge
the human vision system by using perceptual effectiveness s an optimization cri-
teria in the design computer graphics systems. These two approaches are not
completely d i s ~ i n t Indeed one the first systematic examinations visual
perception is found in the notebooks
Leonardo da Vinci.
The remainder
this chapter provides a partial overview
what
is
known
about visual perception
in
people. The emphasis is on aspects human vision
that are most relevant to computer graphics. The human visual system is ex-
tremely complex in both its operation and its architecture. A chapter such as this
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one
eproduction
As discussed in Chapter 21, the human visual system adapts to a wide range
o
viewing condit ions. Under normal viewing, we may discern a range
o
around 4
to 5 log units o i llumination, i.e., the ratio between brightest and darkest areas
where we can see detail may be as large as 100, 000 : Through adaptation
processes, we may adapt to an even larger range o illumination. We call images
that are matched to the capabilities o the human visual system high dyn mic
r nge
Visual simulations routinely produce images with a high dynamic range
Ward Larson Shakespeare, 1998). Recent developments in image-capturing
techniques allow multiple exposures to be aligned and recombined into a single
high dynamic range image Debevec Malik, 1997). Multiple exposure tech
niques are also available for video. addit ion, we expect future hardware to be
able to photograph or film high dynamic range scenes directly. general, we
may think
o
each pixel as a triplet
o
three floating point numbers.
As it is becoming easier to create high dynamic range imagery, the need to
display such data is rapidly increasing. Unfortunately, most current display de
vices, monitors and printers , are only capable
o
displaying around 2 log units
o
dynamic range. We consider such devices to be o low dynamic range. Most
images in existence today are represented with a byte-per-pixel-per-color chan
nel, which is matched to current display devices, rather than to the scenes they
represent.
Typically, low dynamic range images are not able to represent scenes with
out loss
o
information. A ommon example is an indoor room with an out-
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lobal
lumination
Many surfaces in the real world receive most or all of their incident light from
other reflective surfaces. This
s
often called
indirect lighting
or
mutual illumi-
nation For example, the ceilings of most rooms receive little or no illumination
directly from luminaires light emitting objects). The direct and indirect compo-
nents of illumination are shown
Figure 23.1.
Although accounting for the interreflection of light between surfaces s
straightforward, t s potentially costly because all surfaces may reflect any given
surface, resulting as many as O
2
interactions for
N
surfaces. Because the
entire global database of objects may illuminate any given object, accounting for
indirect illumination soften called the
global illumination
problem.
There
s
a rich and complex literature on solving the global illumination prob-
lem e.g., Appel, 1968; Goral, Torrance, Greenberg, Battaile, 1984; Cook et
igur 23 1
n
the left and middle images the indirect and direct lighting respectively
are separated out n the right the sum of both components is shown Global illumination
algorithms account for both the direct and the indirect lighting
7
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Reflection
odels
As
we discussed in Chapter
9
the reflective properties a surface can be sum
marized using the BRDF (Nicodemus, Richmond, Hsia, Ginsberg, Limperis,
1977; Cook Torrance, 1982).
In
this chapter, we discuss some the most
visually important aspects material properties and a few fairly simple models
that are useful in capturing these properties. There are many BRDF models in
use
in
graphics, and the models presented here are meant to give just an idea
non-diffuse BRDFs.
24
Real World
aterials
Many real materials have a visible structure at normal viewing distances. For ex
ample, most carpets have easily visible pile that contributes to appearance. For
our purposes, such structure
is
not part the material property but is, instead, part
the geometric model. Structure whose details are invisible at normal viewing
distances, but which do determine macroscopic material appearance, are part
the material property. For example, the fibers in paper have a complex appearance
under magnification, but they are blurred together into an homogeneous appear
ance when viewed at arm's length. This distinction between microstructure that
is folded into BRDF is somewhat arbitrary and depends on what one defines as
normal viewing distance and visual acuity, but the distinction has proven quite
useful in practice.
In this section we define some categories materials. Later in the chapter,
we present reflection models that target each type
material.
In
the notes at the
6
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Image ased
Rendering
A classic conflict in computer graphics is that between visual realism and the abil-
ity to interact. One attempt to deal with this problem is to use a set
captured or
precomputed realistic images and to attempt to interpolate new images for novel
viewpoints Chen
Williams, 1993 . This approach is called image based ren-
dering abbreviated fBR.
The basic idea
IBR idea is illustrated in 2D for a database
two images
in
Figure 25.1. Given two images, we approximate an image as seen from a
igur
25.1. Given two images as seen from e, and
e
image based rendering can be
used to make n approximation to the image that would be seen from a new viewpoint e
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isu liz tion
One of the main application areas
of
computer graphics is visualization where
images are used to aid a user in understanding data Hansen Johnson, 2005 .
Sometimes this data has a natural geometric component, such as the elevation data
for a region of the Earth. Other data has no obvious geometric meaning, such as
trends in the stock market. This non-geometric data might nonetheless benefit
from a visual representation, because the human visual system is so good at ex
tracting information from images. The crucial part of visualizing non-geometric
data is how the data is mapped to a spatial form. The general area of visualiz
ing non-geometric data
is
called
information visualization
This chapter will re
strict itself to the more well-understood problems of visualizing 2D and 3D scalar
fields, where a scalar data value
is
defined over a continuous region of space.
26
Scalar Fields
For simplicity, assume that our 2D scalar data is defined as
if
x
2
y2 <
otherwise,
26.1
Figure
26.1. A contour
plot for four levels of the
function 1 - x
2
I
over the square
x, y E
[ 1
1j
practice, we often have a sampled represen
tation on a rectilinear grid that we interpolate to get a continuous field. We will
ignore that issue in 2D for simplicity.
583
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n ex
AJD
converter 73
adjoint matrix 127
aerial perspective 509
aliasing 67 72 74 75 98 99
112 114 117
ambient shading 193
amodal completion 508
analog to digital converter 73
angle 20
cosine
sine
animation 2
anti umbra 3
antialiasing 67 98
99
aperture problem 493
API 1 3
apparent motion 493
application program interface 3
arc length 305
arc length parameterized curve 37
array
padded 274
tiling 274
artistic shading 197
assertO
associativity 80 83
attribute variables 39
average 8
B spline
control points 335
curve 334 335
filter 90 99
function
Fourier transform
I
10
interpolation 342
non uniform 340
NURBS 344
repeated knots 342
uniform cubic 339
uniform quadratic 337
Bezier curves 327
backface elimination 265
barycentric coordinates 43 44 63 300
basic execution model 390
basis 24
function 310
matrix 313
vectors 24
Bernstein basis polynomials 329
6
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