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INTERACTIVE COMPUTER GRAPHICS

HAMZAH ASYRANI SULAIMAN

Based on Angel and Shreiner Lecture Slide

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 2

What is Computer Graphics?

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 4

Computer Graphics

Hardware

Software

Applications

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Preliminary Answer

•Application: The object is an artist’s rendition of the sun for an animation to be shown in a domed environment (planetarium)

•Software: Maya for modeling and rendering but Maya is built on top of OpenGL

•Hardware: PC with graphics card for modeling

and rendering

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Business of Generating Images

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 8

Basic Graphics System

Input devices

Output device

Image formed in frame buffer

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CRT

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Computer Graphics History continued

•SAGE air-defense system (mid 50s) used

command & control CRT

•used CRT display

consoles on which

operators identified

targets with light pens

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CRT

Can be used either as a line-drawing device

(calligraphic) or to display contents of frame

buffer (raster mode)

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 12

CRT

https://computer.howstuffworks.com/monitor7.htm

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CG 1950-1960

Strip charts

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CG 1950-1960

Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 14

Plotters

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CG 1960 - 1970

Wireframe graphics

Archive film showing possibly the first example of digital rendering, made by Pixar co-founders Ed Catmull and Fred Parke in 1972, was stumbled upon by the son of Robert B Ingebretsen, who also set up the world-famous U.S. studio.

Read more:http://www.dailymail.co.uk/sciencetech/article- 2034003/How-Pixar-founders-worlds-3D-

graphics.html#ixzz4VnwA6bmM

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Computer Graphics History continued

•Beginnings of modern interactive graphics

attributed to Ivan Sutherland’s doctoral work at MIT

- presented work at Spring Joint Computer Conference in 1963 in the form of a movie.

- He developed the Sketchpad drawing system

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Sketchpad

• Ivan Sutherland’s PhD thesis at MIT - Recognized the potential of man-

machine interaction - Loop

• Display something

• User moves light pen

• Computer generates new display

- Sutherland also created many of

the now common algorithms for

computer graphics

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Display Processor

•Rather than have the host computer try to refresh display use a special purpose computer called a display processor (DPU)

•Graphics stored in display list (display file) on display processor

•Host compiles display list and sends to DPU

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 20

Direct View Storage Tube

Created by Tektronix

- Did not require constant refresh

- Standard interface to computers

• Allowed for standard software

• Plot3D in Fortran

- Relatively inexpensive

• Opened door to use of computer graphics for CAD community

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Computer Graphics: 1970-1980

•Raster Graphics

•Beginning of graphics standards

- IFIPS

• GKS: European effort

– Becomes ISO 2D standard

• Core: North American effort

– 3D but fails to become ISO standard

•Workstations and PCs

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 22

Raster graphics are digital images created or captured (for example, by scanning in a photo) as a set of samples of a given space.

http://whatis.techtarget.com/definiti

on/raster-graphics

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PCs and Workstations

•Although we no longer make the distinction between workstations and PCs, historically they evolved from different roots

- Early workstations characterized by

• Networked connection: client-server model

• High-level of interactivity

- Early PCs included frame buffer as part of user memory

• Easy to change contents and create images

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 24

https://www.cs.cmu.edu/~ph/nyit/

Computer Graphics:

1980-1990

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Computer Graphics: 1980-1990

Realism comes to computer graphics

smooth shading environment mapping

bump mapping

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 26

Computer Graphics: 1980-1990

•Special purpose hardware

- Silicon Graphics geometry engine

• VLSI implementation of graphics pipeline

•Industry-based standards

- PHIGS

- RenderMan

•Networked graphics: X Window System

•Human-Computer Interface (HCI)

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PHIGS

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 28

Computer Graphics: 1990-2000

•OpenGL API

•Completely computer-generated feature- length movies (Toy Story) are successful

•New hardware capabilities

- Texture mapping - Blending

- Accumulation, stencil buffers

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CG: 2000-2010

•Photorealism

•Graphics cards for PCs dominate market

- Nvidia, ATI

•Console with High End Graphics

•Powerful Smartphone with great graphics capabilities

•Computer graphics routine in movie industry:

Maya, Lightwave

•Programmable pipelines

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CG 2011 - Recent

•Vulkan Programming Language

•Virtual Reality Devices – Oculus, HTC Vive

•AR in applications

Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 30

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Image Formation

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Angel and Shreiner: Interactive Computer Graphics6E © Addison-Wesley 2012 32

Image Formation

•In computer graphics, we form images which are generally two dimensional using a process analogous to how images are formed by

physical imaging systems

- Cameras

- Microscopes - Telescopes

- Human visual system

(33)

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)

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Angel and Shreiner: Interactive Computer Graphics6E © Addison-Wesley 2012 34

Light

•Light is the part of the electromagnetic

spectrum that causes a reaction in our visual systems

•Generally these are wavelengths in the range of about 350-750 nm (nanometers)

•Long wavelengths appear as reds and short

wavelengths as blues

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 36

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 38

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Luminance and Color Images

•Luminance Image

- Monochromatic

- Values are gray levels

- Analogous to working with black and white film or

television

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Angel and Shreiner: Interactive Computer Graphics6E © Addison-Wesley 2012 40

Luminance and Color Images

•Color Image

- Has perceptional attributes of hue, saturation, and lightness

- Do we have to match every frequency in visible

spectrum? No!

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Luminance and Color Images

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Angel and Shreiner: Interactive Computer Graphics6E © Addison-Wesley 2012 42

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

(43)

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

https://physics.stackexchange.c om/questions/23830/why-is- there-a-difference-between- additive-and-subtractive-

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Angel and Shreiner: Interactive Computer Graphics6E © Addison-Wesley 2012 44

Additive and Subtractive Color

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Pinhole Camera

x

p

= -x/z/d y

p

= -y/z/d

Use trigonometry to find projection of point at (x,y,z)

These are equations of simple perspective

z

p

= d

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 46

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Synthetic Camera Model

center of projection image plane projector

p

projection of p

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Angel and Shreiner: Interactive Computer Graphics6E © Addison-Wesley 2012 48

Other Info

•Separation of objects, viewer, light sources

•Two-dimensional graphics is a special case of three-dimensional graphics

•Leads to simple software API

- Specify objects, lights, camera, attributes - Let implementation determine image

•Leads to fast hardware implementation

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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

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Angel and Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 50

(51)

Models and Architectures

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E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 52

Objectives

•Learn the basic design of a graphics system

•Introduce pipeline architecture

•Examine software components for an

interactive graphics system

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Image Formation Revisited

•Can we mimic the synthetic camera model to design graphics hardware software?

•Application Programmer Interface (API)

- Need only specify

• Objects

• Materials

• Viewer

• Lights

•But how is the API implemented?

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E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 54

Physical Approaches

•Ray tracing: follow rays of light from center of projection until they either are absorbed by objects or go off to infinity

- Can handle global effects

• Multiple reflections

• Translucent objects

- Slow

- Must have whole data base

available at all times

(55)

Physical Approaches

•Radiosity: Energy based approach

- Very slow

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E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 56

Practical Approach

•Process objects one at a time in the order they are generated by the application

- Can consider only local lighting

•All steps can be implemented in hardware on

the graphics card

(57)

Practical Approach

application

program display

Pipeline architecture

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E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 58

Vertex Processing

•Much of the work in the pipeline is in converting object representations from one coordinate system to another

- Object coordinates

- Camera (eye) coordinates - Screen coordinates

•Every change of coordinates is equivalent to a matrix transformation

•Vertex processor also computes vertex colors

(59)

Projection

•Projection is 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

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E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 60

Primitive Assembly

Vertices must be collected into geometric

objects before clipping and rasterization can take place

- Line segments - Polygons

- Curves and surfaces

(61)

Clipping

Just as a real camera cannot “see” the whole world, the virtual camera can only see part of the world or object space

- Objects that are not within this volume are said to

be clipped out of the scene

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E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 62

Rasterization

•If an object is not clipped out, the appropriate pixels in the frame buffer must be assigned colors

•Rasterizer produces a set of fragments for each object

•Fragments are “potential pixels”

- Have a location in frame bufffer - Color and depth attributes

•Vertex attributes are interpolated over objects by the

rasterizer

(63)

Fragment Processing

•Fragments are processed to determine the color of the corresponding pixel in the frame buffer

•Colors can be determined by texture mapping or interpolation of vertex colors

•Fragments may be blocked by other fragments closer to the camera

- Hidden-surface removal

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E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 64

The Programmer’s Interface

•Programmer sees the graphics system

through a software interface: the Application

Programmer Interface (API)

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API Contents

•Functions that specify what we need to form an image

- Objects - Viewer

- Light Source(s) - Materials

•Other information

- Input from devices such as mouse and keyboard

- Capabilities of system

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E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 66

Object Specification

•Most APIs support a limited set of primitives including

- Points (0D object)

- Line segments (1D objects) - Polygons (2D objects)

- Some curves and surfaces

• Quadrics

• Parametric polynomials

•All are defined through locations in space or

vertices

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Example (old style)

glBegin(GL_POLYGON)

glVertex3f(0.0, 0.0, 0.0);

glVertex3f(0.0, 1.0, 0.0);

glVertex3f(0.0, 0.0, 1.0);

glEnd( );

type of object

location of vertex

end of object definition

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Example (GPU based)

E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 68

vec3 points[3];

points[0] = vec3(0.0, 0.0, 0.0);

points[1] = vec3(0.0, 1.0, 0.0);

points[2] = vec3(0.0, 0.0, 1.0);

•Put geometric data in an array

•Send array to GPU

•Tell GPU to render as triangle

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Camera Specification

•Six degrees of freedom

- Position of center of lens - Orientation

•Lens

•Film size

•Orientation of film plane

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E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 70

Lights and Materials

•Types of lights

- Point sources vs distributed sources - Spot lights

- Near and far sources - Color properties

•Material properties

- Absorption: color properties - Scattering

• Diffuse

• Specular

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The End

Continue on Chapter 2 soon

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