0% found this document useful (0 votes)
12 views

UNIT-I (graphics

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
12 views

UNIT-I (graphics

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 30

COMPUTER GRAPHICS AND

VISUALIZATION
UNIT –I[PART-1]
What is Computer Graphics?

2
Computer Graphics is about
animation (films)

Major driving force now

21/01/2025 3
Games are very important in Computer
Graphics

21/01/2025 LECTURE 1 4
Medical Imaging is another driving force

21/01/2025 LECTURE 1 5
Computer Aided Design (CAD)too

21/01/2025 LECTURE 1 6
Scientific Visualisation

21/01/2025 LECTURE 1 7
Objectives
In this lecture, we explore what computer graphics is about and survey some application areas

We start with a historical introduction

8
Computer Graphics
Computer graphics deals with all aspects of creating images with a computer

◦ Hardware
◦ Software
◦ Applications

9
Example
Where did this image come from?

What hardware/software did we need to produce it?

10
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

11
Basic Graphics System

Output device

Input devices
Image formed in FB

13
CRT

Can be used either as a line-drawing device (calligraphic) or to display


contents of frame buffer (raster mode)

14
Computer Graphics: 1950-
1960
Computer graphics goes back to the earliest days of computing
◦ Strip charts
◦ Pen plotters
◦ Simple displays using A/D converters to go from computer to calligraphic CRT

Cost of refresh for CRT too high


◦ Computers slow, expensive, unreliable

15
Computer Graphics:
1960-1970
Wireframe graphics
◦ Draw only lines

Sketchpad
Display Processors
Storage tube

wireframe representation
of sun object

16
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 new common algorithms for computer graphics

17
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

18
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

19
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

20
Raster Graphics
Image produced as an array (the raster) of picture elements (pixels) in the frame buffer

21
Raster Graphics
Allows us to go from lines and wire frame images to filled polygons

22
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

23
Computer Graphics: 1980-
1990
Realism comes to computer graphics

smooth shading environment bump mapping


mapping

24
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)

25
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

26
Computer Graphics: 2000-
2010
Photorealism
Graphics cards (GPU) for PCs dominate market
◦ Nvidia, ATI

Game boxes and game players determine direction of market (Wii, Kinect, etc)
Computer graphics routine in movie industry: Maya, Lightwave
Programmable pipelines

27
Computer Graphics: 2010-
Mobile Computing
◦ iPhone

Cloud Computing
◦ Amazon Web Services (AWS)

Virtual Reality
◦ Oculus Rift

Artificial Intelligence
◦ Big Data/Deep Learning
◦ Google Car

28
Queries?
THANK YOU

You might also like