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Intro

The document provides an introduction to computer graphics, highlighting its applications in various fields such as the movie industry, video games, medical imaging, and scientific visualization. It outlines the graphics/rendering pipeline, which includes the application, geometry, and rasterization stages, and discusses key concepts like model transformation, perspective projection, shading techniques, and anti-aliasing. Additionally, it defines fundamental graphics terms such as point, line, vertex, edge, polygon, and rendering.

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0% found this document useful (0 votes)
2 views32 pages

Intro

The document provides an introduction to computer graphics, highlighting its applications in various fields such as the movie industry, video games, medical imaging, and scientific visualization. It outlines the graphics/rendering pipeline, which includes the application, geometry, and rasterization stages, and discusses key concepts like model transformation, perspective projection, shading techniques, and anti-aliasing. Additionally, it defines fundamental graphics terms such as point, line, vertex, edge, polygon, and rendering.

Uploaded by

samiabera1996
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 32

COMPUTER GRAPHICS

Lecture 1
Introduction
APPLICATIONS OF COMPUTER
GRAPHICS

15/04/16
Lecture 1
Major driving force now
2

Movie industry
APPLICATIONS OF COMPUTER GRAPHICS

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Lecture 1
3
Video Games
MEDICAL IMAGING IS ANOTHER DRIVING
FORCE

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Lecture 1
Medical Imaging
4
COMPUTER AIDED DESIGN TOO

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Lecture 1
Computer Aided Design too 5
SCIENTIFIC VISUALISATION

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To view below and
above our visual range

Lecture 1
6
Scientific Visualisation
GRAPHICS / RENDERING PIPELINE

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 There are three stages
 Application Stage

Lecture 1
 Geometry Stage
 Rasterization Stage

7
APPLICATION STAGE
 Entirely done in software by the CPU
 Read Data

15/04/16
the world geometry database,

Lecture 1
User’s input by mice, trackballs, trackers, or
sensing gloves
 In response to the user’s input, the
application stage change the view or
scene

8
GEOMETRY STAGE

15/04/16
Modelling:shapes

Lecture 1
Model Transformation

Transformation: viewing

Hidden Surface Elimination

Shading: reflection and lighting 9

Rasterization Stage
RASTERIZATION STAGE

15/04/16
Geometry Stage
Rasterization and Sampling

Lecture 1
Texture Mapping

Image Composition

Intensity and Colour Quantization

Framebuffer/Display
10
EXAMPLE

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The scene we are trying to represent:

Lecture 1
Images courtesy of Picture Inc. 11
GEOMETRY PIPELINE

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Loaded 3D Models

Lecture 1
Model Transformation

Transformation: viewing

Hidden Surface Elimination


Imaging
Shading: reflection and lighting Pipeline12
PREPARING SHAPE MODELS

15/04/16
Designed by polygons, parametric curves/surfaces,
implicit surfaces and etc.

Lecture 1
Defined in its own coordinate system

13
MODEL TRANSFORMATION
Objects put into the scene by applying

15/04/16
translation, scaling and rotation

Lecture 1
14
PERSPECTIVE PROJECTION
We want to create a picture of the scene viewed from the camera

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We apply a perspective projection to convert the 3D coordinates
to 2D coordinates of the screen

Lecture 1
Objects far away appear smaller, closer objects appear bigger

15
HIDDEN SURFACE REMOVAL
Objects occluded by other objects must not be drawn

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Lecture 1
16
SHADING
Now we need to decide the colour of each pixels taking into

15/04/16
account the object’s colour, lighting condition and the camera

Lecture 1
position
point light source

Object

17
SHADING : CONSTANT SHADING -
AMBIENT
Objects colours by its own colour

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Lecture 1
18
SHADING – FLAT SHADING
Objects coloured based on its own colour and the lighting condition

15/04/16
One colour for one face

Lecture 1
19
GOURAUD SHADING, NO SPECULAR
HIGHLIGHTS
Lighting calculation per vertex

15/04/16
Lecture 1
20
SHAPES BY POLYNOMIAL
SURFACES

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Lecture 1
21
SPECULAR HIGHLIGHTS ADDED

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Light perfectly reflected in a mirror-like way

Lecture 1
22
15/04/16 Lecture 1
23
PHONG SHADING
NEXT, THE IMAGING PIPELINE

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Geometry
Rasterization and Sampling

Lecture 1
Pipeline

Texture Mapping

Image Composition

Intensity and Colour Quantization

Framebuffer/Display
24
RASTERIZATION
 Converts the vertex information output by the
geometry pipeline into pixel information

15/04/16
needed by the video display

Lecture 1
 Aliasing: distortion artefacts produced when
representing a high-resolution signal at a lower
resolution.

 Anti-aliasing : technique to remove aliasing

25
ANTI-ALIASING

15/04/16
Lecture 1
Aliased polygons
Anti-aliased polygons
(jagged edges) 26
How is anti-aliasing done? Each pixel is subdivided
(sub-sampled) in n regions, and each sub-pixel has a color;

15/04/16
Compute the average color value

Lecture 1
27
TEXTURE MAPPING

15/04/16
Lecture 1
28
POLYNOMIAL CURVES, SURFACES
GRAPHICS DEFINITIONS

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 Point

Lecture 1
 a location in space, 2D or 3D
 sometimes denotes one pixel
 Line
 straight path connecting two points
 infinitesimal width, consistent density
 beginning and end on points

30
GRAPHICS DEFINITIONS

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 Vertex
 point in 3D

Lecture 1
 Edge
 line in 3D connecting two vertices
 Polygon/Face/Facet
 arbitrary shape formed by connected vertices
 fundamental unit of 3D computer graphics
 Mesh
 set of connected polygons forming a surface (or object)
:
31
GRAPHICS DEFINITIONS

15/04/16
 Rendering : process of generating an image
from the model

Lecture 1
 Framebuffer : a video output device that
drives a video display from a memory
containing the color for every pixel

32

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