CS488 Introduction to Computer Graphics
Luc RENAMBOT
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CS488 Introduction to Computer Graphics Luc R ENAMBOT 1 What is - - PowerPoint PPT Presentation
CS488 Introduction to Computer Graphics Luc R ENAMBOT 1 What is Computer Graphics ? Mathematics + computer science + art = computer graphics Rendering of images on a device Rendering: Creating images from models Models: objects
Luc RENAMBOT
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computer graphics
primitives (points, lines, polygons) specified by their vertices
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'mathematically pure' space
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physical 2D media (e.g. a video screen)
(lighting, shadows, colors, texture)
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Vector display devices
Sketchpad
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"A display connected to a digital computer gives us a chance to gain familiarity with concepts not realizable in the physical world. It is a looking glass into a mathematical wonderland."
devices
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Multimedia
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Virtual reality, Interactivity, 'Cheaper' graphics horsepower
Menace
series using CG
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place
2001/2002/2003
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produce computer graphics, either as 2D images, 3D models, or animated sequences (Corel Draw, Photoshop, AutoCAD, Maya, SoftImage, etc.)
which do the work of converting models into a displayable form on the display device.
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(Application Programming Interfaces)
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lab to give a common grading platform
cards
implementation running on the processor
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screens rather than onto printers, or plotters since that allows a much greater amount of interactivity
mathematical terms but hardware brings CG back to reality
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grid
where to move and when to turn
the model
drawn, can start to flicker
polygons, or bitmaps
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grid of pixels (picture elements)
in a regular pattern (line by line across entire screen)
number of elements
pixels
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the image on the screen to keep it from fading away
quickly as possible given the number of objects on the screen
redraw the image (or refresh the screen) at a fixed rate (e.g. 60 times per second) no matter how complex the scene.
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RGB electron guns
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using raster displays
represented by a 2D array of elements
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an image to be displayed
buffer: 60 times a second (or at some other fixed rate) the frame buffer is copied onto the display device.
pixels tall the frame buffer must be able to store 512 X 512 elements ... one element for each pixel on the screen
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either 0=off, or 1=on.)
pixels can be either on
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pixel is 8 bits deep so values 0-255 are possible)
pixels can be one of 256 shades of grey (from black to white)
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for green, and 8 bits for blue)
with black->bright green (0-255) combined with black- >bright blue (0-255)
colors
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0-255 are possible)
values into a video lookup table
each value has 8 bits for red, 8 bits for green, and 8 bits for blue
be displayed at the same time
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(e.g. 8 bit) determines number of simultaneous colors possible
24 bit) determines number of colors that can be chosen from
Screen size Monoch rome 8-bit 24-bit 512x512 32K 256K 768K 640x480 38K 300K 900K 1280x1024 160K 1.3M 3.8M 1920x1200 280K 2.2M 6.6M
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images can then be stored and played back
animation is live with the computer generated image changing while the user watches, or as the user interacts with the computer
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needed
works at 24 frames per second:
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been generated and its just a question of showing them
drawn one at a time. The frame buffer is regularly sent to the display device (eg 60 times per second) whether the frame buffer has been completely updated or not
and the new image being drawn on the screen each time the display refreshes. We only want the user to see a succession of completely drawn images
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swapped
refreshes
moving from bottom of screen to the top
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new image on the screen:
take equal time
take equal time
take equal time
take equal time
into the frame buffer can have a major impact on the speed of the application
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second (fps)?
will display 45 frames per second
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frames per second
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Habitat) at the University of Illinois at Chicago Circle