Introduction Graphics & Visualization: Principles & - - PowerPoint PPT Presentation

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Introduction Graphics & Visualization: Principles & - - PowerPoint PPT Presentation

Graphics & Visualization Chapter 1 Introduction Graphics & Visualization: Principles & Algorithms Brief History Milestones in the history of computer graphics: 2 Graphics & Visualization: Principles & Algorithms


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SLIDE 1

Graphics & Visualization

Chapter 1

Introduction

Graphics & Visualization: Principles & Algorithms

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SLIDE 2

Graphics & Visualization: Principles & Algorithms Chapter 1 2

  • Milestones in the history of computer graphics:

Brief History

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SLIDE 3

Graphics & Visualization: Principles & Algorithms Chapter 1 3

  • CPU Vs GPU

Brief History (2)

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SLIDE 4

Graphics & Visualization: Principles & Algorithms Chapter 1 4

Applications

  • Special effects for films and advertisements
  • Scientific exploration through visualization
  • Interactive simulation
  • Computer games
  • Computer-aided geometric design and solid modeling (CAGD)
  • Graphical user interfaces (GUIs)
  • Computer art
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SLIDE 5

Concepts

  • 3D or 2D scenes are composed of primitives (e.g. points, lines,

curves, polygons, mathematical solids or functions)

  • A raster image is a 2D array of pixels
  • Computer Graphics use principles and algorithms to generate from

a scene, a raster image that can be depicted on a display device

  • Scene Computer Graphics

Raster Image

Graphics & Visualization: Principles & Algorithms Chapter 1 5

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SLIDE 6

Concepts (2)

  • Rasterization steps for a two-dimensional document

Graphics & Visualization: Principles & Algorithms Chapter 1 6

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SLIDE 7

Concepts (3)

  • Visualization exploits visual presentation of large data sets to

increase understanding

  • The result of visualization is a visualization object
  • Modeling encompasses techniques for the representation of

graphical objects

  • Data Set

Visualization Model

  • Graphics Pipeline is a sequence of stages that create a digital

image out of a model

  • Model

Graphics Pipeline Image

Graphics & Visualization: Principles & Algorithms Chapter 1 7

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SLIDE 8

Graphics Pipeline

Graphics & Visualization: Principles & Algorithms Chapter 1 8

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SLIDE 9

Graphics Pipeline (2)

  • Operations on primitives in the standard direct rendering

graphics pipeline :

Graphics & Visualization: Principles & Algorithms Chapter 1 9

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SLIDE 10

Graphics Pipeline (3)

  • For the above example:

(a) Geometry transformation to a common reference frame and view frustum culling. (b) Primitives after viewing transformation, projection, and backface culling. (c) Rasterization (d) fragment depth sorting: the darker a shade, the nearer the corresponding point is to the virtual camera. (e) Material color estimation. (f) Shading and other fragment operations (such as fog).

Graphics & Visualization: Principles & Algorithms Chapter 1 10

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SLIDE 11

Image Buffers

Storage and Encoding of Digital Images :

  • Image buffer is a 2D array of dimensions w x h
  • Size of the image buffer is at least (w x h x bpp) / 8 bytes
  • Color depth (bpp) : # bits used to store the color of each pixel
  • Color representations:

Monochromatic (grayscale) Multi-channel (red/green/blue) Palleted (CLUT)

  • True-color: image buffer stores full color intensity information
  • f each pixel
  • Color look – up table (CLUT):

bits per pixel do not affect the accuracy of the displayed color

Graphics & Visualization: Principles & Algorithms Chapter 1 11

True-color

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SLIDE 12

Image Buffers (2)

  • Image buffer with CLUT:
  • Image buffers occupy contiguous space of memory

Graphics & Visualization: Principles & Algorithms Chapter 1 12

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SLIDE 13

Image Buffers (3)

Frame Buffer:

memory where all pixel color information from rasterization

is accumulated before being driven to the graphics output

double buffering

Depth Buffer or Z-buffer:

stores distance values used for hidden surface elimination

Other Buffers:

Stencil Buffer Accumulation Buffer Graphics & Visualization: Principles & Algorithms Chapter 1 13

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SLIDE 14

Graphics Hardware

Image - Generation hardware:

  • Display adapters
  • Double Buffering:

2 frame buffers, buffer swapping

  • 2D graphics accelerators:

Apply 2D rasterization algorithms Partially freeing CPU

  • 3D graphics accelerators:

Adoption of Z-buffer algorithm Completely freeing CPU Parallelism

  • Programmable graphics hardware

2 types of shaders (vertex, fragment)

Graphics & Visualization: Principles & Algorithms Chapter 1 14

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SLIDE 15

Graphics Hardware (2)

Image - Output hardware:

  • Display monitors

Cathode ray tube (CRT) Liquid crystal displays (LCD) Thin – film transistor (TFT)

Graphics & Visualization: Principles & Algorithms Chapter 1 15

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SLIDE 16

Graphics Hardware (3)

  • Projection systems

2 projection methods (rear, front) 3 projection technologies (CRT, LCD, DLP)

  • Printer graphics

Raster image is converted to dots Different shades achieved using halftoning

  • Printer technologies

Inkjet printers Laser printers Graphics & Visualization: Principles & Algorithms Chapter 1 16

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SLIDE 17

Conventions

  • Scalars : x, y, z
  • Vector quantities :

Points: a, b Vectors: Unit vectors:

  • Matrices: M, Rx

Column vectors:

  • Functions:

Standard mathematical functions and custom functions: sin(θ) Functions follow the above conventions for scalar and vector quantities

  • Norms:
  • Standard sets :
  • Algorithm descriptions are given in pseudocode based on standard C and C++
  • Advanced sections are marked with an asterisk

Graphics & Visualization: Principles & Algorithms Chapter 1 17

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