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Lecture 1 Introduction To Computer Graphics

Introduction to Computer Graphics lecture holds definition of computer graphics,history of computer graphics ,3D Graphics techniques and terminology and application areas of Computer Graphics .

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Habtamu
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© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
254 views

Lecture 1 Introduction To Computer Graphics

Introduction to Computer Graphics lecture holds definition of computer graphics,history of computer graphics ,3D Graphics techniques and terminology and application areas of Computer Graphics .

Uploaded by

Habtamu
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 33

Lecturer : Habtamu Abate

Ethiopia, Wollo University ,


Kombolcha Institute of Technology,
College of Informatics .
Email: habate999@gmail.com

Computer Graphics (CoSc3121)


Lecture 1:
Introduction to Interactive Computer
Graphics

1
Outline

 Definition of Computer Graphics


 Brief History of Computer Graphics
 3D Graphics Techniques and Terminology
 Common Uses of Computer Graphics
 Application Areas of Computer Graphics

Chapter 1 Introduction to Computer Graphics 2


Objectives

Course Objective 1:
Have a knowledge and understanding of the
structure of an interactive computer graphics
system, and the separation of system
components.
In this lecture, we explore what
computer graphics is about and survey
some application areas
We start with a historical introduction

Chapter 1 Introduction to Computer Graphics 3


What is computer graphics (CG) ?

 Creation, Manipulation, and Storage of


geometric objects (modelling) and their images
(rendering).
 Computer graphics deals with all aspects of
creating images with a computer.
 Computer graphics : Using computers to
create and manipulate images.
 It is the use of computers to create and
manipulate pictures on a display device.
 It comprises of software techniques to create,
store, modify, represents pictures.
Chapter 1 Introduction to Computer Graphics 4
Computer Graphics

Computer Graphics

Interactive Non-interactive or Passive

 In Interactive Computer Graphics


 The User Does Not Have
User Have Some Controls Over The
Picture.
Any Controlled Over The
 The User Can Make Any Change In The Image
Produced Image.  Involves Only One-way
 Require Two-way Communication Communication Between
Between The Computer And The User. The Computer And The
 A User Can See The Image And Make User
Any Change By Sending His/Her  One Example Of Its
Command With An Input Device.
 One Example Of It Is The Ping-pong Game. Titles Shown On T.V.
Chapter 1 Introduction to Computer Graphics 5
Interactive Computer
Graphics
Advantages:
• Higher Quality
• More precise results or products
• Greater Productivity
• Lower analysis and design cost
• Significantly enhances our ability to
understand data and to perceive trends.

Chapter 1 Introduction to Computer Graphics 6


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

Chapter 1 Introduction to Computer Graphics 7


Computer Graphics: 1960-1970

• Wireframe graphics
­ Draw only lines
• Sketchpad
• Display Processors
• Storage tube

wireframe representation
of sun object

Chapter 1 Introduction to Computer Graphics 8


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

Chapter 1 Introduction to Computer Graphics 9


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)
Note: Realism comes to computer graphics
Chapter 1 Introduction to Computer Graphics 1
0
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

Chapter 1 Introduction to Computer Graphics 1


1
Computer Graphics: 2000-2010

Photorealism
Graphics cards (GPU) for PCs dominate
market
Nvidia
Game boxes and game players determine
direction of market (Wii, Kinect, etc)
Computer graphics routine in movie
industry: Maya, Lightwave
Programmable pipelines
Chapter 1 Introduction to Computer Graphics 1
2
Computer Graphics: 2010-

Mobile Computing
iPhone
Cloud Computing
Amazon Web Services (AWS)
Virtual Reality
Oculus Rift
Artificial Intelligence
Big Data/Deep Learning
Google Car

Chapter 1 Introduction to Computer Graphics 1


3
Bit of History
• 1970's & 80's - dawn of computer graphics. Many
fundamental algorithms/concpts invented, but
programming was difficult. (Standards were very
basic, and hardware was slow.)
• 1992 - OpenGL 1.0 API released (GL = graphics library).
'Fixed function pipeline'.
• 1990's - NVidia, ATI, Intel emerge as GPU leaders.
GPU programming remained difficult (assembly
language).
• 2004 - OpenGL 2.0 released. Included GLSL - high
level C-like "shading language" for GPU
programming.
• 2011 - WebGL released (graphics for web browsers) 1
Chapter 1 Introduction to Computer Graphics 4
3D Graphics Techniques and
15
Terminology
• Look at the following areas
­ Rendering
­ Rasterization
­ Transformations and Projections
­ Shading
­ Texture Mapping
­ Blending

Chapter 1 Introduction to Computer Graphics


Rendering

The process by which mathematical and


image data is transformed into a 3D
dimensional image is called rendering.
When used as a verb, it is the process
that your computer goes through to create
the three dimensional (3D) image.
Rendering is also used as a noun, simply to
refer to the final image produced.

Chapter 1 Introduction to Computer Graphics 1


6
Rasterization
The actual drawing, or filling in of the pixels between
each vertex to make the lines is called rasterization.
 Determine which pixels should be filled
Early games and simulation technology would make
adjoining polygons different solid colors, which would
help, but fell short of a convincing simulation of reality.

 We can further clarify our 3D intent with transformed


and rasterized lines by employing hidden surface removal.
 Hidden Surface Removal
 Determine which object is in front at each pixel

Chapter 1 Introduction to Computer Graphics 1


7
Rasterization

A fundamental computer graphics function


Determine the pixels’ colors, illuminations,
textures, etc.
Drawing lines on the screen
Implemented by graphics hardware
Rasterization algorithms
Lines
Circles
Triangles
Polygons
Chapter 1 Introduction to Computer Graphics 18
Transformations and
Projections
By transforming, or moving the points around, and
drawing lines between them we can produce the illusion
of a 3D world on a flat 2D screen.
The points themselves are called vertices (or vertex
in the singular), and they are moved around in space
with a convenient mathematical construct called a
transformation matrix.

FIGURE 1.1 A simple wireframe


cube and table.

Chapter 1 Introduction to Computer Graphics 1


9
Projections

Another matrix, a projection matrix takes


care of the mathematics necessary to turn
our 3D coordinates into two-dimensional
screen coordinates, where the final line
drawing actually takes place.

Chapter 1 Introduction to Computer Graphics 2


0
Shading

By varying the color values across the


surface (between vertices), we can easily
create the effect of a light shining on
object.
 Determine what color it is
 Lighting, Shading

Chapter 1 Introduction to Computer Graphics 2


1
Texture Mapping

The next hardware advance was texture mapping.


A texture is simply a picture that we map to the
surface of an object such as triangle or polygon.
Textures are fast and efficient on modern
hardware, and a single texture can reproduce a
surface that might take thousands or even millions
of geometric objects to represent otherwise.

Chapter 1 Introduction to Computer Graphics 2


2
Blending

Blending allows us to mix different colors together.


This reflection effect is done simply by drawing the
cube upside down first.
Then we draw the floor blended over the top of it,
followed by the right side up cube.
You really are seeing “through” the floor to the
inverted cube below. Your brain just says, “Oh… a
reflection.”
Blending is also how we make things look transparent.
Chapter 1 Introduction to Computer Graphics 2
3
3D Graphics Techniques and
Terminology

Rasterization
Shading

Texture Mapping Blending

Chapter 1 Introduction to Computer Graphics 2


4
Common Uses for 3D
Graphics
• Three-dimensional graphics have many uses
in modern computer applications.
• Applications for real-time 3D graphics range
from interactive games and simulations to
data visualization for scientific, medical, or
business uses.
• Higher-end 3D graphics find their way into
movies and technical and educational
publications as well
Chapter 1 Introduction to Computer Graphics 2
5
Common Uses for 3D Graphics
• Movie Industry
­ Leaders in quality and artistry
­ Not slaves to conceptual purity
­ Big budgets and tight schedules
­ Reminder that there is more to
CG than technology
­ Hey, How'd they do that?
­ Defines our expectations

Slide
Chapter 1 Introduction to information
Computer Graphics from Leonard 2
6
McMillian's slides
Common Uses for 3D Graphics
• Game Industry
­ The newest driving force in CG
• Why? Volume and Profit
• This is why we have commodity GPUs
­ Focus on interactivity
­ Cost effective solutions
­ Avoiding computating and other tricks
­ Games drive the baseline

Slide Graphics
Chapter 1 Introduction to Computer information from Leonard 2
7
McMillian's slides
Common Uses for 3D Graphics
• Medical Imaging and Scientific Visualization
­ Tools for teaching and diagnosis
• No cheating or tricks allowed
­ New data representations and modalities
­ Drive issues of precision and correctness
­ Focus on presentation and interpretation of data
­ Construction of models from acquired data

Nanomanipulator, UNC
Chapter 1 Introduction to Computer Graphics 2
8
Joe Kniss, Utah Gordon Kindelman, Utah
Common Uses for 3D Graphics
Modelling
• Computer Aided Design
­ Mechanical, Electronic, Architecture,...
­ Drives the high end of the hardware market
­ Integration of computing and display resources
­ Reduced design cyles == faster systems,
sooner

Chapter 1 Introduction to Computer Graphics 2


9
Common Uses for 3D Graphics
Graphic User Interfaces (GUI)
• Graphic User Interfaces (GUI)
­ architectural drawings, e.g. plan of a building
­ maps: geographical information
­ plotting statistical graphs, e.g. share prices
­ medical images: Computed Tomography
(CT), Magnetic Resonance Imaging (MRI) •
scientific visualization

Chapter 1 Introduction to Computer Graphics 3


0
Applications of Computer
Graphics
Entertainment
 Games, Movies, Advertising, VR (Oculus Rift)
Photo and video editing
Design
 cars, furniture, machine parts, architecture,
3D printing
Simulation
 training in virtual environments (VR)
Visualization
Chapter 1 Introduction to Computer Graphics 3
1
Applications Areas of
Computer Graphics
Education and Training
Use in Biology
Computer-Generated Maps
Architect
Presentation Graphics
Computer Art
Entertainment
Visualization
Educational Software
Printing Technology
Etc…
Chapter 1 Introduction to Computer Graphics 3
2
Next Lecture ??

 Computer Graphics Hardware

Chapter 1 Introduction to Computer Graphics 3


3

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