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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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100% found this document useful (2 votes)
279 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
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/ 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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