Introduction To Interactive Computer Graphics
Introduction To Interactive Computer Graphics
Introduction to
Interactive Computer
Graphics
Historical Introduction
2
Computer Graphics
3
Example
4
Preliminary Answer
5
Basic Graphics System
Output device
7
Computer Graphics: 1950-1960
8
Computer Graphics: 1960-1970
• Wireframe graphics
Draw only lines
• Sketchpad
• Display Processors
• Storage tube
wireframe representation
of sun object
9
Sketchpad
10
Display Processor
• Rather than have the host computer try to refresh display use a
special purpose computer called a display processor (DPU)
11
Direct View Storage Tube
• Created by Tektronix
Did not require constant refresh
Standard interface to computers
• Allowed for standard software
• Plot3D in Fortran
Relatively inexpensive
• Opened door to use of computer graphics for CAD community
12
Computer Graphics: 1970-1980
• Raster Graphics
• Beginning of graphics standards
IFIPS/International Federation for Information Processing Systems
• GKS: European effort
– Becomes ISO 2D standard
• Core: North American effort/Community Organized Relief Effort
– 3D but fails to become ISO standard
13
Raster Graphics
14
Raster Graphics
15
PCs and Workstations
16
Computer Graphics: 1980-1990
17
Computer Graphics: 1980-1990
• Industry-based standards
PHIGS
RenderMan
• Networked graphics: X Window System
• Human-Computer Interface (HCI)
18
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
19
Computer Graphics: 2000-2010
• Photorealism
• Graphics cards (GPU) for PCs dominate market
Nvidia, ATI
• Game boxes and game players determine direction of
market (Wii, Kinect, etc)
• Computer graphics routine in movie industry: Maya,
Lightwave
• Programmable pipelines
20
Computer Graphics: 2010-
• Mobile Computing
iPhone
• Cloud Computing
Amazon Web Services (AWS)
• Virtual Reality
Oculus Rift
• Artificial Intelligence
Big Data/Deep Learning
Google Car
21
3D Graphics Techniques and Terminology
• The process of drawing (or rendering) a single image of a 3-dimensional scene.
• The process begins by producing a mathematical model of the object to be rendered.
• Such a model should describe not only the shape of the object but its color, its surface
finish (shiny, matte, transparent, fuzzy, scaly, rocky).
• Producing realistic models is extremely complex, but luckily it is not our main concern.
• The scene model should also include information about the location and characteristics of
the light sources (their color, brightness), and the atmospheric nature of the medium
through which the light travels (is it foggy or clear).
• In addition we will need to know the location of the viewer.
• We can think of the viewer as holding a “synthetic camera”, through which the image is to
be photographed.
• We need to know the characteristics of this camera (its focal length, for example).
• Based on all of this information, we need to perform a number of steps to produce our
desired image.
Techniques…
Projection: Project the scene from 3-dimensional space onto the 2-dimensional
image plane in our synthetic camera.
Color and shading: For each point in our image we need to determine its color,
which is a function of the object’s surface color, its texture, the relative positions
of light sources, and (in more complex illumination models) the indirect
reflection of light off of other surfaces in the scene.
Hidden surface removal: Elements that are closer to the camera obscure more
distant ones.
We need to determine which surfaces are visible and which are not.
Rasterization: Once we know what colors to draw for each point in the image,
the final step is that of mapping these colors onto our display device.
Techniques…
• Modeling:
• Model types: Polyhedral models, hierarchical models, fractals and fractal
dimension.
• Curves and Surfaces: Representations of curves and surfaces, interpolation,
Bezier, B-spline curves and surfaces, NURBS, subdivision surfaces.
• Surface finish: Texture-, bump-, and reflection-mapping.
• Projection:
• 3-d transformations and perspective: Scaling, rotation, translation,
orthogonal and perspective transformations, 3-d clipping.
• Hidden surface removal: Back-face culling, z-buffer method, depth-sort.
• Issues in Realism:
• Light and shading: Diffuse and specular reflection, the Phong and Gouraud
shading models, light transport and radiosity.
• Ray tracing: Ray-tracing model, reflective and transparent objects, shadows.
• Color: Gamma-correction, halftoning, and color models.
…
• Computer graphics is all about producing pictures (realistic or
stylistic) by computer.
• How are graphical images represented?
• There are four basic types that make up virtually of computer
generated pictures:
• polylines,
• filled regions,
• text, and
• raster images.
• Polylines: A polyline (or more properly a polygonal curve is a
finite sequence of line segments joined end to end.
• These line segments are called edges, and the endpoints of the line
segments are called vertices.
• A single line segment is a special case. (An infinite line, which
stretches to infinity on both sides, is not usually considered to be a
polyline.)
• A polyline is closed if it ends where it starts.
• It is simple if it does not self-intersect.
• Self-intersections include such things as two edge crossing one
another, a vertex intersecting in the interior of an edge, or more
than two edges sharing a common vertex.
• A simple, closed polyline is also called a simple polygon.
• If all its internal angle are at most 180, then it is a convex polygon.
…
•Most display controllers include a color map (or video look-up table).
•On dealing with integer pixel positions, jagged or stair step appearances happen very
usually.
•However there is a limit to how big we can make the frame buffer and still
maintaining acceptable refresh rate.
COLOR CRT MONITORS
• CRT monitor displays color pictures by using a combination of
phosphors that emit different colored light.
• By combining the emitted light from the different phosphors ,
a range of colors can be generated.
• Color CRTs have 3 phosphor color dots at each pixel position
for red , green and blue color.
• Three electron guns one for each color dot A metal shadow
mask to differentiate the beams.
• The 2 basic techniques for producing color CRT displays are:
1. Beam penetration method
2. Shadow mask method
Beam Penetration method
• All three beams pass through the same holes in the mask,
but the angle of approach is different for each gun.
• The spacing of the holes, the spacing of the phosphors, and
the placement of the guns is arranged so that for example the
blue gun only has an unobstructed path to blue phosphors.
• The red, green, and blue phosphors for each pixel are
generally arranged in a triangular shape (sometimes called a
"triad")
Flat Panel Displays
• A flat CRT is obtained by initially projecting the
electron beam parallel to the screen and then
reflecting it through.
• Reflecting the electron beam significantly reduces
the depth of the CRT bottle and, consequently, of
the display.
• Types of Flat panel displays:
I. Plasma Panels.
II. Thin-film electro luminescent display
III.Light-emitted diode
Plasma Panels
• The xenon, neon, and helium gas in a plasma television is contained in hundreds
of thousands of tiny cells positioned between two plates of glass.
• Long electrodes are also put together between the glass plates, in front of and
behind the cells.
• The address electrodes sit behind the cells, along the rear glass plate.
• The transparent display electrodes, which are surrounded by an insulating
dielectric material and covered by a magnesium oxide protective layer, are
mounted in front of the cell, along the front glass plate.
• Control circuitry charges the electrodes that cross paths at a cell, creating a
voltage difference between front and back and causing the gas to ionize and form
a plasma.
• As the gas ions rush to the electrodes and collide, photons are emitted.
Thin-Film Electroluminescent
• These are similar in construction to a plasma panel.
• The only difference is that the enfilement of the
region between the glass plates is with a phosphor,
such as zinc sulphide doped with manganese,
instead of a gas.
Light Emitting Diode (LED)
• A matrix of diodes is arranged to form the pixel
positions in the display, and picture definition is
stored in a refresh buffer. •
• Information is read from the refresh buffer and
converted to voltage levels that are applied to the
diodes to produce the light patterns in the display.
Active-matrix LCD
• Two glass plates, each containing a light polarizer that is aligned at a right
angle to the other plate, sandwich the liquid-crystal material.
• Rows of horizontal, transparent conductors are built into one glass plate,
and columns of vertical conductors are put into the other plate.
• The intersection of the two defines a pixel position.
• Polarized light passing through the material is twisted so that it will pass
through the opposite polarizer.
• The light is then reflected back to the viewer.
• To turn off the pixel, we apply a voltage to the two intersecting
conductors to align the molecules so that the light is not twisted.