Lecture 1 Introduction to Computer Graphics
Lecture 1 Introduction to Computer Graphics
BY
JULIET MOSO
What is Computer Graphics?
• Creation, Manipulation, and Storage of geometric objects
(modeling) and their images (rendering)
Graphics Definitions
• Point:
• a location in space, 2D or 3D sometimes denotes one pixel
• Line
• straight path connecting two points
• Vertex
• point in 3D
• Edge
• line in 3D connecting two vertices
• Polygon/Face/Facet
• arbitrary shape formed by connected vertices, fundamental unit of
3D computer graphics
• Mesh
• set of connected polygons forming a surface (or object)
24/01/2025 Lecture 1 4
Graphics Definitions
• Rendering : is the process of generating an image from
a 2D or 3D model (or models in what collectively could be
called a scene file), by means of computer programs.
Also, the results of such a model can be called a
rendering.
• Game Industry
• The newest driving force in CG due to volume
and Profit
• Focus on interactivity
• Cost effective solutions
What drives computer 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
• Computer Art
• Fine and commercial art
• Performance Art
• Aesthetic Computing
Historical Milestones
• 1960’s:
• Early theoretical development, mainly limited to research and military
• 1962: Sketchpad (Ivan Sutherland)
• 1970’s:
• ‘Traditional’ graphics pipeline developed
• Driven by money from military simulation and automotive design industries
• 1980’s:
• Many important core algorithms developed
• Visual quality improved driven by demands from entertainment (movie) industry
• 1985: Rendering Equation (James Kajiya)
• 1990’s:
• Advanced algorithms developed as graphics theory matured
• Broader focus on animation, data acquisition, NPR, physics…
• 1995: Photon Mapping (Henrik Jensen)
• 2000’s:
• Photoreal rendering evolves to the point of being able to render convincing
images of arbitrarily complex scenes on consumer hardware
• Merging of computer graphics and computer vision
• Cheap graphics hardware with vast capabilities, driven largely by video game
industry
Image Processing
• Some computer graphics operations involve
manipulating 2D images (bitmaps)
• Raster displays
• CRT (cathode ray tube)
• LCD (liquid crystal display)
• TFT (thin film transistor)
• OLED (organic light emitting diode)
• Light valve
• Plasma
• HDR (high dynamic range: TFT / white LED hybrid)
• Film
• Print
Raster Graphics
• Modern graphics displays are raster based
• They display a grid of pixels, where each pixel color can
be set independently
• Individual pixels are usually formed from smaller red,
green, and blue subpixels. If you look very closely at a
TV screen or computer monitor, you will notice the
pattern of subpixels
• Older style vector displays didn’t display a grid of pixels,
but instead drew lines directly with an electron beam
• Raster graphics are also sometimes called bitmapped
graphics
Interlacing
• Older video formats (NTSC, PAL) and some HD formats
(1080i) use a technique called interlacing
• With this technique, the image is actually displayed twice,
once showing the odd scanlines, and once showing the
even scanlines (slightly offset)
• This is a trick for achieving higher vertical resolution at the
expense of frame rate (cuts effective frame rate in half)
• The two different displayed images are called fields
• NTSC video, for example, is 720 x 480 at 30 frames per
second, but is really 720 x 240 at 60 fields per second
• Interlacing is an important issue to consider when working
with video, especially in animation as in TV effects and
video games
• Computer monitors are generally not interlaced
Framebuffer
• The framebuffer refers to the memory dedicated to storing
the image
• It would generally be a 2D array of pixels, where each
pixel stores a color (Note: pixel = picture element)
• Color is typically stored as a 24 bit RGB value. This offers
8 bits (256 levels) for red, green, and blue, for a total of
16,777,216 different colors
• Very often, additional data is stored per pixel such as
depth (z), or other info
• A framebuffer can just be a block of main memory, but
many graphics systems have dedicated framebuffer
memory with a direct connection to video scan-out
hardware and other special features
Primitives
• Complex scenes are usually built up from simpler objects
• Objects are built from individual primitives
• The most common and general purpose 3D primitive is
the triangle
• Points and lines are also useful primitives