Introduction To Computer Introduction To Computer Graphics
Introduction To Computer Introduction To Computer Graphics
Introduction to Computer
Graphics
Dr. M. Munlin
Assistance Professor
Faculty of information Science and Technology
Mahanakorn University of Technology
Objectives
1
Computer Graphics
• Computer graphics deals with all aspects
of creating images with a computer
- Hardware
- Software
- Applications
Example
2
Preliminary Answer
Output device
Input devices
Image formed in FB
3
Output Device: CRT
4
Output Device: Projection TV
Color LCD
5
Computer Graphics: 1960-1970
• Wireframe graphics
- Draw only lines
• Sketchpad
• Display Processors
• Storage tube
wireframe representation
of sun object
Sketchpad
• Ivan Sutherland’s
Sutherland s PhD
thesis at MIT
- Recognized the potential of man-machine
interaction
- Loop
• Display
p y something g
• User moves light pen
• Computer generates new display
- Sutherland also created many of the now
common algorithms for computer graphics
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6
Display Processor
• Raster Graphics
• Beginning
B i i off graphics
hi standards
t d d
- IFIPS
• GKS: European effort
– Becomes ISO 2D standard
• Core: North American effort
– 3D but fails to become ISO standard
7
Raster Graphics
8
Computer Graphics: 1980-1990
• Industry-based standards
- PHIGS
• Networked graphics: X Window System
• Human-Computer Interface (HCI)
• OpenGL API
• Completely
C l t l computer-generated
t t d feature-
f t
length movies (Toy Story) are successful
• New hardware capabilities
- Texture mapping
g
- Blending
- Accumulation, stencil buffers
9
Computer Graphics: 2000-
• Photorealism
• Graphics
G hi cards d ffor PC
PCs d
dominate
i t market
k t
- Nvidia, ATI
• Game boxes and game players determine
direction of market
• Computer graphics routine in movie
industry: Maya, Lightwave
• Programmable pipelines
Graphics Applications
10
Graphics Applications
Games
Graphics Applications
Medical Imaging
11
Graphics Applications
Graphics Applications
Scientific Visualisation
12
Image Formation
• Objects
• Viewer
Vi
• Light source(s)
13
Light
• Light is the part of the electromagnetic spectrum that
causes a reaction in our visual systems
y
• Generally these are wavelengths in the range of about
350-750 nm (nanometers)
• Long wavelengths appear as reds and short
wavelengths as blues
14
Additive and Subtractive Color
• Additive color
- Form a color by adding amounts of three
primaries
• CRTs, projection systems, positive film
- Primaries are Red (R), Green (G), Blue (B)
• Subtractive color
- Form a color by filtering white light with cyan
(C) M
(C), Magenta
t (M)
(M), and dY
Yellow
ll (Y) filt
filters
• Light-material interactions
• Printing
• Negative film
Graphics Pipeline
Architecture
• Process objects one at a time in the order
they are generated by the application
- Can consider only local lighting
• Pipeline architecture
application
pp display
program
• All steps can be implemented in hardware
on the graphics card
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15
Vertex Processing
Projection
16
Parallel and Perspective
Projection
Primitive Assembly
17
Clipping
Just as a real camera cannot “see” the
whole world,, the virtual camera can onlyy
see part of the world or object space
- Objects that are not within this volume are said
to be clipped out of the scene
Rasterization
18
Fragment Processing
19
Object Specification
20
Camera Specification
pprojector
j
p
image plane
projection of p
center off projection
j i
21
Example: Triangle
GLUT API
22
Example: Cube
Summary
• Elements of graphics consists of HW, SW and
applications.
pp
• Area of graphics applications are entertainment, industry,
medical, academic, etc.
• Image formation consists of object, light and viewer.
• Computer camera model is similar to real camera.
• Graphics pipeline architecture contains several stages to
produce a realistic graphics image
image.
• Application Programming Interface (API) helps
programmer to program graphics much easier.
23
Q&A
0. List 5 major elements of a graphics system
1. Give examples of Graphics HW, SW, and applications.
2. What does the display resolution 1280x800 mean ?
3. How does computer display and image ?
4. Why do we need clipping ?
5. Describe graphics pipelines.
6. How important is API?
7. Explain the camera model.
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