DC105 Module1 Lesson1 - Graphics and Visualization
DC105 Module1 Lesson1 - Graphics and Visualization
PROGRAM OUTCOMES:
In pursuance of the above-stated mission, the objectives of the College are as follows:
COURSE TITLE
COURSE DESCRIPTION
The aim of this course is to provide an introduction to the theory and practice of computer
graphics. By introducing topics that deal with computer graphics rendering of primitive objects,
polygon clipping algorithms, two-dimensional transformations, three-dimensional
transformations, viewing camera rendering and projections, object representations, three-
dimensional curve and surface rendering algorithms, and line and surface removal algorithms.
The course is made up of three modules viz; module one Definition and Concepts of computer
graphics, module two modeling, module three 3D Graphics Rendering.
3 MODULE 1: DEFINITION AND CONCEPTS OF COMPUTER GRAPHICS
1. Explain the overall workflow and techniques involved in computer animation production.
2. To understand the fundamental computer graphics topics including graphics pipeline
architecture, transformations, modeling, viewing, shading, and texture mapping.
3. To study basic mathematical backgrounds related to computer graphics including linear
algebra and geometry.
4. Understand vividly, those computer graphic algorithms (such as object transformation,
geometric representation, shading and illumination model, anti-aliasing and Ray
tracing).
5. Study 3-D curve and surface algorithms, in rendering, surface and line removal
algorithms
6. Explain the abstract mathematical model describing the way colors can be represented
7. Understand the methods of Computing a digital image of what the virtual camera sees
MODULE 1: DEFINITION AND CONCEPTS OF COMPUTER GRAPHICS
INTRODUCTION
Given the state of current technology, it would be possible to design an entire university
major to cover everything (important) that is known about computer graphics. In this
introductory course, we will attempt to cover only the merest fundamentals upon which the field
is based. Nonetheless, with these fundamentals, you will have a remarkably good insight into
historical development of Computer graphics, the various application areas and the graphics
rendering pipeline.
Learning Outcomes:
PRE-ASSESSMENT
Directions: Circle or darken the letter that corresponds to the BEST answer. There is only
one BEST answer for each question.
LESSON MAP
Figure 1 this map shows good insight into historical development of computer graphics.
6 MODULE 1: DEFINITION AND CONCEPTS OF COMPUTER GRAPHICS
CORE CONTENTS
ENGAGE
EXPLORE
Computer graphics generally means creation, storage and manipulation of models and
images. Such models come from diverse and expanding set of fields including physical,
mathematical, artistic, biological, and even conceptual (abstract) structures.
“Perhaps the best way to define computer graphics is to find out what it is not. It is not a
machine. It is not a computer, nor a group of computer programs. It is not the know-how of
a graphic designer, a programmer, a writer, a motion picture specialist, or a reproduction
specialist.
Computer graphics is all these –a consciously managed and documented technology
directed toward communicating information accurately and descriptively.
HISTORY
In the early 1960's IBM, Sperry-Rand, Burroughs and a few other computer companies
existed. The computers of the day had a few kilobytes of memory, no operating systems to
speak of and no graphical display monitors. The peripherals were Hollerith punch cards, line
printers, and roll-paper plotters. The only programming languages supported were
assembler, FORTRAN, and Algol. Function graphs and “Snoopy'' calendars were about the
only graphics done.
7 MODULE 1: DEFINITION AND CONCEPTS OF COMPUTER GRAPHICS
In 1963 Ivan Sutherland presented his paper Sketchpad at the Summer Joint Computer
Conference. Sketchpad allowed interactive design on a vector graphics display monitor with
a light pen input device. Most people mark this event as the origins of computer graphics.
The state of the art in computing was an IBM 360 computer with about 64 KB of memory, a
Tektronix 4014 storage tube, or a vector display with a light pen (but these were very
expensive).
An Evans & Sutherland Picture System was the high-end graphics computer. It was a vector
display with hardware support for clipping and perspective. Xerox PARC introduced the Altos
personal computer, and an 8-bit computer was invented at Intel.
Sun workstations, with the Motorola 680x0 chipset became popular as advanced workstation
a in the mid 80's. The Video Graphics Array (VGA) card was invented at IBM. Silicon Graphics
(SGI) workstations that supported real-time raster line drawing and later polygons became
the computer graphicists desired. The data glove, a precursor to virtual reality, was invented
at NASA. VLSI for special purpose graphics processors and parallel processing became hot
research areas.
The computer to have now was an SGI workstation with at least 16 MB of memory, at 24-bit
raster display with hardware support for Gouraud shading and z-buffering for hidden surface
removal. Laser printers and single frame video recorders were standard. Unix, X and Silicon
Graphics GL were the operating systems, window system and application programming
interface (API) that graphicist used. Shaded raster graphics were starting to be introduced in
motion pictures. PCs started to get decent, but still they could not support 3-D graphics, so
most programmer's wrote software for scan conversion (rasterization) used the painter's
algorithm for hidden surface removal, and developed “tricks”' for real-time animation.
The PC market erupts and supercomputers begin to wane. Microsoft grows, Apple collapses,
but begins to come back, SGI collapses, and lots of new startups enter the graphics field.
10 MODULE 1: DEFINITION AND CONCEPTS OF COMPUTER GRAPHICS
The '00's
Today most graphicist want an Intel PC with at least 256 MB of memory and a 10 GB hard
drive. Their display should have graphics board that supports real-time texture mapping. A
flatbed scanner, color laser printer, digital video camera, DVD, and MPEG encoder/decoder
are the peripherals one wants. The environment for program development is most likely
Windows and Linux, with Direct 3D and OpenGL, but Java 3D might become more important.
Programs would typically be written in C++ or Java.
What will happen in the near future -- difficult to say, but high-definition TV (HDTV) is poised
to take off (after years of hype). Ubiquitous, untethered, wireless computing should become
widespread, and audio and gestural input devices should replace some of the functionality of
the keyboard and mouse. You should expect 3-D modeling and video editing for the masses,
computer vision for robotic devices and capture facial expressions, and realistic rendering of
difficult things like a human face, hair, and water. With any luck C++ will fall out of favor.
Ethical Issues
Graphics has had a tremendous effect on society. Things that affect society often lead to
ethical and legal issues. For example, graphics are used in battles and their simulation,
medical diagnosis, crime reenactment, cartoons and films. The ethical role played by a
computer graphic is in the use of graphics programs that may be used for these and other
purposes is discussed and analyzed in the notes on Ethics.
11 MODULE 1: DEFINITION AND CONCEPTS OF COMPUTER GRAPHICS
Medical Imaging
There are few endeavors more noble than the preservation of life. Today, it can honestly be
said that computer graphics plays an significant role in saving lives. The range of application
spans from tools for teaching and diagnosis, all the way to treatment. Computer graphics is
tool in medical applications rather than a mere artifact. No cheating or tricks allowed.
Scientific Visualization
Computer graphics makes vast quantities of data accessible. Numerical simulations
frequently produce millions of data values. Similarly, satellite-based sensors amass data at
rates beyond our abilities to interpret them by any other means than visually.
Mathematicians use computer graphics to explore abstract and high-dimensional functions
and spaces. Physicists can use computer graphics to transcend the limits of scale. With it they
can explore both microscopic and macroscopic world
Games
Games are an important driving force in computer graphics. In this class we are going to talk
about games. We'll discuss on how they work. We'll also question how they get so much done
with so little to work with.
Entertainment
12 MODULE 1: DEFINITION AND CONCEPTS OF COMPUTER GRAPHICS
If you can imagine it, it can be done with computer graphics. Obviously, Hollywood has caught
on to this. Each summer, we are amazed by state of-the-art special effects. Computer graphics
is now as much a part of the entertainment industry as stunt men and makeup. The
entertainment industry plays many other important roles in the field of computer graphics.
The scene composed of models in three space. Models, composed of primitives, supported
by the rendering system. Models entered by hand or created by a program.
For our purposes today, models already generated. The image drawn on monitor, printed on
laser printer, or written to a raster in memory or a file. These different possibilities require us
to consider device independence.
Classically, “model” to “scene”' to “image” conversion broken into finer steps, called the
graphics pipeline. Commonly implemented in graphics hardware to get interactive speeds. At
a high level, the graphics pipeline usually looks like
13 MODULE 1: DEFINITION AND CONCEPTS OF COMPUTER GRAPHICS
Each stage refines the scene, converting primitives in modelling space to primitives in device
space, where they are converted to pixels (rasterized).
EXPLAIN
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ii) the Early ‘70’s
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TOPIC SUMMARY
• the evolution of computer graphics from the early days to the recent times, the
technological innovations
• The various application areas of computer graphics
• What is needed in computer graphics
• Graphics rendering pipeline.
REFERENCES
From the Web: