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Lesson 1 - Introduction To Computer Graphics (Autosaved)

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0% found this document useful (0 votes)
30 views

Lesson 1 - Introduction To Computer Graphics (Autosaved)

Uploaded by

Rawyer Hawrami
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© © All Rights Reserved
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Lesson 1: Introduction to
Computer Graphics

Shima Mohammad Ghafor


UHD
College Of Science & Technology
Computer Science Department

Computer Graphics - Theory


What is Computer Graphics?
2

 Computer graphics is the study of creating,


manipulating, and using visual images in the
computer.
 Computer graphics is a cross-disciplinary field in
which physics, mathematics, human perception,
human-computer interaction, engineering, graphic
design, and art all play important roles.
Applications of Computer Graphics
3

 Entertainment
 Animation, advertisement, movies & games
 Science and engineering
 computer-aided design
 visualization (scientific, information)

 Training and simulation


 Graphic arts, fine art
 User interface & communication
 Virtual & augmented reality
Applications of CG – Entertainment
4

 Entertainment
 Animation

 Advertisement

 Movies

 Games
Applications of CG – Science & Engineering
5

 Science and engineering


 Computer-Aided Design (CAD)
 Visualization (Scientific, Information)
Applications of CG – Simulation & Training
6
Applications of CG – Fine Art
7
Applications of CG –
User Interface & Communication
8
Applications of CG –
Virtual & Augmented Reality
9
Environmental Evolution
10

 Character Displays (1960s – now)


 Display: text plus (ASCII art)
 Command-line typing

 Vector Displays (Line Drawing) (1963 – 1980s)


 Display: line drawings and stroke text.
 Command-line typing, function keys, menus

 2D bitmap raster displays for PCs and


workstations (1972 at Xerox PARC - now)
 Display: windows, icons, legible text
Environmental Evolution (Cont.)
11

 3D graphics workstations (1984 – now)


 could cost up to $1M for high-end!
 Display: real-time, pseudo-realistic images
of 3D scenes
 2D, 3D and N-D input devices

 High-end PCs with hot graphics cards


 Also build GPU-clusters
Graphics System
12

 A computer graphics system has all the components of a


general-purpose computer system. Major elements in
graphics system:
 Input devices
 Central Processing Unit
 Graphics Processing Unit
 Memory
 Output devices
Input Devices
13

 Keyboard
 Mouse
 Touch screen
 Joystick
 Data glove
.
.
.
Output Devices
14

 Cathode-Ray Tube (CRT) Display


 Flat-Panel Display: reduced volume, weight, and power
requirements compared to a CRT.
 Liquid-CrystalDisplays (LCDs)
 Organic Light-Emitting Diodes (OLED)

 Plasma Displays

A simplified picture of CRT


Output Devices (Cont.)
15

 Color CRT Monitors  Flat-Panel Monitors


 Use RGB color model  Two glass plates with parallel grids of wire
 Produce more colors  Middle layer
 Each pixel composed of three phosphor  Light emitting diode
color dots (RGB)  Liquid crystal or
 3 electronic guns are used  Mixture of gases
 https://www.youtube.com/watch?v=dlT-  https://www.youtube.com/watch?v=k7xGQK
seESkj0 pQAWw
The CPU and the GPU
16

 Central Processing Unit (CPU)


 In a simple system, there may be only one processor
 The CPU must do both the normal processing and the
graphical processing.

 Graphics Processing Unit (GPU)


 Today all graphics systems are characterized by
special-purpose GPUs
 Graphics processing is done by GPU.
 GPU can be either on the mother board or on a
graphics card.
 Recent GPUs contain over 100 processing units
Computer Graphics Software
17

 Two classifications for computer-graphics software:


 Special-purpose packages:
 Designed for nonprogrammers.
 Examples: artists' painting programs and various architectural,
business, medical, and engineering CAD systems.
 General programming packages
 Providesa library of graphics functions that can be used in a
programming language such as C, C++, Java.
 Examples: OpenGL, Java 2D, Java 3D.
Graphics Library
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 Examples: OpenGL, DirectX, Windows


Presentation Foundation (WPF) , RenderMan,
HTML5 + WebGL, JavaFX.
 Primitives (characters, lines, polygons,
meshes,…)
 Attributes
 Color, line style, material properties for 3D
 Transformations
 Lights
Conceptual Framework for Interactive Graphics
19

 Graphics library/package is intermediary between


application and display hardware (Graphics System)
 Application program maps application objects to views
(images) of objects by calling on graphics library.

Software Hardware

Graphics
System/
GPU
Application Application Graphics
Model / database
program Library
References
20

 John F. Hughes, Andries Van Dam, Morgan Mcguire, David F. Sklar,


James D. Foley, Steven K. Feiner and Kurt Akeley,"Computer Graphics:
Principles and Practice", 3th Ed., 2014, Ch. 1, P. 1.
 Edward Angel and Dave Shreiner, “Interactive computer graphics: A
Top-Down Approach With Shader-Based OpenGL”, 6th Ed., 2012,
Ch.1, P. 5.
 Hearn Baker Carithers, "Computer Graphics with OpenGL", 4th Ed.,
Ch. 1, P. 28.
 Introduction to computer graphics lecture notes by Andries Van Dam,
Brown University.
 Introduction to Computer Graphics lecture notes by Steve Marschner,
Cornell University.
 Difference between CRT LCD and LED: ..\Videos\Intro\CRT LCD &
LED[via torchbrowser.com].mp4
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