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Chapter 1 PartTwo

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0% found this document useful (0 votes)
11 views31 pages

Chapter 1 PartTwo

Uploaded by

w
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Computer Graphics (CoSc3121)

COMPUTER SCIENCE DEPARTMENT


DEBARK U N I V E R S I T Y

CHAPTER ONE-PART TWO


Computer Graphics Chapter One
2

Graphics Softwares

Graphics Display
Devices

Graphics Input
Devices

OpenGL
3

Computer Graphics Software


 Two types of Grpahics softwares
Graphics Software  Special purpose graphics packages
 Designed for spesific purpose
Graphics Display
 Used by end users
Devices
 Adobe photoshop, 3D studio max, paint,
Graphics Input CAD, Microsoft Excel ...
Devices  General purpose graphics packages
 are pre-defined libraries for drawing
OpenGL graphics primitives
 Used by programmers not by end-users
 Require technical knowledge
 OpenGL, Scene discription languages (to
define 3D models of scenes like VRML:
virtual reality modeling language)
4
Graphics Display Devices
 Common graphics displays
 CRT
Graphics Softwares
 LCD

Graphics Display  Plasma


Devices

Graphics Input
Devices

OpenGL
5
CRT Displays

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan  Electron guns generate electron beam
Devices  Electrons fired towards the screen

3D display devices  Beam hits the phosphor dots


 Phosphor dots emits light
Graphics Input  Brightness = strength of the beam

Devices  The beam passes through the magnetic field (deflection


yoke) to control their directions
 3 electron beams and group of 3 phosphor dots = color
OpenGL  Brightness of the RGB dots and their combination = color
of light perceived at that point
6
Random Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan
Devices  Also known as vector graphics displays
3D display devices  Pictures drawn = set of primitives like lines, curves
 Electron beams only directed to the image parts
Graphics Input
Devices  For the blank screen = no electron beem directed
 Only used in hardcopy plotters

OpenGL
7
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan  Primitives to be drawn converted in to a grid of
Devices dots
Raster Scan  Brightness of these dots stored in a frame buffer
Devices
 CRT beem sweeps across the screen line by line
3D display devices  It visits every location on the screen
Graphics Input  Frame buffer controls the place where the CRT
Devices electron beem switched on
 Most common types of graphics displays
OpenGL
8
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan  Raster: a grid of phosphor dots on the display screen
Devices
 Pixel or picture cell: each phosphor dots
3D display devices
 Scan-line: row of pixels in the raster
Graphics Input  X-Resolution: number of pixels in the scan-line
Devices  Y-Resolution: number of the scan-lines in the raster
 Aspect Ratio of the display: the ratio between X-
OpenGL Resolution and Y-Resolution
9

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan
Devices
3D display devices

Graphics Input  Shadow mask: a mask containing many tiny holes for each
Devices pixel in the raster
 it makes the slightly separated beams to hit the screen at
slightly different locations (RGB phosphors)
OpenGL
10
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan  Persistance: length of time that Phosphor dots emit light
Devices after the beam has moved on (very short time)
3D display devices  Permanent image = continues refresh of the raster
 Electron beems sweeped across the raster scan-line by scan-
Graphics Input line
Devices  Starts from top towards the bottom

 When the scan line is complited, it starts again from the top

OpenGL
11
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan
Devices
3D display devices

Graphics Input
Devices

OpenGL
12
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan
Devices
3D display devices

Graphics Input
Devices

OpenGL
13
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan
Devices
3D display devices

Graphics Input
Devices

OpenGL
14
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan
Devices
3D display devices

Graphics Input
Devices

OpenGL
15
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan
Devices
3D display devices

Graphics Input
Devices

OpenGL
16
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices  Refresh rate: the number of times that the entire
Raster Scan raster is refreshed in each second
Devices  When the refresh rate >= 24 f/s (frames per
3D display devices second) = reasonably smooth and persistant
image,
Graphics Input  Modern display devices = 60 f/s
Devices
 Old grpahics displays = 30 f/s, some flicker
 Interlaced scanning
OpenGL
17
Interlaced Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan  alternate scan-lines are updated in each raster
Devices refresh
Raster Scan  First refresh = only odd numbered scan-lines
 Next refresh = only even numbered scan-lines
Devices
 It effectively doubles the refresh rate
3D display devices  Flicker will be avoided

Graphics Input  Common Video Formats


Devices  VGA: resolution 640x480, 60 f/s refresh rate, non-interlaced
scanning.
 PAL: resolution 625x480, 25 f/s refresh rate, interlaced scanning
OpenGL  NTSC: resolution 525x480, 30 f/s refresh rate, interlaced
scanning


18
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan
Devices
3D display devices

Graphics Input
Devices

OpenGL
19
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan
Devices
3D display devices

Graphics Input
Devices

OpenGL
20
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan
Devices
3D display devices

Graphics Input
Devices

OpenGL
21
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan
Devices
3D display devices

Graphics Input
Devices

OpenGL
22
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
Random Scan
Devices
Raster Scan
Devices
3D display devices

Graphics Input
Devices

OpenGL
23
Raster Scan Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays
 Frame bufferers : 2D array of data values.
Random Scan  Each value corespond to a pixel in the
Devices
image
Raster Scan
Devices  Bit-plain or depth of frame buffer:
number of bits used to store the value for each
3D display devices
pixel
Graphics Input  1280x1024x24 frame buffer =>
Devices  resolution = 1280x1024 and depth = 24
 Color devices
OpenGL  Depth should be a multiple of three
 For Red, Green and Blue
24
Graphics Display Devices
 Common graphics displays
 CRT
Graphics Softwares
 LCD

Graphics Display  Plasma


Devices

Graphics Input
Devices

OpenGL
Discussion
25
3D Display Devices

Graphics Softwares

Graphics Display
Devices

CRT Displays  Stereoscopy: the process of providing stereo pair of


images, one to each eye of the viewer to make the viewer
Random Scan to perceive depth (stereo immersion)
Devices  Head Mounted Displays (HMDs)
Raster Scan
 Displays mounted on the head of the viewer
Devices
 Virtual Reality Applications
3D display devices  Display Moved with the viewer head

Graphics Input  Head Tracked Displays (HTDs)


Devices  Display remains stationary
 The head of the viewer is tracked
 The two eyes will receive separate stereo images
OpenGL  Polarized light filters
 Color filters
26
Graphics Input Devices

Graphics Softwares

Graphics Display Light pens Mouse Key board


Devices

Graphics Input
Devices

OpenGL Trackballs Joysticks


Tablet

Data Gloves

 Devices which can transmit input to the graphic


system,
27
 Data glove
 A data glove is an interactive device,
Additional
resembling a glove worn on the hand, which
note
facilitates tactile sensing and fine-motion
control in robotics and virtual reality .
 Tactile sensing involves simulation of the
sense of human touch and includes the ability
to perceive pressure, linear force, torque,
temperature, and surface texture.
 Fine-motion control involves the use of
sensors to detect the movements of the user's
hand and fingers, and the translation of these
motions into signals that can be used by a
virtual hand (for example, in gaming ) or a
robotic hand (for example, in remote-control
surgery).
28
OpenGL

 We will use OpenGL together with the


Graphics Softwares GL Utilities Toolkit.
 Make sure that you have access to a
Graphics Display C++ development environment that
Devices
supports these two libraries.
Graphics Input  Dev C++
Devices  Microsoft Visual C++ also has OpenGL built-in
but not glut.
OpenGL
29
OpenGL …
 OpenGL is core library that contains the
majority of the functionality.
Graphics Softwares
 Four important libraries:

Graphics Display  OpenGL


Devices  The core library, it is platform (i.e.
hardware system) independent.
Graphics Input
 Glut: GL Utilities Toolkit
Devices
 Contains some extra routines for drawing
3-D objects and other
OpenGL
 Glu: OpenGL Utilities
 Contains some extra routines for
projections and rendering complex 3-D
objects.
 Glui: Contains some extra routines for
creating user-interfaces
30
OpenGL …

Graphics Softwares
 Getting Started with OpenGL
(lab…)
Graphics Display
Devices

Graphics Input
Devices

OpenGL
End of Chapter One
Any Question?
31

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