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CGM CH 1

The document provides an overview of computer graphics, highlighting its multidisciplinary nature and the importance of human perception in designing graphics programs. It traces the evolution of computer graphics from the 1950s to modern advancements in 3D modeling and photorealism, detailing key techniques and terminology used in the field. Additionally, it outlines common applications of computer graphics across various industries, including entertainment, science, and engineering.

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0% found this document useful (0 votes)
15 views20 pages

CGM CH 1

The document provides an overview of computer graphics, highlighting its multidisciplinary nature and the importance of human perception in designing graphics programs. It traces the evolution of computer graphics from the 1950s to modern advancements in 3D modeling and photorealism, detailing key techniques and terminology used in the field. Additionally, it outlines common applications of computer graphics across various industries, including entertainment, science, and engineering.

Uploaded by

nimona2024hirko
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Computer

Graphics and
Multimedia

CH – 1
Introduction to
interactive computer
graphics
1 . Introduction

❖ Computer graphics is a multidisciplinary field that focuses on


generating visual content through computers and facilitating interaction
via various input devices.
Physics

Graphic
Design and Mathematics
Art
Compute
r
Graphics

Human
Engineering
Perception
Conti..,

❖ The effectiveness of computer graphics heavily relies on understanding


human perception.
❖ Designing graphics programs necessitates considering how humans
perceive images, ensuring that only pertinent information is computed
and displayed, thereby optimizing system resources.

❖ By integrating these disciplines, computer graphics aims to create visual


content that is not only technically sound but also aligns with human
perceptual capabilities and interaction preferences.

❖ In computer graphics, the term "model" encompasses two primary


concepts: geometric models and mathematical models.
Conti..,

❖ Geometric Models:
❖ Geometric models represent the shapes and structures of objects
intended for visualization.

❖ These models define the spatial form of entities such as cars, houses,
or characters, often enhanced with attributes like colour, texture, and
material properties to achieve realistic depictions.

❖ The process of creating these models from scratch is known as


modelling, resulting in a comprehensive description that combines
geometry with additional information.
Conti..,

❖ Mathematical Models:
❖ Mathematical models describe physical or computational processes
within computer graphics.

❖ For instance, they can simulate how light reflects off glossy surfaces
or how objects move.

❖ These models may be derived from fundamental physical principles


or based on empirical observations and intuition.

❖ Their accuracy can vary, ranging from highly faithful


representations to more abstract approximations.
2. History of Computer Graphics

❖ Computer graphics have evolved significantly since their inception in the 1950s,
transforming from simple visualizations to complex, interactive 3D environments.
❖ Here's a brief overview of their development:
▪ The Dawn of Digital Art
✔ Digital art began to take shape in the 1950s and 1960s, a period when
computer technology was just starting to develop.
✔ During these early years, artists and computer scientists started
experimenting with the idea of using computers to create art.
✔ They used basic computer systems and programming languages to turn
electronic signals into visual art forms.
✔ The approach to making digital art was quite different from traditional art
forms.
✔ Artists focused on using algorithms and computational methods to generate
art, setting digital art apart from more conventional methods like painting or
sculpting.
Conti . .,

▪ Rise of the Bitmap Era


✔ The Bitmap Era marked a significant turning point in the world of digital art
and computer graphic design.
✔ This period introduced bitmap graphics, a method where artists create
images by mapping out a grid of pixels.
✔ Each pixel gets a colour, allowing for detailed and precise imagery.
✔ Bitmap graphics revolutionized digital art by offering a level of detail and
control that was ground-breaking.
✔ Artists and designers could now manipulate images down to the individual
pixel, opening up a world of creative possibilities.
✔ Software like Adobe Photoshop emerged during this period, providing artists
and designers with powerful tools to edit and create bitmap images.
✔ Bitmap Era introduced a new way of thinking about and creating images,
leading to advancements in various fields, from video game design to digital
marketing.
Conti . .,

▪ The Vector Graphics Revolution


✔ The shift from bitmap to vector graphics was like moving from black and
white TV to colour.
✔ Before vector graphics came into play, we were stuck with bitmap images.
✔ These images were made up of tiny squares called pixels.
✔ If you’ve ever zoomed in on a picture and seen it turn blurry, you’ve seen the
limits of bitmap graphics.
✔ They couldn’t be made bigger or smaller without losing quality, which was a
big headache for designers.

Vecto Bitmap
r
Conti . .,

▪ The Vector Graphics Revolution


✔ Instead of using pixels, vector graphics use math to describe the way an
image should look.
✔ Think of it as giving your computer a set of instructions on how to draw a
picture. Whether you want your image the size of a stamp or a billboard,
vector graphics keep it crisp and clear.
✔ Adobe Illustrator and CorelDRAW are two examples of software that have
made the most of vector graphics, allowing designers to push the boundaries
of their creativity.
Conti . .,

▪ 3D Modelling Breakthroughs
✔ The world of digital design has seen incredible progress, especially with the
advancements in 3D modelling.
✔ This leap forward has changed the game for graphic designers, allowing for
the creation of highly detailed and realistic designs.
✔ The key to this transformation lies in better algorithms and stronger
computing power.
✔ These improvements make it possible to work with complex shapes and
textures with ease.
✔ Consider the software Blender, a free and open-source 3D creation suite.
✔ It supports the entirety of the 3D pipeline—modelling, rigging, animation,
simulation, rendering, compositing, and motion tracking, even video editing,
and game creation.
Conti . .,

▪ Toward Photorealism and Beyond


✔ Improvements in 3D modelling technology have opened new doors in the
realm of computer graphics, aiming for photorealism – the creation of images
that are as close to reality as possible.
✔ This goal isn’t just about making digital images look real; it’s about making
them feel real, too.
✔ Techniques like ray tracing, which simulates the way light interacts with
objects, physically based rendering, which makes materials appear more
realistic, and advanced texturing, which adds detail to surfaces, have all
helped narrow the gap between what’s real and what’s digital.
✔ However, the pursuit of photorealism is more than just copying the real
world.
✔ It’s also about exploring what’s possible when you go beyond realism.
✔ For example, video games like ‘The Last of Us Part II’ demonstrate the
potential of photorealism in creating emotionally engaging experiences.
3 . 3D Graphics Techniques and Terminology

❖ 3D graphics involve rendering three-dimensional objects on a


two-dimensional screen, simulating depth and realism using various
techniques.
❖ Core 3D Graphics Techniques
▪ Modeling
✔ The process of creating 3D objects using vertices, edges, and faces.
✔ Techniques:
Polygonal Modeling: Objects are built using polygons
(triangles/quads).
NURBS (Non-Uniform Rational B-Splines): Smooth curved surfaces
using control points.
Sculpting: Digital clay-like manipulation for high-detail models (e.g.,
ZBrush).
Procedural Modeling: Using algorithms to generate models (e.g.,
terrain generation).
Conti . .

▪ Texturing
✔ Applying 2D images (textures) onto 3D models to add detail.
✔ Techniques:
✔ UV Mapping: Wrapping a 2D texture around a 3D model.
✔ Bump Mapping: Simulating surface roughness using grayscale
textures.
✔ Normal Mapping: More advanced bump mapping using RGB values
for lighting effects.
✔ PBR (Physically Based Rendering): Uses realistic material properties
like roughness and metallic maps.
▪ Rendering
✔ Converting a 3D scene into a 2D image or animation.
✔ Techniques:
✔ Ray Tracing: Simulates realistic light behavior by tracing rays.
✔ Rasterization: Converts 3D objects into 2D pixels (used in real-time
graphics).
Conti . .

▪ Animation
✔ Making 3D models move over time.
✔ Techniques:
▪ Keyframe Animation: Animators set key poses, and the software
interpolates frames.
▪ Skeletal Animation (Rigging): Uses a skeleton (armature) to move
models.
▪ Morph Target Animation: Modifies vertex positions for facial
expressions.
▪ Physics-Based Animation: Uses simulations (gravity, wind, cloth, etc.).
▪ Lighting & Shading
▪ Lighting Models:
▪ Point Light: Emits light from a single point in all directions.
▪ Directional Light: Parallel rays, like sunlight.
▪ Spotlight: Emits light in a cone shape.
Conti . .

▪ Animation
✔ Making 3D models move over time.
✔ Techniques:
▪ Keyframe Animation: Animators set key poses, and the software
interpolates frames.
▪ Skeletal Animation (Rigging): Uses a skeleton (armature) to move
models.
▪ Morph Target Animation: Modifies vertex positions for facial
expressions.
▪ Physics-Based Animation: Uses simulations (gravity, wind, cloth, etc.).
▪ Lighting & Shading
▪ Lighting Models:
▪ Point Light: Emits light from a single point in all directions.
▪ Directional Light: Parallel rays, like sunlight.
▪ Spotlight: Emits light in a cone shape.
Conti . .

▪ Shading Techniques:
▪ Flat Shading: Uses a single color per polygon (low realism).Gouraud
Shading: Smooth shading by interpolating vertex colors.Phong
Shading: Adds realistic highlights and reflections.
❖ 3D Graphics Terminology
▪ Vertex
✔ A point in 3D space that defines the shape of an object.
▪ Edge
✔ A line connecting two vertices.
▪ Face
▪ A flat surface formed by multiple edges (usually triangles/quads).
▪ Mesh
✔ A collection of vertices, edges, and faces forming a 3D object.
Conti . .

▪ Normals
✔ Vectors perpendicular to a surface, used for lighting calculations.
▪ LOD (Level of Detail)
✔ Reducing model complexity at greater distances to optimize
performance.
▪ Tessellation
✔ Dividing surfaces into smaller polygons for smoother details.
▪ Depth Buffer (Z-Buffer)
✔ Stores depth information to handle overlapping objects correctly.
▪ Shader
✔ A program that runs on the GPU to control how objects are
rendered.
▪ Ray Casting
✔ A technique for detecting collisions or selecting objects.
Popular 3D Graphics Software

▪ Modeling & Animation: Blender, Autodesk Maya, 3ds Max,


ZBrushRendering Engines: V-Ray, Arnold, Cycles, EeveeGame
Engines: Unity, Unreal Engine, Godot
Common Uses of Computer Graphics

▪ Education & Training


✔ E-Learning & Simulations
✔ Military & Defense
▪ Business & Communication
✔ Data Visualization
✔ Virtual Reality (VR) & Augmented Reality (AR)
▪ Web & User Interfaces
✔ GUI (Graphical User Interface)
▪ Robotics & AI
✔ Computer Vision
Common Uses of Computer Graphics

▪ Computer graphics are widely used across various industries for


visualization, simulation, and entertainment. Here are the most
common applications:
▪ Entertainment & Media
✔ Video Games
✔ Movies & Animation
✔ Digital Art & Design
▪ Science & Medicine
✔ Medical Imaging
✔ Scientific Visualization
▪ Engineering & Architecture
✔ CAD (Computer-Aided Design)
✔ Automotive & Aerospace Design

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