CGM CH 1
CGM CH 1
Graphics and
Multimedia
CH – 1
Introduction to
interactive computer
graphics
1 . Introduction
Graphic
Design and Mathematics
Art
Compute
r
Graphics
Human
Engineering
Perception
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.
❖ 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.
❖ 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 . .,
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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 . .,
▪ 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