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Chapter 1 - Introduction To Computer Graphics

This document provides an introduction to computer graphics including definitions and history. It discusses what computer graphics are, interactive computer graphics, and hardware and software that enable modern computer graphics like GPUs, displays, and graphics libraries. It also covers paradigms like sample-based and geometry-based graphics.
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© © All Rights Reserved
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0% found this document useful (0 votes)
150 views

Chapter 1 - Introduction To Computer Graphics

This document provides an introduction to computer graphics including definitions and history. It discusses what computer graphics are, interactive computer graphics, and hardware and software that enable modern computer graphics like GPUs, displays, and graphics libraries. It also covers paradigms like sample-based and geometry-based graphics.
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Introduction

Introduction to Computer Graphics


Dr. Umair Ali Khan
What is Computer Graphics?
 Includes everything on computers that is not text or sound
 Refers to any computer device or program that makes a computer
capable of displaying and manipulating pictures
 Creation, storage and manipulation of models and images
 Such models come from diverse and expanding set of fields including
physical, mathematical, artistic, biological, etc

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What is Interactive Computer Graphics?
 User controls content, structure, and appearance of objects and their displayed images
via rapid visual feedback
 Basic components of an interactive graphics system
 input (e.g., mouse, tablet and stylus, multi-touch…)
 processing (and storage)
 display/output (e.g., screen, paper-based printer,
video recorder…)
 First truly interactive graphics system,
Sketchpad, pioneered at MIT by Ivan
Sutherland for his 1963 Ph.D. thesis
 Used TX-2 transistorized “mainframe” at Note CRT monitor, light pen and
Lincoln Lab function-key panel

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Enabling Modern Computer Graphics (1/5)
 Hardware revolution
 Moore’s Law: every 12-18 months, computer power improves
by factor of 2 in price / performance as feature size shrinks
 Significant advances in commodity graphics chips every 6
months vs. several years for general purpose CPUs
 NVIDIA GTX 680… 3090.4 gigaflops nVidia GeForceTM chip

 Newest processors are 64-bit, 2, 4, 6, 8, or 10 core


 Intel Core i7 – consumer, up to 6 cores hyperthreaded to provide
12 threads
 Intel Sandy Bridge EP– industrial, 8 cores HT, 16 threads

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Enabling Modern Computer Graphics (2/5)
 Graphic subsystems
 Offloads graphics processing from CPU to chip designed for doing graphics operations
quickly
 nVidia GeForce™, ATI Radeon™
 GPUs used for special purpose computation, also bunched together to make supercomputers
 GPU has led to development of other dedicated subsystems
 Physics: nVidia PhysX PPU (Physics Processing Unit), standard on many NVIDIA GPUs
 Hardware show and tell: Dept’s new NVIDIA GeForce GTX 460s
 1.35 GHz clock, 1GB memory, 37.8 billion pixels/second fill rate
 Old cards: GeForce 7300 GT: 350 MHz clock, 256 MB memory, 2.8 billion
fill rate

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Enabling Modern Computer Graphics (3/5)
 Input Devices
 Mouse, tablet & stylus, multi-touch, force feedback, and other game controllers (e.g., Wii),
scanner, digital camera (images, computer vision), etc.
 Whole body as interaction device:
 http://www.xbox.com/kinect

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Enabling Modern Computer Graphics (4/5)
 Many form factors
 Cell Phones/PDAs (smartphones), Apple iPhone™ Samsung Galaxy
laptop/desktops/tablets, SIII (Android)

Microsoft
 Microsoft PPI display Surface

 Google glass, Samsung gear

Microsoft PPI
display

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Enabling Modern Computer Graphics (5/5)
 Software Improvements
 Algorithms and data structures
 Modeling of materials
 Rendering of natural phenomena
 “Acceleration data structures” for ray tracing
 Parallelization
 Most operations are embarrassingly parallel: changing value of one pixel is
often independent of other pixels
 Distributed and Cloud computing
 Send operations into ‘cloud’, get back results, don’t care how
 Rendering even available as internet service!

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Environmental Evolution (1/5)
 Character Displays (1960s – now)
 Display: text plus pseudo-graphics (ASCII art)
 Object and command specification: command-line typing
 Control over appearance: coding for text formatting
(.p = paragraph, .i 5 = indent 5)
 Application control: single task

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Environmental Evolution (2/5)
 Vector (Calligraphic, Line Drawing)
 Displays (1963 – 1980s)
 Display: line drawings and stroke text; 2D and 3D transformation hardware
 Object and command specification: command-line typing, function keys, menus
 Application control: single or multitasked, distributed computing

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Environmental Evolution (3/5)
 2D bitmap raster displays for PCs and workstations
(1972 at Xerox PARC - now)
 Display: windows, icons, legible text, “flat earth” graphics
 Object and command specification: minimal typing via
WIMP (Windows, Icons, Menus, Pointer) GUI
 Control over appearance: WYSIWYG (which is really
WYSIAYG, What You See Is All You Get)
 Application control: multi-tasking, networked client-
server computation and window management (even “X
terminals”)

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Environmental Evolution (4/5)
 3D graphics workstations (1984 – now)
 Display: real-time, pseudo-realistic images of 3D
scenes
 Object and command specification: 2D, 3D and N-D
input devices (controlling 3+ degrees of freedom)
and force feedback haptic devices for point-and-
Graphics workstations such as
click, widgets, and direct manipulation these have been replaced with
 Control over appearance: WYSIWYG (still WYSIAYG) commodity hardware (GPUs)

 Application control: multi-tasking, networked


(client/server) computation and window
management

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Environmental Evolution (5/5)
 High-end PCs with hot graphics cards (nVidia GeForce™,
ATI Radeon™) have supplanted graphics workstations
 Such PCs are clustered together over
high speed buses or LANs to provide
“scalable graphics”
 Now accessible to consumers via
new technologies like NVIDIA’s You can put multiple
SLI (Scalable Link Interface) bridge GPUs together in your
computer using SLI.

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Graphics Display Hardware
Vector (calligraphic, stroke, Raster (TV, bitmap, pixmap) used in displays
random-scan) and laser printers
 Driven by display commands (move (x,  Driven by array of pixels (no semantics,
y), char(“A”) , line(x, y)…) lowest form of representation)
 Survives as “scalable vector graphics”  Note “jaggies” (aliasing errors) due to
sampling continuous primitives

Ideal Vector Raster Outline Filled


Drawing Drawing

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Graphics Display Hardware

Vector graphics Bitmap graphics


Graphics Display Hardware

Bitmap graphics
Bitmap vs. Vector graphics
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Bitmap vs. vector graphics

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Conceptual Framework for Interactive Graphics
 Graphics library/package is intermediary between application and
display hardware (Graphics System)
 Application program maps application objects to views (images) of
those objects by calling on graphics library
 User interaction results in modification of model and/or image

Software Hardware

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

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Graphics Library
 Examples: OpenGL™, DirectX™, Windows Presentation Foundation™
(WPF), RenderMan™, HTML5+WebGL
 Primitives (characters, lines, polygons, meshes,…)
 Attributes
 Color, line style, material properties for 3D
 Lights
 Transformations

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Application Distinctions: Two Basic Paradigms
 Sample-based graphics: discrete samples
are used to describe visual information
 pixels can be created by digitizing
images, using a sample-based “painting”
program, etc.
 often some aspect of the physical world
is sampled for visualization, e.g.,
temperature across a country
 example programs: Adobe Photoshop™,
GIMP™ , Adobe AfterEffects™, etc

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Application Distinctions: Two Basic Paradigms
 Geometry-based graphics : geometrical model
is created, along with various appearance
attributes, and is then sampled for
visualization (rendering a.k.a image synthesis)
 often some aspect of physical world is visually
simulated, or “synthesized”
 examples of 2D apps: Adobe Illustrator™, Adobe
Freehand™, Corel CorelDRAW™
 examples of 3D apps: Autodesk’s AutoCAD™,
Autodesk’s (formerly Alias|Wavefront’s) Maya™,
Autodesk’s 3D Studio Max™

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Sampling an Image

3D scene

 A color value is measured at every grid point and used to color corresponding
grid square 0 = white, 5 = gray, 10 = black

 Poor sampling and image reconstruction method creates blocky image


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What’s the Advantage?
 Once image is defined in terms of colors at (x, y)
locations on grid, can change image easily by
altering location or color values
 E.g., if we reverse our mapping above and make 10 =
white and 0 = black, the image would look like this:

 Pixel information from one image can be copied


and pasted into another, replacing or combining
with previously stored pixels

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What’s the Disadvantage?
 WYSIAYG (What You See Is All You Get): No additional
information
 no depth information
 can’t examine scene from different point of view
 at most can play with the individual pixels or groups of
pixels to change colors, enhance contrast, find edges, etc.

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Geometry-Based Graphics
 Geometry-based graphics applications store mathematical descriptions,
or “models,” of geometric elements (lines, polygons, polyhedrons…) and
associated attributes (e.g., color, material properties)

 Elements are primitive geometric shapes, primitives for short

 Images of many different views can be generated from same model

 As user manipulates geometric elements, program resamples and


redisplays elements
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What is Geometric Modeling?
 What is a model?
 Captures salient features (data, behavior) of thing/phenomenon being
modeled
 data includes geometry, appearance, attributes…
 Similarity to OOP ideas
 Real: some geometry inherent
 physical (e.g., actual object such as a chair)
 non-physical (e.g., mathematical function, weather data)
 Abstract: no inherent geometry, but for visualization
 organizational (e.g., company org. chart)
 quantitative (e.g., graph of stock market)
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Modeling vs. Rendering
 Modeling
 Rendering
 Create models Take “picture” with camera
 Apply materials to models
 Place models around scene  Both can be done with commercial software:
 Place lights in scene
 Place the camera Autodesk MayaTM ,3D Studio MaxTM, BlenderTM, etc.

Point Light

Spot
Light
Directional Light
Ambient
Light

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