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CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 CS5500 Computer Graphics February 26, 2007.

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Presentation on theme: "CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 CS5500 Computer Graphics February 26, 2007."— Presentation transcript:

1 CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 CS5500 Computer Graphics February 26, 2007

2 CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 Announcement Reading Assignment: –Introduction chapter of any reference book listed in the syllabus.

3 CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 3D Graphics Programming Application Programming Level (Learning to Drive): 1.Describe the objects in 3D coordinates. 2.Set up the camera. 3.Call OpenGL (or any other 3D API). Implementation of a Renderer (Under the Hood): 1.Transform 3D coordinates to 2D. 2.Apply lighting. 3.Draw the dots (pixels).

4 CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 Hands-On Approach We will look at both levels in parallel. –In some assignments, you will program in the application level. In the graphics pipeline assignments, we will create a 3D renderer. A lot of coding, but most of the design is already done for you. It should be fun!

5 CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 What is Computer Graphics? More specifically, what is 3D graphics? We call this 2D graphics:

6 CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 What is 3D? Is this 3D graphics?

7 CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 Computer Graphics: 1960-1970 Wireframe graphics Project Sketchpad Display Processors Storage tube

8 CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 Raster Graphics Allow us to go from lines and wireframes to filled polygons

9 CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 Computer Graphics: 1980-1990 Realism comes to computer graphics smooth shadingenvironmental mapping bump mapping

10 CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 Computer Graphics: 1980- 1990 Special purpose hardware –Silicon Graphics geometry engine VLSI implementation of graphics pipeline Industry-based standards –PHIGS; GKS…etc. (vs. OpenGL today) –RenderMan Networked graphics: X Window System Human-Computer Interface (HCI)

11 CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 Computer Graphics: 1990- 2000 OpenGL API Completely computer-generated feature-length movies (Toy Story) are successful New hardware capabilities –Texture mapping –Blending –Accumulation, stencil buffer

12 CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 Computer Graphics: 2000- Photorealism Graphics cards for PCs dominate market –Nvidia, ATI, 3DLabs Game boxes and game players determine direction of market Computer graphics routine in movie industry: Maya, Lightwave


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