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Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.

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Presentation on theme: "Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data."— Presentation transcript:

1 Computer Graphics An Introduction

2 What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data structures Colour Applied geometry, modelling and rendering

3 Computer Graphics is about animation (films)‏ 06/10/2015 Lecture 1 3 Major driving force now

4 Games are very important in Computer Graphics 06/10/2015 Lecture 1 4

5 Medical Imaging is another driving force 06/10/2015 Lecture 1 5

6 Computer Aided Design too 06/10/2015 Lecture 1 6

7 Scientific Visualisation 06/10/2015 Lecture 1 7 To view below and above our visual range

8 Overview of the Course Graphics Pipeline (Today)‏ Modelling – Surface / Curve modelling (Local lighting effects) Illumination, lighting, shading, mirroring, shadowing Rasterization (creating the image using the 3D scene) Ray tracing Global illumination Curves and Surfaces 06/10/2015 Lecture 1 8

9 Graphics/Rendering Pipeline Graphics processes generally execute sequentially Pipelining the process means dividing it into stages Especially when rendering in real-time, different hardware resources are assigned for each stage 06/10/2015 Lecture 1 9

10 Graphics / Rendering Pipeline There are three stages – Application Stage – Geometry Stage – Rasterization Stage 06/10/2015 Lecture 1 10

11 Application stage Entirely done in software by the CPU Read Data – the world geometry database, – User’s input by mice, trackballs, trackers, or sensing gloves In response to the user’s input, the application stage change the view or scene 06/10/2015 Lecture 1 11

12 Geometry Stage 06/10/2015 Lecture 1 12 Model Transformation Modeling: shapes Shading: reflection and lighting Transformation: viewing Hidden Surface Elimination Rasterization Stage

13 06/10/2015 Lecture 1 13 Rasterization and SamplingTexture Mapping Image Composition Intensity and Colour Quantization Geometry Stage Framebuffer/Display

14 An example thro’ the pipeline… 06/10/2015 Lecture 1 14 The scene we are trying to represent: Images courtesy of Picture Inc.

15 Geometry Pipeline 06/10/2015 Lecture 1 15 Model TransformationLoaded 3D Models Shading: reflection and lighting Transformation: viewing Hidden Surface Elimination Imaging Pipeline

16 Preparing Shape Models 06/10/2015 Lecture 1 16 Designed by polygons, parametric curves/surfaces, implicit surfaces and etc. Defined in its own coordinate system

17 Model Transformation 06/10/2015 Lecture 1 17 Objects put into the scene by applying translation, scaling and rotation Linear transformation called homogeneous transformation is used The location of all the vertices are updated by this transformation

18 Perspective Projection 06/10/2015 Lecture 1 18 We want to create a picture of the scene viewed from the camera We apply a perspective transformation to convert the 3D coordinates to 2D coordinates of the screen Objects far away appear smaller, closer objects appear bigger

19 Hidden Surface Removal 06/10/2015 Lecture 1 19 Objects occluded by other objects must not be drawn

20 Shading 06/10/2015 Lecture 1 20 Now we need to decide the colour of each pixels taking into account the object’s colour, lighting condition and the camera position Object point light source

21 Shading : Constant Shading - Ambient 06/10/2015 Lecture 1 21 Objects colours by its own colour

22 Shading – Flat Shading 06/10/2015 Lecture 1 22 Objects coloured based on its own colour and the lighting condition One colour for one face

23 Gouraud shading, no specular highlights 06/10/2015 Lecture 1 23 Lighting calculation per vertex

24 Shapes by Polynomial Surfaces 06/10/2015 Lecture 1 24

25 Specular highlights added 06/10/2015 Lecture 1 25 Light perfectly reflected in a mirror-like way

26 Phong shading 06/10/2015 Lecture 1 26

27 Next, the Imaging Pipeline 06/10/2015 Lecture 1 27 Rasterization and SamplingTexture Mapping Image Composition Intensity and Colour Quantization Geometry Framebuffer/Display Pipeline

28 Rasterization Converts the vertex information output by the geometry pipeline into pixel information needed by the video display Aliasing: distortion artifacts produced when representing a high-resolution signal at a lower resolution. Anti-aliasing : technique to remove aliasing 06/10/2015 Lecture 1 28

29 Anti-aliasing 06/10/2015 Lecture 1 29 Aliased polygons (jagged edges)‏ Anti-aliased polygons

30 06/10/2015 Lecture 1 30 How is anti-aliasing done? Each pixel is subdivided (sub-sampled) in n regions, and each sub-pixel has a color; Compute the average color value

31 Texture mapping 06/10/2015 Lecture 1 31

32 Other covered topics: Reflections, shadows & Bump mapping 06/10/2015 Lecture 1 32

33 Other covered topics: Global Illumination 06/10/2015 Lecture 1 33

34 Polynomial Curves, Surfaces

35 Graphics Definitions Point – a location in space, 2D or 3D – sometimes denotes one pixel Line – straight path connecting two points – infinitesimal width, consistent density – beginning and end on points 06/10/2015 Lecture 1 35

36 Graphics Definitions Vertex – point in 3D Edge – line in 3D connecting two vertices Polygon/Face/Facet – arbitrary shape formed by connected vertices – fundamental unit of 3D computer graphics Mesh – set of connected polygons forming a surface (or object)‏ – : 06/10/2015 Lecture 1 36

37 Graphics Definitions Rendering : process of generating an image from the model Framebuffer : a video output device that drives a video display from a memory containing the color for every pixel 06/10/2015 Lecture 1 37

38 Summary The course is about algorithms, not applications Lots of mathematics Graphics execution is a pipelined approach Basic definitions presented Some support resources indicated 06/10/2015 Lecture 1 38


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