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310482 : Graphics Programming Seree Chinodom seree@buu.ac.th http://www.compsci.buu.ac.th/~ser ee/lecture/310482
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Introduction to Computer Graphics Simple Definition: ทุกอย่างที่เกี่ยวข้องกับการนำ คอมพิวเตอร์มาใช้ในการสร้างรูปภาพ ต่าง ๆ ( การออกแบบ Hardware, Software ที่ใช้, Algorithm ต่างๆ, Application) Representative Uses of Computer Graphics User interfaces Mac, Windows (TM) เป็นต้น Simulation Design Display of information
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จุดมุ่งหมายของวิชานี้ ปูพื้นฐานอย่าง กว้างๆ ของ Computer Graphics และ Graphic Programming เข้าใจถึงเทคนิคต่างๆ ที่นำกระบวนการ ทางคณิตศาสตร์มาใช้งาน เข้าใจถึงกระบวนการสร้างภาพ 2 และ 3 มิติ
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What is Computer Graphics? Tools for creating pictures on a computer Tools for interacting with those pictures Hardware for drawing those pictures faster Displays for showing those pictures bigger,brighter Algorithms for simulating physical phenomena Tools for visualization of complex mathematics
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Graphics Primitives Drawing primitives Points, lines, circles, arcs, curves, polygons Scene primitives Lights, virtual camera, material descriptions Lots of drawing primitives form a model of some object The model plus the scene primitives let us make a picture
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Primitive Operations Transformations on drawing primitives Translate
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Primitive Operations (Cont.) Rotate
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Primitive Operations (Cont.) Scale
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A Little About the Course Course web site: http://www.compsci.buu.ac.th/~s eree/lecture/310482/ All course materials are available there (slides, assignments, exams, sample code). 5 programming assignments, two exams Grade: 50% programs, 20% midterm, 30% final You can write your programs in whatever language/environment you want, but we have to be able to test them!
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Texts: Donald Hearn and M. Pauline Baker, Computer Graphics, C Version (required) Foley, J.D., A. van Dam, S. K. Feiner, et al. (1996). Computer Graphics: Principles and Practice 2nd Edition, Addison Wesley, Reading, MA OpenGL Programming Guide (optional) Tcl and Tk (optional)
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Course Outline Introduction to computer graphics Hardware 2D Primitive Geometric Transformation Viewing in 3D Representing Curves and Surface Solid Modeling Achromatic and Colored Light Visible Surface Determination Illumination and Shading Advance Techniques Animation
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A Short History 1963: Sutherland (MIT) Sketchpad Calligraphic display devices Interactive techniques Douglas Englebart invents the mouse. 1968: Evans & Sutherland advance 3D graphic at University of Utah Ed Catmull, Jim Clarh, John Warnock
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A Short History(cont) 1970: Pierre Bezier develops Bezier curves 1971: Henri Gouraud developed Gouraud Shading 1972: Video game Pong is developed at Atari 1972 2D raster display for PC workstation at Xerox. 1973 First SIGGRAPH conference Attende by 600
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A Short History(cont) 1974: Ed Catmull introduce texture mapping His thesis also covered z-buffer and rendering curved surface Was appointed the director of graphics labs at New York Institute of Technology. 1974:Pong Bui-Toung developed Phong Shading (Utah) 1974 Xerox ParC created ALTO, the first computer to use a WIMP interface 1975 Benoit Mandelbrot published the paper A Theory of Fractal Sets
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1976: James Blinn develops bump mapping. Uses color to draw bumps on surface 1976 Rob Cook developed new lighting models. 1977 Nintendo entered the market. 1980 Film Bol Libre (by Loren Carpentar) was shown at SIGGRAPH. Computer generates high-speed flight thru rugged mountains; used fractals
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1980: Turner Whitted introduces develop new rendering method based on Ray Tracing. 1982 Disney produced Tron (by Steven Lisberger and Donald Kushner) 1982 Jim Clark founded Silicon Graphics Inc. Introduce IRIS 1000 the following year. 1982 Sun microsystem, Autodesk and Adobe System were also founded.
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1982 Tom Brigham develop morphing. A video sequence showing a woman distort and transform herself into the shape of lynx. 1983 First paper on motion blur in computer generated images. 1983 Jaron Lanier developed the Data Glove at Atari. 1984 Raduosity method was deceloped at Cornell University by Cindy Goral, Ken Torrance, Don Greenberg and Ben Battaile.
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1985 Ken Shoemake introduced the use of quaternions in animation. 1985 Adobe System introduced Postscript. 1986 Pixar was founfed. 1988 Renderman, a standard for describing 3D scencs was created. Most of the tecnicial details by Pat Hanrahan.
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1989 Tin Toy and The Abyss were released. 1990 Autodesk introdoced 3D studio. 1991Terminator 2 was released. 1992 Wavelets were used for radiosity. 1994 Indrustrial Ligh and Magic won an Osca for its special-effects work on Jurassic Park
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1994 Netscape Communications was founded. 1994 Sun microsystem introduced Java. 1997 SIGGRAPH’97 had > 48,000 attendeed. 1998 Ants and A Bug’s Life were released.
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The Basics This course is about: Algorithms and data structures for presenting data visually on a computer This course is not about: Using graphic design programs like Photoshop or 3-D Studio Max Using graphics APIs like OpenGL
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The Basics Computer graphics: generating 2D images of a 3D world represented in a computer. Main tasks: modeling: creating and representing the geometry of objects in the 3D world rendering: generating 2D images of the objects animation: describing how objects change in time
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Why Study Computer Graphics? Graphics is cool I like to see what I’m doing I like to show people what I’m doing Graphics is interesting Involves simulation, algorithms, architecture… Graphics is important Just ask Intel… Graphics is fun Roll the video…
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Graphics Applications Entertainment: Cinema Pixar: Geri’s Game Universal: Jurassic Park
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Graphics Applications Entertainment: Games Cyan: Riven id: Quake II
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Graphics Applications Medical Visualization MIT: Image-Guided Surgery Project The Visible Human Project
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Graphics Applications Computer Aided Design (CAD)
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Graphics Applications Scientific Visualization
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Trick Question What’s a pixel?
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UNIX You should familiarize yourself with UNIX Getting around: cd, mkdir/rmdir, cp/mv/rm Using make and Makefiles Using gdb We will use 2 libraries: OpenGL and Xforms OpenGL native on SGIs; on other platforms Mesa
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