Computer Graphics.

Slides:



Advertisements
Similar presentations
COMPUTER GRAPHICS SOFTWARE.
Advertisements

Copyright © 2006 by The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill Technology Education Copyright © 2006 by The McGraw-Hill Companies,
Introduction to Computer Graphics
October 2001Sheffield Hallam University1 Raster Graphics Raster formats used for storing digitized photographs, scanned artwork. comprised of individual.
Raster vs Vector and Image Resolution By Josh Gallagan.
Nat 4/5 - Software Design and Development – Low Level Operations - 1 National 4/5 – Computing Science Information Systems Design and Development Media.
MULTIMEDIA TECHNOLOGY SMM 3001 MEDIA - GRAPHICS. In this chapter how the computer creates, stores, and displays graphic images how the computer creates,
May Melissa Albo #1 Sagrario Casillas #4 Angela Durán #8 Daniela Martínez #16.
Zinnia Bell. RAWimages are image files that have not yet processed, they contain minimally processed data from the image sensor of either a image scanner,
Unit 30 P1 – Hardware & Software Required For Use In Digital Graphics
Graphics and Multimedia Foundation Computing The beatings will continue until morale improves.
Computer Graphics Computer Graphics is everywhere: Visual system is most important sense: High bandwidth Natural communication Fast developments in Hardware.
Lecture 4 - Introduction to Computer Graphics
Introducing To 3D Modeling George Atanasov Telerik Corporation
Advanced Computer Graphics March 06, Grading Programming assignments Paper study and reports (flipped classroom) Final project No written exams.
JRN 302: Introduction to Graphics and Visual Communication - Raster and Vector Files Tuesday, 9/8/15.
Introduction to Textures and Skins Chapter 8 & 9 3D Game Programming All-in-One By Ken Finney.
3. Multimedia Systems Technology
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.
Buffers Textures and more Rendering Paul Taylor & Barry La Trobe University 2009.
Computer Concepts 2014 Chapter 8 Digital Media. 8 Chapter Contents  Section B: Bitmap Graphics  Section C: Vector and 3-D Graphics Chapter 8: Digital.
Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Chapter 3 This presentation © 2004, MacAvon Media Productions Introduction to Computer Graphics.
Graphics. What is a Graphic ? A Graphic is an image or a picture e.g. Pictures can be either drawn or painted. Pixel - Stands for Picture Element.
Digital Media Dr. Jim Rowan ITEC 2110 Vector Graphics II.
Computer Graphics Chapter 6 Andreas Savva. 2 Interactive Graphics Graphics provides one of the most natural means of communicating with a computer. Interactive.
By Courtney Field Creative digital graphics. Types of graphics and examples There are a number of different types of graphics file formats. Each type.
Digital Graphics. Formats: BMP – Bitmap image file which is used to store Bitmap digital images PNG – Portable Network Graphics GIF – Graphics Interchange.
Digital Media Dr. Jim Rowan ITEC So far… We have compared bitmapped graphics and vector graphics We have discussed bitmapped images, some file formats.
File Types. Terms Multimedia- the integration of text, sound, video and/or animation into a document Letters, brochures, newsletters, web pages or presentations.
Chapter 8B Graphics and Multimedia. 8B-2 Graphic File Formats Bitmapped images –Most common image type –Also called raster images –Image is drawn using.
Yizhou Yu Texture-Mapping Real Scenes from Photographs Yizhou Yu Computer Science Division University of California at Berkeley Yizhou Yu Computer Science.
Vector vs. Raster What’s the difference between vector and raster file formats? The real difference between the two formats is how they are used.
By Nathan Lowe.  Graphic cards are high specification cards with lots of memory and fast processors providing lots of power for the updated games or.
Software Design and Development Storing Data Part 2 Text, sound and video Computing Science.
Digital Media Dr. Jim Rowan ITEC 2110 Vector Graphics II.
1© 2009 Autodesk Hardware Shade – Presenting Your Designs Hardware and Software Shading HW Shade Workflow Tessellation Quality Settings Lighting Settings.
Applications and Rendering pipeline
Bitmap vs. Vector How computers work with photographs and drawings.
Multimedia Systems Dr. Wissam Alkhadour.
Chapter 8 Digital Media.
DIGITAL MEDIA FOUNDATIONS
Three-Dimensional Art Composition
Graphics and Multimedia
Games Development Practices 3D Modelling
- Introduction - Graphics Pipeline
Lesson 22 Graphics Software.
Buffers and texture mapping
Texture Mapping.
Photorealistic Rendering vs. Interactive 3D Graphics
Chapter 10 Computer Graphics
Tutorials available at jamestedder.net
POLYGON MESH Advance Computer Graphics
Presenter Name: Mahmood A.Moneim Supervised By: Prof. Hesham A.Hefny
"Digital Media Primer" Yue-Ling Wong, Copyright (c)2013 by Pearson Education, Inc. All rights reserved.
IMAGES.
McGraw-Hill Technology Education
Prodi Teknik Informatika , Fakultas Imu Komputer
Computer Graphics.
© University of Wisconsin, CS559 Fall 2004
Introduction to Computer Graphics
Tutorials available at jamestedder.net
Digital Media Dr. Jim Rowan ITEC 2110.
Mapping.
Modeling.
Dr. Jim Rowan ITEC 2110 Vector Graphics II
TOPIC: Computer-Aided Design
Computer Graphics Lecture 15.
Lesson 22 Graphics Software.
Lecture 4 - Introduction to Computer Graphics
Dr. Jim Rowan ITEC 2110 Vector Graphics II
Presentation transcript:

Computer Graphics

Two File Types: Vector & Raster

end Vector direction length angle midpoint etc… start

Vectors: Creates easily defined and manipulated objects, like lines, curves, boxes, cylinders, etc… Vector data can be in 2D or 3D. Vector files are relatively small in size.

Problem: Not all information is based on objects. (i.e. photographs and paintings) No real practical way to experience vector data. (i.e. monitors and printers use a grid of dots or pixels.)

Raster

Raster: Made up of square Pixels (Picture Elements). Best when used to represent pictures or images. Raster data is very portable with common, device independent formats (i.e. computer, camera, etc…). Pixels are easily viewed on a monitor or printed on paper.

Problem: Not all information is based on images. (i.e. lines, curves, boxes, cylinders, etc…) Difficult to modify. Limited to 2D. File sizes can be very large.

OK, So let’s make a wall

Pixels (raster)?

or Geometry (vector)?

How about a brick wall?

Geometry?

or Pixels?

Geometry: Pros: Fully three-dimensional Casts shadows, reflections, etc… Easier to position and modify Cons: Takes more time to calculate (render) - Slow Complex textures hard to model

Pixels: Pros: Takes less time to calculate (render) – Fast Easily represents complex textures Cons: Can be difficult to accurately position Modification requires different software Usually requires external files (texture maps)

Modeling

Modeling Build Scan/Digitize Procedural

Build: Creating objects, surfaces, edges, etc… from scratch.

Scan/Digitize: Scan – Surfaces created by optical or laser scanner.

Procedural: Geometry created by user defined equations. Typically used for large “random” scenes (crowds, cityscapes, environmental systems, etc…)

Types of Models

Parametric & Surface

Geometry defined by parameters. Parametric Geometry defined by parameters.

Surfaces defined by 3 sided geometry (Triangles) Surface: Mesh Surfaces defined by 3 sided geometry (Triangles)

Surfaces defined by Curves and Control Points Surface: NURBS Surfaces defined by Curves and Control Points

Surfaces defined by 4 sided geometry (Rectangles) Surface: Polygon Surfaces defined by 4 sided geometry (Rectangles)

Output

Output - Still: Single raster (pixels) image. Common formats – JPEG/JPG, TIFF/TIF, etc… Compression reduces file size (and with JPG, quality).

Output - Still: Usually scrutinized – More detail is required.

Output - Still: Large images need lots of Pixels, resulting in long render times (above image over 1 hour for 3000x2000 pixels).

Output - Animation: Sequential raster (pixels) images. Common formats: MPEG (generic) AVI, WMV (windows) MOV (apple)

Output - Animation: Compression (CoDec) critical to manage file size. Above sequence: compressed (~20-60MB) uncompressed (1.5GB)

Output - Animation: Individual frames less scrutinized, allowing less detail.

Output - Animation: Smaller images require fewer pixels, thus shorter rendering times per frame than stills (above image 10 minutes per frame). BUT,….

Output - Animation: Long animations require many frames (above animation has 2000 frames).

Output - Animation: At 10 minutes a frame, entire animation requires 20,000 minutes to complete (about 14 machine days).

Output - Video Games: Action and interactivity demands immediate or real-time rendering, which requires dedicated rendering and video hardware.

Output - Video Games: To lower rendering times, game designers use “low polygon modeling” and extensive texture mapping. Simple geometry + pixels = fast rendering times.

Subtractive or Additive Output – 3D Printer: Subtractive or Additive

Output – 3D Printer: Solid or Liquid Media

Output – 3D Printer: Stratasys 1200es. ABS (chemical media) STL (stereolithography) file