Chapter 10: Computer Graphics

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Presentation transcript:

Chapter 10: Computer Graphics Computer Science: An Overview Eleventh Edition by J. Glenn Brookshear

Chapter 10: Computer Graphics 10.1 The Scope of Computer Graphics 10.2 Overview of 3D Graphics 10.3 Modeling 10.4 Rendering 10.5 Dealing with Global Lighting 10.6 Animation

2D Versus 3D Graphics 2D Graphics: Deals with manipulating two-dimensional images 3D Graphics: Deals with producing and displaying images of three-dimensional virtual scenes.

Figure 10.1 A “photograph” of a virtual world produced using 3D graphics (from Toy Story by Walt Disney Pictures/Pixar Animation Studios) © Corbis/Sygma

Figure 10.2 The 3D graphics paradigm

Modeling Objects Shape: Represented by a polygonal mesh obtained from Traditional mathematical equations Berzier curves and surfaces Procedural models Other methods being researched Surface: Can be represented by a texture map

Figure 10.3 A polygonal mesh for a sphere

Figure 10.4 A Bezier curve

Figure 10.5 Growing a polygonal mesh for a mountain range

Figure 10.6 A scene from Shrek 2 by Dreamworks SKG (© Dreamworks/The Kobal Collection)

Reflection Versus Refraction Reflection: Light rays bounce off surface. Specular light Diffuse light Ambient light Refraction: Light rays penetrate surface.

Figure 10.7 Reflected light

Figure 10.8 Specular versus diffuse light

Figure 10.9 Refracted light

Rendering Clipping: Restricts attention to objects within view volume Scan Conversion: Associates pixel positions with points in scene Shading: Determines appearance of points associated with pixels

Figure 10.10 Identifying the region of the scene that lies inside the view volume

Figure 10.11 The scan conversion of a triangular patch

Shading Techniques Flat Shading: Creates faceted appearance Gouraud and Phong Shading: Creates smooth, rounded appearance Bump Mapping: Creates bumpy, rounded appearance

Figure 10.12 A sphere as it might appear when rendered by flat shading

Figure 10.13 A conceptual view of a polygonal mesh with normal vectors at its vertices

Figure 10.14 A sphere as it might appear when rendered using bump mapping

Rendering Pipeline Consists of traditional algorithms for clipping, scan conversion, and shading Often implemented in firmware Used as an abstract tool in graphics applications

Local Versus Global Lighting Local Lighting Model: Does not account for light interactions among objects Global Lighting Model: Accounts for light interactions among objects Ray Tracing Radiosity

Figure 10.15 Ray tracing

Animation Storyboard: A sequence of sketches summarizing the entire animation Frame: One of many images used to create animation Key Frames: Frames capturing the scene at specified points in time In-betweening: Producing frames to fill the gaps between key frames

Simulating Motion Dynamics: Applies laws of physics to determine position of objects Kinematics: Applies characteristics of joints and appendages to determine position of objects Avars Motion Capture