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Computer Graphics.

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Presentation on theme: "Computer Graphics."— Presentation transcript:

1 Computer Graphics

2 Two File Types: Vector & Raster

3 Example: Line

4 end Vector direction start

5 Vector length angle midpoint etc…

6 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.

7 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.)

8 Raster

9 Pixel

10 Raster: 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.

11 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. Aliasing is a problem

12 Problem: aliasing

13 Solution 1. anti-aliasing

14 Solution 2. Use a lot of “small” pixels

15 Raster (pixels) vs Vectors (geometry)

16 OK, So let’s make a wall

17 Pixels?

18 or Geometry?

19 How about a brick wall?

20 Geometry?

21 or Pixels?

22 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

23 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)

24 Example: Still Image Usually scrutinized – More detail is required.

25 Example: Still Image Large images need lots of Pixels, resulting in long calculations, or render times (above image over 1 hour for 3000x2000 pixels).

26 Example: Animation Individual frames less scrutinized – need less detail.

27 Example: Animation Smaller images require fewer pixels, thus shorter rendering times per frame (above image 10 minutes per frame). BUT,….

28 Example: Animation Long animations require many frames (above animation has 2000 frames).

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

30 Example: Video Games Action and interactivity demands immediate or real-time rendering (times).

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

32


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