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Sep 21, Fall 2005ITCS4010/5010-0021 Computer Graphics Overview Color Displays Drawing Pipeline.

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Presentation on theme: "Sep 21, Fall 2005ITCS4010/5010-0021 Computer Graphics Overview Color Displays Drawing Pipeline."— Presentation transcript:

1 Sep 21, Fall 2005ITCS4010/5010-0021 Computer Graphics Overview Color Displays Drawing Pipeline

2 Sep 21, Fall 2005Game Design2 Color  Light in range 400-780 nm  Tristimulus theory allows color to be reproduced by 3 color components  Subtractive: Cyan, Magenta, Yellow CMY - Used in printing  Additive: Red, Green, Blue -- RGB

3 Sep 21, Fall 2005Game Design3 Perception  Eye has light sensitive cells on the retina:  Cones - 3 Types –“Red”, “Green”, and Blue  Spectral Response Curves  Rods - “monochrome”

4 Sep 21, Fall 2005Game Design4 Color Perception

5 Sep 21, Fall 2005Game Design5 Perception  Fovea is the high-resolution area the eye –Cones are mostly at the Fovea  Cones aren’t very sensitive –Not too useful in the dark –Long temporal response time  Rods are placed all over retina –Night vision –Peripheral vision

6 Sep 21, Fall 2005Game Design6 Additive Color  Additive: Red, Green, Blue -- RGB  Red + Blue + Green light added together = White  Basis of Color CRT

7 Sep 21, Fall 2005Game Design7 Displays  Color CRT contains rectangular array of colored dots - Pixels –RGB Triads –R, G, and B controlled separately per pixel –8 bits for each R, G and B  In a 1280 x 1024 pixel display, have –1280 x 1024 x 3 bytes per image –Refreshed 60 or more times/second: –225 Megabytes/Sec

8 Sep 21, Fall 2005Game Design8 Frame Buffer  Stores image to be refreshed on CRT  Dual port: Refresh port + Random-access port  Video RAM  Random-Access port used to load frame buffer with images

9 Sep 21, Fall 2005Game Design9 Drawing Pipeline  Standard drawing process uses a pipeline of computations  Starts with: Collection of polygons  Ends with: Image stored in frame buffer (Desired result)

10 Sep 21, Fall 2005Game Design10 Pipeline Input device -> Model traversal -> Model transform -> Viewing transform -> Clipping -> Project & Map to Viewport -> Lighting -> Shading -> Rasterization -> Display

11 Sep 21, Fall 2005Game Design11 Pipeline:Model Traversal  Data structure of Polygons  Each polygon in own coordinate system  List: 01230123

12 Sep 21, Fall 2005Game Design12 Pipeline: Modeling Transform  Move each polygon to its desired location  Operations: Translate, Scale, Rotate 01230123 x y

13 Sep 21, Fall 2005Game Design13 Clipping  Viewport is area of Frame Buffer where new image is to appear  Clipping eliminates geometry outside the viewport Viewport Clipping Resulting Polygon

14 Sep 21, Fall 2005Game Design14 Rasterization  Find which pixels are covered by polygon:  Plane Sweep: For each polygon –go line-by-line from min to max go from left boundary to right boundary pixel by pixel –Fill each pixel  2D Process

15 Sep 21, Fall 2005Game Design15 Data Representation  2D Objects: (x, y)  3D Objects: (x, y, z)  2D Scale: (Sx, Sy)  2D Rotate (R theta)  2D Translate (Tx, Ty) Sx 0 2 0 x 4 = 8 0 Sy 0 3 4 12 (())

16 Sep 21, Fall 2005Game Design16 Homogeneous coordinates  Translate(Tx, Ty, Tz) –X’ = X + Tx –Y’ = Y + Ty –Z’ = Z + Tz

17 Sep 21, Fall 2005Game Design17 Homogeneous Coordinates  Add a 4 th value to a 3D vector  (x/w, y/w, z/w) (x, y, z, w) 100TxXX+Tx 010Ty*Y=Y+Tz 001TzZZ+Tz 000111

18 Sep 21, Fall 2005Game Design18 3D Graphics

19 Sep 21, Fall 2005Game Design19 Project & Map to Viewport  Viewport is area of Frame Buffer where new image is to appear  Projection takes 3D data and flattens it to 2D Eye Projection Plane (Screen)

20 Sep 21, Fall 2005Game Design20 Lighting  Simulate effects of light on surface of objects  Each polygon gets some light independent of other objects Diffuse (Lambertian) Specular

21 Sep 21, Fall 2005Game Design21 Shading  Lighting could be calculated for each pixel, but that’s expensive  Shading is an approximation: –Gouraud shading: Light each vertex –Interpolate color across pixels

22 Sep 21, Fall 2005Game Design22 Rendering Pipeline Input device -> Model traversal -> Model transform -> Viewing transform -> Clipping -> Project & Map to Viewport -> Lighting -> Shading -> Rasterization -> Display


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