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Introduction to Computer Graphics

                        Pradondet Nilagupta
                   Dept. of Computer Engineering
                         Kasetsart University


204481 Foundation of Computer Graphics   March 7, 2013   1
Lecture Outline

        Course Information: Format, Resources
        Overview
            Topics covered
            What is computer graphics?
            Applications




204481 Foundation of
Computer Graphics             March 7, 2013      2
Course Info and Administrative

     Instructor: Pradondet Nilagupta
         E-mail: pom@ku.ac.th
         Phone: 9428555 ext. 1415 (office)
         Office hours: after class; 1-2pm Monday or by
          appointment
     Web Page
         Course Homepage:
          http://www.cpe.ku.ac.th/~pom/courses/204481/
          204481.html
         Course Syllabus:
          http://www.cpe.ku.ac.th/~pom/courses/204481/syllabus.html
204481 Foundation of
Computer Graphics                     March 7, 2013                   3
Course Overview (1/2)

        Graphics Systems and
         Techniques
            2-D, 3-D models: surfaces,
             visible surface identification,
             illumination
            Photorealistic rendering :
             shading models, ray tracing,
             radiosity
        Operations
            Surface modeling, mapping
            Pipelines for display,
             transformation, illumination
204481 Foundation of
Computer Graphics                         March 7, 2013   4
Course Overview (2/2)

        Mathematical Review
            Review of mathematical foundations of CG:
             analytic geometry, linear algebra
            Line and polygon rendering
            Matrix transformations




204481 Foundation of
Computer Graphics              March 7, 2013             5
Relevant Disciplines
                                         Rendering Hardware                 CAD
                                                                                              Immersive Training
                                             VR Systems                  CAE / CASE
    Analytic Geometry                  Portable/Embedded CG               CAM
                                                                                              Tutoring Interfaces

    Art and Graphic Design
    Cognitive Science             Color/Optical Models
                                     CG/Vision Duality
    Computer Engineering            Interface Design

    Engineering Design        Layout
                             CG Design
    Education              Visualization
    Film
                       Parametric Equations
    Human Factors            Conics                                    Computer
                        Polygon Rendering
    Linear Algebra                                                     Graphics
    Numerical Analysis                                                   (CG)
            Surface Modeling
        Physically-Based Modeling
          Stat/Info Visualization


             Transformations
       Change of Coordinate Systems
                                                 User Modeling                          Animation
204481 Foundation of                        Ergonomic Interfaces, I/O                 Large-Scale CG

Computer Graphics                                March 7, 2013                                             6
What is Computer Graphics?




204481 Foundation of Computer Graphics   March 7, 2013   7
This is not Computer Graphics
                    1%
                     8

             9%

                                     1
                                     2
                                     3
                                     4
                                4%
                                 6
            2%
            7




     [ 29:akin@sgi.com ] Re: Future development of
      PEX/PHIGS]
     [ 9:bthompso@reed] What is a good book for
      Digital Image Processing]
     [ 15:csp48@seq1.ke] Help! ASCII picture
      needed…
     [ 14:rcj2@cbnewsd.] Re: 3D igitizers… again
     [240:raj@ms.uky.ed] Call For Papers -- ACM
      Multimedia '93
204481 Foundation of
Computer Graphics                        March 7, 2013   8
What is Computer Graphics ?

        Computer graphics is commonly
         understood to mean the creation, st
         orage and manipulation of models a
         nd images. (Andries van Dam)
        Computer graphic is concerned with
            all aspects of producing pictures or
             images using a computer.
            the pictorial synthesis or real or
             imaginary objects from their computer
             based model
204481 Foundation of
Computer Graphics                 March 7, 2013      9
Computer Graphics

        Computer Graphics
            Synthesis of graphical images
            Visualization :
              
                  creating an image from an abstract, symbolic
                  description.
            Generation of Synthesis Image
                 using graphical primitives
                 data from real world phenomena


204481 Foundation of
Computer Graphics                   March 7, 2013                10
Image Processing

        Image Processing
            the transformation of an existing image into a
             more desirable or useful image.
                 image enhancement, pattern detection




                  The following images represent how noise affects images
204481 Foundation of
Computer Graphics                         March 7, 2013                     11
Image Analysis

        Image Analysis (Computer Vision)
             extracting symbolic information from the
             image.




      Computer Graphics    Data      => Picture
      Image Processing     Picture => Picture
204481Image Analysis of
       Foundation          Picture => Data
Computer Graphics                March 7, 2013           12
What is Interactive Computer Graphics?

        User controls contents, structure, and
         appearance of objects and their displayed images
         via rapid visual feedback
        Basic components of an interactive graphics
         system
            input (e.g., mouse, tablet and stylus, force feedback
             device,scanner…)
            processing (and storage)
            display/output (e.g., screen, paper-based printer, video
             recorder…)
204481 Foundation of
Computer Graphics                  March 7, 2013                        13
Why Computer Graphics? (1/5)

        Humans communicate well with images
            1/3 of your brain is devoted to visual
             processing
        A picture is worth a few hundred
         megabytes




204481 Foundation of
Computer Graphics               March 7, 2013         14
Why Computer Graphics? (2/5)

        Developing Computational Capability
            Rendering: synthesizing realistic-looking,
             useful, or interesting images
            Animation: creating visual impression of motion
            Image processing: analyzing, transforming,
             displaying images efficiently


204481 Foundation of
Computer Graphics               March 7, 2013                  15
Why Computer Graphics? (3/5)

        Better Understanding of Data, Objects,
         Processes through Visualization
            Visual summarization, description,
             manipulation
            Virtual environments (VR), visual monitoring,
             interactivity
            Human-computer intelligent interaction (HCII):
             training, tutoring, analysis, control systems
204481 Foundation of
Computer Graphics               March 7, 2013                 16
Why Computer Graphics? (4/5)

        Time is Right
            Recent progress in algorithms and theory
            Rapidly emergence of new I/O (display and data
             acquisition) technologies
            Available computational power, improving price-
             performance-ratio of hardware
            Growth and interest of graphics industries (e.g.,
             information visualization, entertainment CAD)

204481 Foundation of
Computer Graphics                  March 7, 2013                 17
Why Computer Graphics? (5/5)

        advances in the last decade due mostly to the
         microchip
        software advances, especially in object-oriented
         programming and real-time rendering algorithms
        Hardware advances continue to benefit graphics:
            faster inexpensive microprocessors and dedicated
             graphics chips
            screen technology: High-definition television (HDTV),
             colour LCD
            virtual reality interfaces (corneal implants?)
204481 Foundation of
Computer Graphics                  March 7, 2013                     18
Image Synthesis Pipeline
  Graphics
  Database
   Editing




                                    Front-End

    Graphics
    Database
                           (Geometry Processing)

                                                                  Back-End


                Display
               Traversal
                              Modeling
                           Transformation
                                                 Viewing
                                                Operation
                                                              (Rasterization)




                                                            • Visible-Surface
                                                              Determination
                                                            • Scan Conversion    Image
                                                            • Shading /
                                                              Illumination

204481 Foundation of
Computer Graphics                               March 7, 2013                       19
A Brief History

         teletype printouts were first graphical output devices
          lightpens were an early input device CAD applications beg
          an in the 1960's plotters also a 60's development: high-res
          olution, but slow main bottlenecks of computer graphics ba
          ck then
             cost of graphics hardware
             expense of computer resources
          batch systems weren't suitable
          for interactive graphics
          non-portability of hardware and
          software
        a new field: technology was
          

204481 primitive
       Foundation of
Computer Graphics                             March 7, 2013             20
History of Computer Graphics (1/5)
      1950 MIT’s Whirlwind
       computer had computer
       generated CRTs mid 19
       50s SAGE command an
       d control
      1960s Ivan Sutherland’s
       thesis - Sketchpad
          introduced data
           structures and interactive
           techniques
                            http://www.computer.org/history/development/1951.htm
204481 Foundation of
Computer Graphics                   March 7, 2013                              21
History of Computer Graphics (2/5)

        1960s GM (general Motor)
            developed CAD (Computer Aided Design) and
             CAM
        1968 Tektronix storage tubes
        1970s Boeing CAD CAM




204481 Foundation of
Computer Graphics            March 7, 2013               22
History of Computer Graphics (3/5)
          Mid 1970s engineering workstations and
           personal computers emerged separately
          1980s new algorithms and techniques
              new standards
              ever more powerful system
              transition from specialized field
          1990s widespread use
           low cost, but powerful personal workstations
           

          networks

          essential part of systems

          now part of multimedia
204481 Foundation of
Computer Graphics                March 7, 2013            23
History of Computer Graphics (4/5)

     At first - progress was slow because
      cost of equipment was high (specially

       memory)
      significant computing resources needed

      difficulty in writing software ( harder than it

       looks)
      lack of standard and thus portability

      lack of software tools

204481 Foundation of
Computer Graphics           March 7, 2013                24
History of Computer Graphics (5/5)

     Now - previous use
      cost of equipment is low.

      Most computer have necessary

       computing resources for graphics
      established standards,

       implementations and tools
      still difficulty in writing software ( still

       harder than it looks)
204481 Foundation of
Computer Graphics          March 7, 2013              25
Some of Historical Picture (1/2)
                            First truly interactive graphics
                             system, Sketchpad, pioneered
                             at MIT by Ivan Sutherland for h
                             is 1963 Ph.D. thesis. Sketchpad
                             , A Man-Machine Graphical Comm
                             unication System:
                            Sketchpad in 1963. Note the
                             use of a CRT monitor, light pe
                             n and function-key panel.




204481 Foundation of
Computer Graphics      March 7, 2013                       26
Some of Historical Picture (2/2)

                                    http://www.man.ac.uk/Science_Engineering/CHSTM/nahc.htm
        John VonNeuman




     http://ei.cs.vt.edu/~history/VonNeumann.html                Mark I
204481 Foundation of
Computer Graphics                            March 7, 2013                               27
Applications of Computer Graphics

     Applications of Computer Graphics
      divided in 4 majors area

         Display of Information
         Design

         Simulation

         User Interface




204481 Foundation of
Computer Graphics         March 7, 2013    28
Display of Information

        Geographic
         information system
         (GIS)
        Computerized
         Tomography (CT)
        Magnetic resonance       http://www.soest.hawaii.edu/soest/about.ftp.html

         imaging (MRI)
        Ultrasound
        positron-emission
         tomography (PET)
204481 Foundation of              http://www.queens.org/qmc/services/imaging/ct.htm

Computer Graphics             March 7, 2013                                          29
Design

        Computer-Aided Design (CAD)
          Architecture
          Design of Mechanical part

          VLSI

          etc...




                       http://www.memagazine.org/contents/current/features/push/push.html
204481 Foundation of
Computer Graphics                     March 7, 2013                                    30
Simulation

        Graphical flight simulator
            reduce training process
        Robotic simulation
                                                            The Concorde Panel.
        TV, Movie, advertising industries
            generate photo realistic images
        Virtual Reality (VR)
            reduce risk of training
                 surgery
                 astronaut
204481 Foundation of                   http://www.motionshop.com/pr/festocosimirlg.shtml

Computer Graphics                March 7, 2013                                     31
User Interfaces

        Window system
          Window 2003
          X window

          MAC OS

        Graphical Network browsers
          Netscape
          Internet Explorer


204481 Foundation of
Computer Graphics          March 7, 2013   32
Areas of research in Graphics (1/2)

        mathematical modeling:
            interpolation, curve and surface fitting
            computational geometry: algorithmic
             applications in geometry
            study of light and optical phenomenon: colour,
             texture, shades
            modelling the characteristics of physical
             objects (bouncing Jello)

204481 Foundation of
Computer Graphics              March 7, 2013                  33
Areas of research in Graphics (2/2)

        Software technology
            standardized graphics languages and libraries
            graphics tools and interfaces
            algorithm design
        Hardware
            specialized graphics chips, monitors, interface
             devices


204481 Foundation of
Computer Graphics               March 7, 2013                  34
Graphics Applications

        Entertainment: Cinema
                       Pixar: Geri’s Game




                                             Universal: Jurassic Park




                        Antz




204481 Foundation of
                                              A bug’s Life
Computer Graphics            March 7, 2013                              35
Graphics Applications (1/4)

         Entertainment: Games


                                                                  Aki Ross : Final Fantasy




         Star Wars Jedi Outcast: Jedi Knight II




204481 Foundation of
                                                                           Quake III
Computer Graphics                                 March 7, 2013                              36
Graphics Applications (2/4)

          Medical Visualization




                                                                     The Visible Human Project
204481 Foundation of
     http://www.ercim.org/publication/Ercim_News/enw44/koenig.html
Computer Graphics                           March 7, 2013            37
Graphics Applications (3/4)

        Computer Aided Design (CAD)




204481 Foundation of
Computer Graphics        March 7, 2013   38
Graphics Applications (4/4)

        Scientific Visualization




204481 Foundation of
Computer Graphics            March 7, 2013   39
Hypermedia User Interfaces (1/2)
                                                  NCSA D2K:
                                                    http://chili.ncsa.uiuc.edu
                                                  Visual programming system for
                                                     high-performance knowledge
                                                     discovery in databases (KDD)




        Hypermedia
            Database format (similar to hypertext) that provides display-based
             access to (internetworked) multimedia (text, image, audio, video,
             etc.) documents
            Chimera: http://www.ics.uci.edu/pub/chimera/
204481 Foundation of
Computer Graphics                       March 7, 2013                             40
Hypermedia User Interfaces (2/2)

        Virtual Environments
            Immersion: interactive
             training, tutoring systems
            Entertainment hypermedia
        Visualization and Computer-
         Aided Design and Engineering
         (CAD/CAE)
            Visualization: scientific,
             data/information, statistics
            User interfaces for
             CAD/CAE/CAM/CASE:
             http://www.isii.com
                                                    http://www.psl.cs.columbia.edu/chime/
204481 Foundation of
Computer Graphics                           March 7, 2013                              41
Curve and Surface Modeling
          1            http://www.geocities.com/SiliconValley/Lakes/2057/nurbs.html
              2
                                   3
                                                           4



                                                                                      5




      8                 7




                                                              6


204481 Foundation of
Computer Graphics                March 7, 2013                                 42
Photorealistic Illumination Models
                                http://www.pixar.com




 http://www.ktx.com/3dsmaxr3/                          http://www.aliaswavefront.com


204481 Foundation of
Computer Graphics                     March 7, 2013                             43
Fractal Systems




204481 Foundation of
                   http://sprott.physics.wisc.edu/fractals.htm

Computer Graphics                    March 7, 2013               44
Information Visualization




204481 Foundation of
          Visible Decisions SeeIT        (http://www.vdi.com)
Computer Graphics                   March 7, 2013               45
Interesting Industrial Applications
                                                 6500 news stories
                                                 from the WWW
                                                 in 1997




                                                    Cartia ThemeScapes – http://www.cartia.com

                                             Hypermedia and Statistical Visualization

                                                                           Destroyed
                                                    Normal
                                                                          Extinguished
                                                    Ignited
                                                                           Fire Alarm
                                                   Engulfed
                                                                            Flooding


                                               Virtual Environments for
204481 Foundation of
          DC-ARM – http://www-kbs.ai.uiuc.edu     Immersive Training
Computer Graphics                             March 7, 2013                                      46
Overview of Programmer’s Model (1/2)
        Pixel - smallest addressable unit of display
        Hardware (I/O)
            output display device (normally raster scan)
            on the order of a million pixels displayed
            image stored in memory by pixel
               (how much memory?)
              
                  video controller
              
                  scans the memory periodically (30-72 times a second)
                  produces video signal to drive a video monitor (or flat screen di
                  splay)
              
                  input devices - keyboard, mouse (track ball), tablet, voice etc.


204481 Foundation of
Computer Graphics                         March 7, 2013                               47
Overview of Programmer’s Model (2/2)

     Software
      application data

      application program

      graphics interface

      operating system




204481 Foundation of
Computer Graphics      March 7, 2013          48
Graphical System And Standard
         (1/5)

        Graphical Systems
            High level language interface to graphical
             devices.
            Intended for development of portable code.
            Standard graphical systems include
            CORE,
              

           Graphical Kernel System (GKS), GKS+

          
            Programmers Hierarchical Interactive Graphics
            System (PHIGS), PHIGS+
          
            OpenGL, DirectX, Quickdraw 3D, VRML,
            Open Inventor, X-Windows.
204481 Foundation of
Computer Graphics             March 7, 2013                 49
Graphical System And Standard
         (2/5)

        Requirements of Graphical Systems
            Portability
                 Device Independence
                  Concept of a logical device.
                 Language Independence
                  Language Bindings for graphical systems.
                 Computer Independence
                  Trade-off between standard hardware and high
                  performance hardware.
            Programmer Independence
            Flexibility - In conflict with portability.
204481 Foundation of
Computer Graphics                  March 7, 2013                 50
Graphical System And Standard
         (3/5)

        Graphical Kernel System (GKS)
          Workstation
                GKS has concept of a workstation.
            Device Normalisation
                World Coordinates, Window in World Coordinates
                Clipping to the window
                Normalised Device Coordinates [0,1]x[0,1]
                Normalisation Transformation
                Viewports in normalised device coordinates

204481 Foundation of
Computer Graphics                  March 7, 2013                  51
Graphical System And Standard
       (4/5)

           Output Functions
             
                 Line-Drawing Primitives
                Area-filling primitives
                Text Output
           Input Functions
             
                 Logical input types : Locator, Valuator, Choice,
                 String, Pick, Stroke.




204481 Foundation of
Computer Graphics                   March 7, 2013                   52
Graphical System And Standard
       (5/5)

           Input Modes
            
                Request mode: waits for a request for an event.
               Sample mode: continually samples value of input
                device.
               Event mode: unsolicited input stored on a stack,
                made available for processing in FIFO order.
               Mixed mode.




204481 Foundation of
Computer Graphics                 March 7, 2013                    53
Professional Societies

     ACM SIGGRAPH
     - Association for Computing
       Machinery Special Interest G
       roup in Graphics
     IEEE
      - The Institute of Electrical and
       Electronics Engineers,
       Technical Committee on Co
       mputer Graphics
204481 Foundation of
Computer Graphics             March 7, 2013   54
Software Portability and graphics
       standards
     STANDARD
       ORGANIZATION
      ANSI = American National

       Standard Institute (private,
       non government)
      ISO = International

       Standards
       Organization(voluntary,
       non treaty)
      ANSI is a member of ISO
204481 Foundation of
Computer Graphics         March 7, 2013    55
History: graphics libraries

        initially, low-level device-dependent
         packages were the norm
        movement towards high-level device-
         independent packages, in order to promote
         application program portability
        requires standardization:



204481 Foundation of
Computer Graphics           March 7, 2013            56
Official Standards

        1977 and 1979 - 3D SIGGRAPH CORE (ACM
         SIGGRAPH)
        3D Core Graphics System ("Core") dev'd in late
         70's as unofficial std
        GKS (Graphical Kernel System, 1985): official 2D
         standard built from Core
        GKS-3D (1988): 3d objects ANSI X3.124-1985
        PHIGS (Programmer's Hierarchical Interactive
         Graphics System, 1988) 3D nested objects
        PHIGS+ (1988): rendering enhancements
204481 Foundation of
Computer Graphics            March 7, 2013                  57
Emerging Standards in APIs

        OpenGL (developed by Silicon Graphics)
            open standard
            available on all platforms
            intended for professional-level graphics like
             CAD
        Direct3D
            developed by Microsoft
            Windows only
            intended for games
204481 Foundation of
Computer Graphics               March 7, 2013                58
Some Notable Systems
        Tektronix commands in BASIC (mid-1970s)
        HP commands (Hewlett Packard)
        Microsoft BASIC (for PCs) graphics
         commands (early 1980s)
        QuickDraw (Apple Macintosh)
        X (MIT)
        OpenGL (Silicon Graphics)
        SRGP (Simple Raster Graphics Package)
        SPHIGS (Simple PHIGS)
        MS Windows
        Java AWT
204481 Foundation of
Computer Graphics              March 7, 2013       59
Good graphics requires ? (1/3)
        ability to control every dot (pixel) of display
        ability to control primitive shapes on the
         screen
        models to deal with images as a whole
        use of color, lighting, and shading
        construction of "languages" or "packages"
         to extend languages
        knowledge of hardware
        systems work
204481 Foundation of
Computer Graphics            March 7, 2013                 60
Good Graphics requires ? (2/3)

        mathematical transformations and
         representations
        transmission of pictures and commands
         to make pictures
        ability to store lots of information
        high performance computers
        algorithms such as visible surface
         algorithms
204481 Foundation of
Computer Graphics         March 7, 2013          61
Good Graphics requires ? (3/3)

      understanding and manipulation of
       data structures
      good software engineering principles

      human factors engineering

      some feeling for artistic principles

      lots of effort - harder than it looks



204481 Foundation of
Computer Graphics      March 7, 2013           62
Lecture Topics
      Introduction            Visible Surface
      Mathematical            Determination
       Foundation                      Algorithm efficiency
      Coordinate Systems              Z-buffer algorithm
      Introduction to                 Scan line algorithms
       Graphics in 2D
                                       Visible-surface Ray Tracing
      Windows and Clipping
      Introduction to
                                       Other algorithms
       Graphics in 3D             Color Models
      Viewing in 3D              Illumination and Shading
204481 Foundation of
Computer Graphics             March 7, 2013                           63
Mathematical foundation

        Mathematical appears throughout 3D graphics
     Example:
        Object surfaces can be represented as polygons
         whose vertex position are specified by vectors
        Rendering requires testing whether vertices lie in
         front of or behind various planes.
        The test involves a dot product with the plane’s
         normal vector.

204481 Foundation of
Computer Graphics              March 7, 2013                  64
Geometric transformation

      Goal: specify object’s position and
       orientations in a 3D world
      Use Linear transformations that rotate

       and translate objects’ vertices.
      Apply these transformations in matrix

       form

204481 Foundation of
Computer Graphics      March 7, 2013            65
Viewing

      Goal: map the visible part of a 3D
       world to a 2 D image
      Use camera-like parameters to define

       a 3D view volume
      Project the view voulme onto a 2D

       image plane
      Map viewport on the image plane to

       the screen
204481 Foundation of
Computer Graphics      March 7, 2013          66
OpenGL

        OpenGL is strictly defined as “a software
         interface to graphics hardware”.
        It is a 3D graphics and modeling library
        variety purposes, CAD engineering,
         architectural applications, computer-genera
         ted dianosaurs in blockbuster movies
        Developed by SGI

204481 Foundation of
Computer Graphics          March 7, 2013               67
Clipping


        Goal: cut off the part of objects outside
         the view volume to avoid rendering
         them




204481 Foundation of
Computer Graphics         March 7, 2013              68
Scan Conversion

      Goal: convert a project, clipped object
       into pixels on raster lines.
      Use efficient incremental methods




204481 Foundation of
Computer Graphics       March 7, 2013            69
Antialiasing

      Raster displays produce blocky
       aliasing artifacts
      Antialiasing techniques reduces the

       problem by applying the theory of sam
       pling and signal processing



204481 Foundation of
Computer Graphics       March 7, 2013          70
Color

      Various color spaces provide ways to
       specify colors in term of components:
      red, green, blue

      hue, saturation, value

      Different output devices display

       different subsets of the perceptible col
       ors
204481 Foundation of
Computer Graphics       March 7, 2013             71
Hidden Surface Removal

         When several overlapping polygons are
          drawn on the screen, which one is on
          top?
                        Which is
                        right?




204481 Foundation of
Computer Graphics          March 7, 2013          72
Z-buffering

        A fast hardware solution is   This pixel is
                                       drawn on
         the Z-buffer
                                       screen
        The “depth” of each pixel
         relative to the screen is                     Screen
         calculated and saved in a                              Polygons
         buffer
        The pixel with the smallest
         depth is the one that is
         displayed
        The other pixels are on                   Z
         surfaces that are hidden
204481 Foundation of
Computer Graphics                 March 7, 2013                        73
Lighting Models and Shading

     For visual realism, lighting             Ambient lighting:
      models have been developed
      to illuminate the surfaces of
      solid models
     These models incorporate
                                                    incident       reflected light
         ambient lighting and illumination         light
         diffuse reflection of directional
          lighting
         specular reflection of directional                       reflected light
                                                    incident
          lighting                                  light


204481 Foundation of
Computer Graphics                   March 7, 2013                                    74
Ray Tracing
                                               Light Source

                                               Shadow Ray
         Eye
                                                          Object
                              Eye Ray



                           Shadow Ray
                                            Object
                                 Light Source
      Ray tracing traces a ray
       of light from the eye to a
       light source
     Ray tracing realistically

       renders scenes with
       shiny and transparent
204481 objects
        Foundation of
Computer Graphics                March 7, 2013                     75
Radiosity

        Diffuse illumination
         results from the
         absorption and reflection
         of diffuse light from
         many objects in the
         scene
        Radiosity uses thermal
         models of emission and
         reflection of radiation to   Radiosity is very good at
         accurately calculate         rendering architectural
                                      interiors
         diffuse lighting
204481 Foundation of
Computer Graphics              March 7, 2013                      76
Texture Mapping

        For realism, photographic textures are
         “mapped” onto the surfaces of objects
        Example textures:                          texture
                                                    mapping
            woodgrain
            concrete
            grass                                 reflections

            marble      shadows

        Texture mapping is very computationally
         intensive
204481 Foundation of
Computer Graphics              March 7, 2013             77
Example of Shading




         Wireframe               Flat Shaded




        Smooth Shaded             Shadows
204481 Foundation of
Computer Graphics       March 7, 2013          78

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computer graphics

  • 1. Introduction to Computer Graphics Pradondet Nilagupta Dept. of Computer Engineering Kasetsart University 204481 Foundation of Computer Graphics March 7, 2013 1
  • 2. Lecture Outline  Course Information: Format, Resources  Overview  Topics covered  What is computer graphics?  Applications 204481 Foundation of Computer Graphics March 7, 2013 2
  • 3. Course Info and Administrative  Instructor: Pradondet Nilagupta  E-mail: pom@ku.ac.th  Phone: 9428555 ext. 1415 (office)  Office hours: after class; 1-2pm Monday or by appointment  Web Page  Course Homepage: http://www.cpe.ku.ac.th/~pom/courses/204481/ 204481.html  Course Syllabus: http://www.cpe.ku.ac.th/~pom/courses/204481/syllabus.html 204481 Foundation of Computer Graphics March 7, 2013 3
  • 4. Course Overview (1/2)  Graphics Systems and Techniques  2-D, 3-D models: surfaces, visible surface identification, illumination  Photorealistic rendering : shading models, ray tracing, radiosity  Operations  Surface modeling, mapping  Pipelines for display, transformation, illumination 204481 Foundation of Computer Graphics March 7, 2013 4
  • 5. Course Overview (2/2)  Mathematical Review  Review of mathematical foundations of CG: analytic geometry, linear algebra  Line and polygon rendering  Matrix transformations 204481 Foundation of Computer Graphics March 7, 2013 5
  • 6. Relevant Disciplines Rendering Hardware CAD Immersive Training VR Systems CAE / CASE  Analytic Geometry Portable/Embedded CG CAM Tutoring Interfaces  Art and Graphic Design  Cognitive Science Color/Optical Models CG/Vision Duality  Computer Engineering Interface Design  Engineering Design Layout CG Design  Education Visualization  Film Parametric Equations  Human Factors Conics Computer Polygon Rendering  Linear Algebra Graphics  Numerical Analysis (CG) Surface Modeling Physically-Based Modeling Stat/Info Visualization Transformations Change of Coordinate Systems User Modeling Animation 204481 Foundation of Ergonomic Interfaces, I/O Large-Scale CG Computer Graphics March 7, 2013 6
  • 7. What is Computer Graphics? 204481 Foundation of Computer Graphics March 7, 2013 7
  • 8. This is not Computer Graphics 1% 8 9% 1 2 3 4 4% 6 2% 7  [ 29:akin@sgi.com ] Re: Future development of PEX/PHIGS]  [ 9:bthompso@reed] What is a good book for Digital Image Processing]  [ 15:csp48@seq1.ke] Help! ASCII picture needed…  [ 14:rcj2@cbnewsd.] Re: 3D igitizers… again  [240:raj@ms.uky.ed] Call For Papers -- ACM Multimedia '93 204481 Foundation of Computer Graphics March 7, 2013 8
  • 9. What is Computer Graphics ?  Computer graphics is commonly understood to mean the creation, st orage and manipulation of models a nd images. (Andries van Dam)  Computer graphic is concerned with  all aspects of producing pictures or images using a computer.  the pictorial synthesis or real or imaginary objects from their computer based model 204481 Foundation of Computer Graphics March 7, 2013 9
  • 10. Computer Graphics  Computer Graphics  Synthesis of graphical images  Visualization :  creating an image from an abstract, symbolic description.  Generation of Synthesis Image  using graphical primitives  data from real world phenomena 204481 Foundation of Computer Graphics March 7, 2013 10
  • 11. Image Processing  Image Processing  the transformation of an existing image into a more desirable or useful image.  image enhancement, pattern detection The following images represent how noise affects images 204481 Foundation of Computer Graphics March 7, 2013 11
  • 12. Image Analysis  Image Analysis (Computer Vision)  extracting symbolic information from the image. Computer Graphics Data => Picture Image Processing Picture => Picture 204481Image Analysis of Foundation Picture => Data Computer Graphics March 7, 2013 12
  • 13. What is Interactive Computer Graphics?  User controls contents, structure, and appearance of objects and their displayed images via rapid visual feedback  Basic components of an interactive graphics system  input (e.g., mouse, tablet and stylus, force feedback device,scanner…)  processing (and storage)  display/output (e.g., screen, paper-based printer, video recorder…) 204481 Foundation of Computer Graphics March 7, 2013 13
  • 14. Why Computer Graphics? (1/5)  Humans communicate well with images  1/3 of your brain is devoted to visual processing  A picture is worth a few hundred megabytes 204481 Foundation of Computer Graphics March 7, 2013 14
  • 15. Why Computer Graphics? (2/5)  Developing Computational Capability  Rendering: synthesizing realistic-looking, useful, or interesting images  Animation: creating visual impression of motion  Image processing: analyzing, transforming, displaying images efficiently 204481 Foundation of Computer Graphics March 7, 2013 15
  • 16. Why Computer Graphics? (3/5)  Better Understanding of Data, Objects, Processes through Visualization  Visual summarization, description, manipulation  Virtual environments (VR), visual monitoring, interactivity  Human-computer intelligent interaction (HCII): training, tutoring, analysis, control systems 204481 Foundation of Computer Graphics March 7, 2013 16
  • 17. Why Computer Graphics? (4/5)  Time is Right  Recent progress in algorithms and theory  Rapidly emergence of new I/O (display and data acquisition) technologies  Available computational power, improving price- performance-ratio of hardware  Growth and interest of graphics industries (e.g., information visualization, entertainment CAD) 204481 Foundation of Computer Graphics March 7, 2013 17
  • 18. Why Computer Graphics? (5/5)  advances in the last decade due mostly to the microchip  software advances, especially in object-oriented programming and real-time rendering algorithms  Hardware advances continue to benefit graphics:  faster inexpensive microprocessors and dedicated graphics chips  screen technology: High-definition television (HDTV), colour LCD  virtual reality interfaces (corneal implants?) 204481 Foundation of Computer Graphics March 7, 2013 18
  • 19. Image Synthesis Pipeline Graphics Database Editing Front-End Graphics Database (Geometry Processing) Back-End Display Traversal Modeling Transformation Viewing Operation  (Rasterization) • Visible-Surface Determination • Scan Conversion Image • Shading / Illumination 204481 Foundation of Computer Graphics March 7, 2013 19
  • 20. A Brief History  teletype printouts were first graphical output devices lightpens were an early input device CAD applications beg an in the 1960's plotters also a 60's development: high-res olution, but slow main bottlenecks of computer graphics ba ck then  cost of graphics hardware  expense of computer resources batch systems weren't suitable for interactive graphics non-portability of hardware and software a new field: technology was  204481 primitive Foundation of Computer Graphics March 7, 2013 20
  • 21. History of Computer Graphics (1/5)  1950 MIT’s Whirlwind computer had computer generated CRTs mid 19 50s SAGE command an d control  1960s Ivan Sutherland’s thesis - Sketchpad  introduced data structures and interactive techniques http://www.computer.org/history/development/1951.htm 204481 Foundation of Computer Graphics March 7, 2013 21
  • 22. History of Computer Graphics (2/5)  1960s GM (general Motor)  developed CAD (Computer Aided Design) and CAM  1968 Tektronix storage tubes  1970s Boeing CAD CAM 204481 Foundation of Computer Graphics March 7, 2013 22
  • 23. History of Computer Graphics (3/5)  Mid 1970s engineering workstations and personal computers emerged separately  1980s new algorithms and techniques  new standards  ever more powerful system  transition from specialized field  1990s widespread use low cost, but powerful personal workstations   networks  essential part of systems  now part of multimedia 204481 Foundation of Computer Graphics March 7, 2013 23
  • 24. History of Computer Graphics (4/5) At first - progress was slow because  cost of equipment was high (specially memory)  significant computing resources needed  difficulty in writing software ( harder than it looks)  lack of standard and thus portability  lack of software tools 204481 Foundation of Computer Graphics March 7, 2013 24
  • 25. History of Computer Graphics (5/5) Now - previous use  cost of equipment is low.  Most computer have necessary computing resources for graphics  established standards, implementations and tools  still difficulty in writing software ( still harder than it looks) 204481 Foundation of Computer Graphics March 7, 2013 25
  • 26. Some of Historical Picture (1/2)  First truly interactive graphics system, Sketchpad, pioneered at MIT by Ivan Sutherland for h is 1963 Ph.D. thesis. Sketchpad , A Man-Machine Graphical Comm unication System:  Sketchpad in 1963. Note the use of a CRT monitor, light pe n and function-key panel. 204481 Foundation of Computer Graphics March 7, 2013 26
  • 27. Some of Historical Picture (2/2) http://www.man.ac.uk/Science_Engineering/CHSTM/nahc.htm John VonNeuman http://ei.cs.vt.edu/~history/VonNeumann.html Mark I 204481 Foundation of Computer Graphics March 7, 2013 27
  • 28. Applications of Computer Graphics Applications of Computer Graphics  divided in 4 majors area  Display of Information  Design  Simulation  User Interface 204481 Foundation of Computer Graphics March 7, 2013 28
  • 29. Display of Information  Geographic information system (GIS)  Computerized Tomography (CT)  Magnetic resonance http://www.soest.hawaii.edu/soest/about.ftp.html imaging (MRI)  Ultrasound  positron-emission tomography (PET) 204481 Foundation of http://www.queens.org/qmc/services/imaging/ct.htm Computer Graphics March 7, 2013 29
  • 30. Design  Computer-Aided Design (CAD)  Architecture  Design of Mechanical part  VLSI  etc... http://www.memagazine.org/contents/current/features/push/push.html 204481 Foundation of Computer Graphics March 7, 2013 30
  • 31. Simulation  Graphical flight simulator  reduce training process  Robotic simulation The Concorde Panel.  TV, Movie, advertising industries  generate photo realistic images  Virtual Reality (VR)  reduce risk of training  surgery  astronaut 204481 Foundation of http://www.motionshop.com/pr/festocosimirlg.shtml Computer Graphics March 7, 2013 31
  • 32. User Interfaces  Window system  Window 2003  X window  MAC OS  Graphical Network browsers  Netscape  Internet Explorer 204481 Foundation of Computer Graphics March 7, 2013 32
  • 33. Areas of research in Graphics (1/2)  mathematical modeling:  interpolation, curve and surface fitting  computational geometry: algorithmic applications in geometry  study of light and optical phenomenon: colour, texture, shades  modelling the characteristics of physical objects (bouncing Jello) 204481 Foundation of Computer Graphics March 7, 2013 33
  • 34. Areas of research in Graphics (2/2)  Software technology  standardized graphics languages and libraries  graphics tools and interfaces  algorithm design  Hardware  specialized graphics chips, monitors, interface devices 204481 Foundation of Computer Graphics March 7, 2013 34
  • 35. Graphics Applications  Entertainment: Cinema Pixar: Geri’s Game Universal: Jurassic Park Antz 204481 Foundation of A bug’s Life Computer Graphics March 7, 2013 35
  • 36. Graphics Applications (1/4)  Entertainment: Games Aki Ross : Final Fantasy Star Wars Jedi Outcast: Jedi Knight II 204481 Foundation of Quake III Computer Graphics March 7, 2013 36
  • 37. Graphics Applications (2/4)  Medical Visualization The Visible Human Project 204481 Foundation of http://www.ercim.org/publication/Ercim_News/enw44/koenig.html Computer Graphics March 7, 2013 37
  • 38. Graphics Applications (3/4)  Computer Aided Design (CAD) 204481 Foundation of Computer Graphics March 7, 2013 38
  • 39. Graphics Applications (4/4)  Scientific Visualization 204481 Foundation of Computer Graphics March 7, 2013 39
  • 40. Hypermedia User Interfaces (1/2) NCSA D2K: http://chili.ncsa.uiuc.edu Visual programming system for high-performance knowledge discovery in databases (KDD)  Hypermedia  Database format (similar to hypertext) that provides display-based access to (internetworked) multimedia (text, image, audio, video, etc.) documents  Chimera: http://www.ics.uci.edu/pub/chimera/ 204481 Foundation of Computer Graphics March 7, 2013 40
  • 41. Hypermedia User Interfaces (2/2)  Virtual Environments  Immersion: interactive training, tutoring systems  Entertainment hypermedia  Visualization and Computer- Aided Design and Engineering (CAD/CAE)  Visualization: scientific, data/information, statistics  User interfaces for CAD/CAE/CAM/CASE: http://www.isii.com http://www.psl.cs.columbia.edu/chime/ 204481 Foundation of Computer Graphics March 7, 2013 41
  • 42. Curve and Surface Modeling 1 http://www.geocities.com/SiliconValley/Lakes/2057/nurbs.html 2 3 4 5 8 7 6 204481 Foundation of Computer Graphics March 7, 2013 42
  • 43. Photorealistic Illumination Models http://www.pixar.com http://www.ktx.com/3dsmaxr3/ http://www.aliaswavefront.com 204481 Foundation of Computer Graphics March 7, 2013 43
  • 44. Fractal Systems 204481 Foundation of http://sprott.physics.wisc.edu/fractals.htm Computer Graphics March 7, 2013 44
  • 45. Information Visualization 204481 Foundation of Visible Decisions SeeIT (http://www.vdi.com) Computer Graphics March 7, 2013 45
  • 46. Interesting Industrial Applications 6500 news stories from the WWW in 1997 Cartia ThemeScapes – http://www.cartia.com Hypermedia and Statistical Visualization Destroyed Normal Extinguished Ignited Fire Alarm Engulfed Flooding Virtual Environments for 204481 Foundation of DC-ARM – http://www-kbs.ai.uiuc.edu Immersive Training Computer Graphics March 7, 2013 46
  • 47. Overview of Programmer’s Model (1/2)  Pixel - smallest addressable unit of display  Hardware (I/O)  output display device (normally raster scan)  on the order of a million pixels displayed  image stored in memory by pixel (how much memory?)  video controller  scans the memory periodically (30-72 times a second) produces video signal to drive a video monitor (or flat screen di splay)  input devices - keyboard, mouse (track ball), tablet, voice etc. 204481 Foundation of Computer Graphics March 7, 2013 47
  • 48. Overview of Programmer’s Model (2/2) Software  application data  application program  graphics interface  operating system 204481 Foundation of Computer Graphics March 7, 2013 48
  • 49. Graphical System And Standard (1/5)  Graphical Systems  High level language interface to graphical devices.  Intended for development of portable code.  Standard graphical systems include CORE,   Graphical Kernel System (GKS), GKS+  Programmers Hierarchical Interactive Graphics System (PHIGS), PHIGS+  OpenGL, DirectX, Quickdraw 3D, VRML, Open Inventor, X-Windows. 204481 Foundation of Computer Graphics March 7, 2013 49
  • 50. Graphical System And Standard (2/5)  Requirements of Graphical Systems  Portability  Device Independence Concept of a logical device.  Language Independence Language Bindings for graphical systems.  Computer Independence Trade-off between standard hardware and high performance hardware.  Programmer Independence  Flexibility - In conflict with portability. 204481 Foundation of Computer Graphics March 7, 2013 50
  • 51. Graphical System And Standard (3/5)  Graphical Kernel System (GKS)  Workstation  GKS has concept of a workstation.  Device Normalisation  World Coordinates, Window in World Coordinates  Clipping to the window  Normalised Device Coordinates [0,1]x[0,1]  Normalisation Transformation  Viewports in normalised device coordinates 204481 Foundation of Computer Graphics March 7, 2013 51
  • 52. Graphical System And Standard (4/5)  Output Functions  Line-Drawing Primitives  Area-filling primitives  Text Output  Input Functions  Logical input types : Locator, Valuator, Choice, String, Pick, Stroke. 204481 Foundation of Computer Graphics March 7, 2013 52
  • 53. Graphical System And Standard (5/5)  Input Modes  Request mode: waits for a request for an event.  Sample mode: continually samples value of input device.  Event mode: unsolicited input stored on a stack, made available for processing in FIFO order.  Mixed mode. 204481 Foundation of Computer Graphics March 7, 2013 53
  • 54. Professional Societies ACM SIGGRAPH - Association for Computing Machinery Special Interest G roup in Graphics IEEE - The Institute of Electrical and Electronics Engineers, Technical Committee on Co mputer Graphics 204481 Foundation of Computer Graphics March 7, 2013 54
  • 55. Software Portability and graphics standards STANDARD ORGANIZATION  ANSI = American National Standard Institute (private, non government)  ISO = International Standards Organization(voluntary, non treaty)  ANSI is a member of ISO 204481 Foundation of Computer Graphics March 7, 2013 55
  • 56. History: graphics libraries  initially, low-level device-dependent packages were the norm  movement towards high-level device- independent packages, in order to promote application program portability  requires standardization: 204481 Foundation of Computer Graphics March 7, 2013 56
  • 57. Official Standards  1977 and 1979 - 3D SIGGRAPH CORE (ACM SIGGRAPH)  3D Core Graphics System ("Core") dev'd in late 70's as unofficial std  GKS (Graphical Kernel System, 1985): official 2D standard built from Core  GKS-3D (1988): 3d objects ANSI X3.124-1985  PHIGS (Programmer's Hierarchical Interactive Graphics System, 1988) 3D nested objects  PHIGS+ (1988): rendering enhancements 204481 Foundation of Computer Graphics March 7, 2013 57
  • 58. Emerging Standards in APIs  OpenGL (developed by Silicon Graphics)  open standard  available on all platforms  intended for professional-level graphics like CAD  Direct3D  developed by Microsoft  Windows only  intended for games 204481 Foundation of Computer Graphics March 7, 2013 58
  • 59. Some Notable Systems  Tektronix commands in BASIC (mid-1970s)  HP commands (Hewlett Packard)  Microsoft BASIC (for PCs) graphics commands (early 1980s)  QuickDraw (Apple Macintosh)  X (MIT)  OpenGL (Silicon Graphics)  SRGP (Simple Raster Graphics Package)  SPHIGS (Simple PHIGS)  MS Windows  Java AWT 204481 Foundation of Computer Graphics March 7, 2013 59
  • 60. Good graphics requires ? (1/3)  ability to control every dot (pixel) of display  ability to control primitive shapes on the screen  models to deal with images as a whole  use of color, lighting, and shading  construction of "languages" or "packages" to extend languages  knowledge of hardware  systems work 204481 Foundation of Computer Graphics March 7, 2013 60
  • 61. Good Graphics requires ? (2/3)  mathematical transformations and representations  transmission of pictures and commands to make pictures  ability to store lots of information  high performance computers  algorithms such as visible surface algorithms 204481 Foundation of Computer Graphics March 7, 2013 61
  • 62. Good Graphics requires ? (3/3)  understanding and manipulation of data structures  good software engineering principles  human factors engineering  some feeling for artistic principles  lots of effort - harder than it looks 204481 Foundation of Computer Graphics March 7, 2013 62
  • 63. Lecture Topics  Introduction Visible Surface  Mathematical Determination Foundation  Algorithm efficiency  Coordinate Systems  Z-buffer algorithm  Introduction to  Scan line algorithms Graphics in 2D  Visible-surface Ray Tracing  Windows and Clipping  Introduction to  Other algorithms Graphics in 3D  Color Models  Viewing in 3D  Illumination and Shading 204481 Foundation of Computer Graphics March 7, 2013 63
  • 64. Mathematical foundation  Mathematical appears throughout 3D graphics Example:  Object surfaces can be represented as polygons whose vertex position are specified by vectors  Rendering requires testing whether vertices lie in front of or behind various planes.  The test involves a dot product with the plane’s normal vector. 204481 Foundation of Computer Graphics March 7, 2013 64
  • 65. Geometric transformation  Goal: specify object’s position and orientations in a 3D world  Use Linear transformations that rotate and translate objects’ vertices.  Apply these transformations in matrix form 204481 Foundation of Computer Graphics March 7, 2013 65
  • 66. Viewing  Goal: map the visible part of a 3D world to a 2 D image  Use camera-like parameters to define a 3D view volume  Project the view voulme onto a 2D image plane  Map viewport on the image plane to the screen 204481 Foundation of Computer Graphics March 7, 2013 66
  • 67. OpenGL  OpenGL is strictly defined as “a software interface to graphics hardware”.  It is a 3D graphics and modeling library  variety purposes, CAD engineering, architectural applications, computer-genera ted dianosaurs in blockbuster movies  Developed by SGI 204481 Foundation of Computer Graphics March 7, 2013 67
  • 68. Clipping  Goal: cut off the part of objects outside the view volume to avoid rendering them 204481 Foundation of Computer Graphics March 7, 2013 68
  • 69. Scan Conversion  Goal: convert a project, clipped object into pixels on raster lines.  Use efficient incremental methods 204481 Foundation of Computer Graphics March 7, 2013 69
  • 70. Antialiasing  Raster displays produce blocky aliasing artifacts  Antialiasing techniques reduces the problem by applying the theory of sam pling and signal processing 204481 Foundation of Computer Graphics March 7, 2013 70
  • 71. Color  Various color spaces provide ways to specify colors in term of components:  red, green, blue  hue, saturation, value  Different output devices display different subsets of the perceptible col ors 204481 Foundation of Computer Graphics March 7, 2013 71
  • 72. Hidden Surface Removal  When several overlapping polygons are drawn on the screen, which one is on top? Which is right? 204481 Foundation of Computer Graphics March 7, 2013 72
  • 73. Z-buffering  A fast hardware solution is This pixel is drawn on the Z-buffer screen  The “depth” of each pixel relative to the screen is Screen calculated and saved in a Polygons buffer  The pixel with the smallest depth is the one that is displayed  The other pixels are on Z surfaces that are hidden 204481 Foundation of Computer Graphics March 7, 2013 73
  • 74. Lighting Models and Shading  For visual realism, lighting Ambient lighting: models have been developed to illuminate the surfaces of solid models  These models incorporate incident reflected light  ambient lighting and illumination light  diffuse reflection of directional lighting  specular reflection of directional reflected light incident lighting light 204481 Foundation of Computer Graphics March 7, 2013 74
  • 75. Ray Tracing Light Source Shadow Ray Eye Object Eye Ray Shadow Ray Object Light Source  Ray tracing traces a ray of light from the eye to a light source  Ray tracing realistically renders scenes with shiny and transparent 204481 objects Foundation of Computer Graphics March 7, 2013 75
  • 76. Radiosity  Diffuse illumination results from the absorption and reflection of diffuse light from many objects in the scene  Radiosity uses thermal models of emission and reflection of radiation to Radiosity is very good at accurately calculate rendering architectural interiors diffuse lighting 204481 Foundation of Computer Graphics March 7, 2013 76
  • 77. Texture Mapping  For realism, photographic textures are “mapped” onto the surfaces of objects  Example textures: texture mapping  woodgrain  concrete  grass reflections  marble shadows  Texture mapping is very computationally intensive 204481 Foundation of Computer Graphics March 7, 2013 77
  • 78. Example of Shading Wireframe Flat Shaded Smooth Shaded Shadows 204481 Foundation of Computer Graphics March 7, 2013 78

Notes de l'éditeur

  1. Many hidden surface removal algorithms have been developed