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3D Computer Graphics -  a Technical Introduction AKA  3D Graphics Programming ! By Praseed Pai K.T. http://praseedp.blogspot.com [email_address]
Background  ,[object Object],[object Object],[object Object],[object Object],[object Object]
Computer Graphics – What the heck is it ? ,[object Object],[object Object]
Part - 1 PIXELS !
What is a Pixel ? ,[object Object],[object Object],[object Object],[object Object]
After Pixels , what else ? ,[object Object],[object Object],[object Object],[object Object]
Demo ,[object Object],[object Object],[object Object],[object Object],[object Object]
Part 2 Transformation and Matrices
2D Physical Co-ordinate System
Transformation ,[object Object],[object Object],[object Object]
Logical Co-ordinates
Demo ,[object Object],[object Object],[object Object]
Part 3 Finally it's 3D Time
3D Co-ordinate System – Are you on the Left or Right ?
3D Transformation - Translation
3D Transformation - Rotate
3D Transform - Scale
3D Viewing - Perspective
3D viewing – Perspective Matrix
3D viewing - Ortho
3D viewing – Ortho Matrix
Primitives
Primitives ( contd.. )
Jim Kajiya and his Rendering Equation
Lights Please
Rendering A scene using Global illumination
Numerical Evaluation of Rendering Equation ,[object Object],[object Object],[object Object],[object Object],[object Object]
How do i Light in a feasible manner?
Local Illumination Models ,[object Object],[object Object],[object Object],[object Object]
Phong Lighting Model
Phong Lighting Model
Shading – Flat Shading  ,[object Object],[object Object],[object Object]
Shading – Gourord Shading ,[object Object],[object Object]
Shading – Phong Shading ,[object Object],[object Object],[object Object]
Lights – Directional Light
Lights – Point Lights
Light – Spot Light
Images , so far ar synthetic .how do i add details ?
Texture Mapping -  Adding Detail to the surface
Texture co-ordinates
Demos ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Duo Who made PC a graphics Platform
Part 4 Procedural Techniques
GPU ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Graphics Pipeline
Demo – Ambient Light Vertex Program //////////////////////// // // Vertex Program to Demonstrate Ambient Light // varying vec3 normal, lightDir; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
Demo – Ambient Light Fragment Processor ////////////////// // Fragment Program for Ambient Light // // varying vec3 normal, lightDir; void main() { float intensity=0.2; vec4 color= vec4(1.0,1.0,0.0,0.0); gl_FragColor = color*intensity;  }
Rasterizing Triangle using Shaders Vertex Shader void main()  { gl_Position = ftransform(); }
Triangle – Fragment Shader uniform vec2 v0, v1, v2; ///////////////////////////////////// // // 2D cross product; // float crs(const vec2 u, const vec2 v) {  return u.x * v.y - u.y * v.x;  } ///////////////////////////////////// // Main routine test whether screen pixel is  // within the triangle //  void main()  { vec2 p = gl_FragCoord.xy; if (crs(v1 - v0, p - v0) >= 0 &&  crs(v2 - v1, p - v1) >= 0 &&  crs(v0 - v2, p - v2) >= 0) gl_FragColor = vec4(1.0,0.0,0.0,0.0);  else  gl_FragColor = vec4(0.5);  //  gl_FragColor = vec4(1.0,0.0,0.0,0.0); }
More Demos ,[object Object],[object Object]
Turner Whitted and his Rendering Technique
Ray Tracing  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Q & A ,[object Object]

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