Computer Graphics - Introduction -
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Transcript of Computer Graphics - Introduction -
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Computer GraphicsComputer Graphics- - Introduction -Introduction -
Hanyang University
Jong-Il Park
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Division of Electrical and Computer Engineering, Hanyang University2
PrerequisitesPrerequisites Good programming skills in C (or C++) Basic Data Structures
Linked lists Arrays
Geometry Simple Linear Algebra
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RequirementsRequirements
Assigned Projects Simple Interactive 3D
Term Project You create your own!
See the course web site for assignments and projects
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Division of Electrical and Computer Engineering, Hanyang University
Textbook and ReferencesTextbook and References
Edward Angel, Interactive Computer Graphics, A Top-down Approach with OpenGL, 5th ed., Addison-Wesley These lectures cover Chapters 1-6 in detail and survey
Chapters 7-12
References: F.S.Hill, Jr., Computer Graphics Using OpenGL,
Prentice-Hall OpenGL: A Primer, Ed Angel, Addison-Wesley, (Third
Edition), 2008 G.C. Burdea and P. Coiffet, Virtual Reality Technology,
Wiley-Interscience. Selected papers in Proceedings of Siggraph.
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Computer GraphicsComputer Graphics Computer graphics deals with all aspects of creating
images with a computer Hardware Software Applications
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ExampleExample Where did this image come from?
What hardware/software did we need to produce it?
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Division of Electrical and Computer Engineering, Hanyang University
Preliminary AnswerPreliminary Answer
Application: The object is an artist’s rendition of the sun for an animation to be shown in a domed environment (planetarium)
Software: Maya for modeling and rendering but Maya is built on top of OpenGL
Hardware: PC with graphics card for modeling and rendering
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Basic Graphics SystemBasic Graphics System
Input devices
Output device
Image formed in FB
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Computer Graphics: 1950-1960Computer Graphics: 1950-1960 Computer graphics goes back to the earliest days of
computing Strip charts Pen plotters Simple displays using A/D converters to go from
computer to calligraphic CRT Cost of refresh for CRT too high
Computers slow, expensive, unreliable
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Computer Graphics: 1960-1970Computer Graphics: 1960-1970 Wireframe graphics
Draw only lines Sketchpad Display Processors
wireframe representationof sun object
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SketchpadSketchpad Ivan Sutherland’s PhD thesis at MIT
Recognized the potential of man-machine interaction Loop
Display something User moves light pen Computer generates new display
Sutherland also created many of the now common algorithms for computer graphics
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Display ProcessorDisplay Processor Rather than have the host computer try to
refresh display use a special purpose computer called a display processor (DPU)
Graphics stored in display list (display file) on display processor
Host compiles display list and sends to DPU
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Computer Graphics: 1970-1980Computer Graphics: 1970-1980 Raster Graphics Beginning of graphics standards
IFIPS GKS: European effort
• Becomes ISO 2D standard Core: North American effort
• 3D but fails to become ISO standard Workstations and PCs
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Raster GraphicsRaster Graphics Image produced as an array (the raster) of picture
elements (pixels) in the frame buffer
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Raster GraphicsRaster Graphics Allows us to go from lines and wire frame images to
filled polygons
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Division of Electrical and Computer Engineering, Hanyang University
PCs and WorkstationsPCs and Workstations Although we no longer make the distinction between
workstations and PCs, historically they evolved from different roots Early workstations characterized by
Networked connection: client-server model High-level of interactivity
Early PCs included frame buffer as part of user memory
Easy to change contents and create images
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Computer Graphics: 1980-1990Computer Graphics: 1980-1990Realism comes to computer graphics
smooth shading environment mapping
bump mapping
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Computer Graphics: 1980-1990Computer Graphics: 1980-1990 Special purpose hardware
Silicon Graphics geometry engine VLSI implementation of graphics pipeline
Industry-based standards PHIGS RenderMan
Networked graphics: X Window System Human-Computer Interface (HCI)
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Computer Graphics: 1990-2000Computer Graphics: 1990-2000 OpenGL API Completely computer-generated feature-length
movies (Toy Story) are successful New hardware capabilities
Texture mapping Blending Accumulation, stencil buffers
Convergence of computer graphics and vision Image-based modeling/rendering
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Computer Graphics: 2000-Computer Graphics: 2000-
Photorealism Graphics cards for PCs dominate market
Nvidia, ATI Game boxes and game players determine direction
of market Computer graphics routine in movie industry: Maya,
Lightwave Programmable pipelines
GPU everywhere
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Homework #1Homework #1
Essay Why do I take this course? Include a brief description on
the best CG shot you have ever seen the final level you want to reach after this class
[Due: 8 Sept.]