Академический Документы
Профессиональный Документы
Культура Документы
2/9/17
Koushik Dutta
Department of Computer Science
Asutosh College, Kolkata
koushik.it.22@gmail.com
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COMPUTER GRAPHICS
Producing pictures or images using a computer.
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WHAT IS COMPUTER GRAPHIGS
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computer screens with the help of programming. It
involves computations, creation, and manipulation of
data.
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OUTLINE
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Graphics Hardware
Input
Describing something to the computer
Computation
Computing what we want to draw
Output
Final representation
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APPLICATION
Display of Information
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Design
Simulation
Computer Art
Entertainment
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COMPUTER GRAPHICS IS ABOUT
ANIMATION (FILMS)
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GAMES ARE VERY IMPORTANT IN
COMPUTER GRAPHICS
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MEDICAL IMAGING IS ANOTHER
DRIVING FORCE
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COMPUTER AIDED DESIGN TOOL
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COMPUTER ART
Graphics for Artist
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SCIENTIFIC VISUALISATION
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DATA VISUALIZATION
Charts and Graphs
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SIMULATION
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MAIN THEME
Imaging
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Representing 2D images
Modeling
Representing 3D objects
Rendering
Constructing 2D images from 3D models
Animation
Simulating changes over time
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IMAGING
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Warping
Metamorphosis
Non-Photorealistic Rendering
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WARPING
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METAMORPHOSIS(MORPHING)
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Image 0 Warp
Warp 0
Image
Image 1 Warp
Warp 11
Result
Result
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METAMORPHOSIS(MORPHING)
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Image 0 Warp
Warp 0
Image
Image 1 Warp
Warp 11
Result
Result
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METAMORPHOSIS(MORPHING)
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POLYGON MORPHING
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POLYGON MORPHING
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NON-PHOTO REALISTIC
RENDERING
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MODELLING
Shape Description & Design
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RENDERING
Simulating Behavior of Lights & Image Formation
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ANIMATION
Motion Representation & Control
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GRAPHICS PIPELINE
o Graphics processes generally execute sequentially
o Pipelining the process means dividing it into
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stages
o Especially when rendering in real-time, different
hardware resources are assigned for each stage
There are three stages
Application Stage
Geometry Stage
Rasterization Stage
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APPLICATION STAGE
Entirely done in software by the CPU
Read Data
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the world geometry database,
Users input by mice, trackballs, trackers, or sensing gloves
In response to the users input, the application stage
change the view or scene
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GEOMETRY STAGE
Modelling: shapes
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Model Transformation
Transformation: viewing
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PREPARING SHAPE MODELS
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Defined in its own coordinate system
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MODEL TRANSFORMATION
Objects put into the scene by applying translation, scaling and
rotation
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Linear transformation called homogeneous transformation is
used
The location of all the vertices are updated by this
transformation
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PERSPECTIVE PROJECTION
We want to create a picture of the scene viewed from the camera
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We apply a perspective transformation to convert the 3D coordinates to
2D coordinates of the screen
Objects far away appear smaller, closer objects appear bigger
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HIDDEN SURFACE REMOVAL
Objects occluded by other objects must not be drawn
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SHADING
Now we need to decide the colour of each pixels taking into
account the objects colour, lighting condition and the camera
position
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point light source
Object
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SHADING : CONSTANT SHADING -
AMBIENT
Objects colours by its own colour
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SHADING : FLAT SHADING
Objects coloured based on its own colour and the lighting condition
One colour for one face
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SHADING : GOURAUD SHADING
Lighting calculation per vertex, No specular highlights
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SHAPES BY POLYNOMIAL
SURFACES
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SPECULAR HIGHLIGHTS ADDED
Light perfectly reflected in a mirror-like way
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PHONG SHADING
Use interpolation technique for shading.
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RASTERIZATION STAGE
Geometry Stage
Rasterization and Sampling
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Texture Mapping
Image Composition
Framebuffer/Display
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RASTERIZATION
Converts the vertex information output by the geometry
pipeline into pixel information needed by the video display
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Aliasing: distortion artifacts produced when representing
a high-resolution signal at a lower resolution.
Anti-aliasing : technique to remove aliasing
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ANTI-ALIASING
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Aliased polygons
(jagged edges) Anti-aliased polygons
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TEXTURE MAPPING
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