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An Introduction
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Lecture 1
Example
Starship Troopers: Tango-Urilla, Death From Above
The Final Stage: Burning the bugs
Example
Starship Troopers: Tango-Urilla, Death From Above Batman & Robin: The Love Dust
Example
Starship Troopers: Tango-Urilla, Death From Above Batman & Robin: The Love Dust
Example
Starship Troopers: Tango-Urilla, Death From Above Batman & Robin: The Love Dust
Example
Starship Troopers: Tango-Urilla, Death From Above Batman & Robin: The Love Dust
Example
Starship Troopers: Tango-Urilla, Death From Above Batman & Robin: The Love Dust
Example
Starship Troopers: Tango-Urilla, Death From Above Batman & Robin: The Love Dust
Modeling
Representing 3D objects
Rendering
Constructing 2D images from 3D models
Animation
Simulating changes over time
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Applications
Display of Information Design Simulation Computer Art Entertainment
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Scientific Visualisation
To view below and above our visual range
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First Lecture
The graphics processes
What we will cover on this course
Some definitions
Fundamental units we use in these processes
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(Local lighting effects) Illumination, lighting, shading, mirroring, shadowing Rasterization (is the task of taking an image described in a vector graphics format
(shapes) and converting it into a raster image (pixels or dots) for output on a video display or printer, or for storage in a bitmap file format.)
Graphics/Rendering Pipeline
Graphics processes generally execute sequentially Pipelining the process means dividing it into stages Especially when rendering in real-time, different hardware resources are assigned for each stage
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Application stage
Entirely done in software by the CPU Read Data
the world geometry database, User s input by mice, trackballs, trackers, or sensing gloves
In response to the user s input, the application stage change the view or scene
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Geometry Stage
Modeling: shapes Model Transformation Transformation: viewing Hidden Surface Elimination Shading: reflection and lighting
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Rasterization Stage
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Rasterization Stage
Geometry Stage
Rasterization and Sampling Texture Mapping Image Composition Intensity and Colour Quantization Framebuffer/Display
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Geometry Pipeline
Loaded 3D Models Model Transformation Transformation: viewing Hidden Surface Elimination Shading: reflection and lighting
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Imaging Pipeline
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Model Transformation
Objects put into the scene by applying translation, scaling and rotation 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 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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Shading
Shading is a process used in drawing for depicting levels of darkness on paper by applying media more densely or with a darker shade for darker areas, and less densely or with a lighter shade for lighter areas. There are various techniques of shading including cross hatching where perpendicular lines of varying closeness are drawn in a grid pattern to shade an area. The closer the lines are together, the darker the area appears. Likewise, the farther apart the lines are, the lighter the area appears. Light patterns, such as objects having light and shaded areas, help when creating the illusion of depth on paper.
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Rasterization and Sampling Texture Mapping Image Composition Intensity and Colour Quantization Framebuffer/Display
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Rasterization
Converts the vertex information output by the geometry pipeline into pixel information needed by the video display 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
Anti-aliased polygons
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How is anti-aliasing done? Each pixel is subdivided (sub-sampled) in n regions, and each sub-pixel has a color; Compute the average color value
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Texture mapping
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Graphics Definitions
Point
a location in space, 2D or 3D sometimes denotes one pixel
Line
straight path connecting two points infinitesimal width, consistent density beginning and end on points
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Vertex Edge
Graphics Definitions
Polygon/Face/Facet
arbitrary shape formed by connected vertices fundamental unit of 3D computer graphics
Mesh
set of connected polygons forming a surface (or object)
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Graphics Definitions
Rendering : process of generating an image from the model Framebuffer : a video output device that drives a video display from a memory containing the color for every pixel
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Term Projects
What?
Create your own graphics art Not still images but moving pictures
When?
Proposal after midterm exam Demonstration BEFORE final exam
How?
1 or 2 person(s) / 1 team Using your assignments
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Contact
Dept. Of Computing and Technology, Iqra University Islamabad Voice: +92-333-9171029 Email: awais.ahmad@live.com Skype: awais.research
Mobile Adhoc Network Research Group, Iqra University Islamabad Wireless Sensor Network Image Processing
Practical/Industrial Experience:
IT Engineer (TELENOR, ISLAMABAD) IT SUPERVISOR (NEXUS TECHNOLOGIES)
Visiting: International Islamic University Islamabad (IIUI) Fatima Jinnah Women University Rawalpindi University of Peshawar
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