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COMPUTER GRAPHICS

CSC102
LECTURE 01
INTRODUCTION
RAHILA PARVEEN
RAHILA@SMIU.EDU.PK
WHY STUDY COMPUTER
GRAPHICS?

 Visualization
– I like to see what I’m doing
– I like to show people what I’m doing
 Graphics is interesting
– Involves simulation, algorithms, architecture…
 Requirement
– Able to see how it looks like
 Entertainment
– Roll the video…
Definition

Computers…
• accept, process, transform and present
information.

Computer Graphics…
• involve technology to accept, process, transform
and present information in a visual form that also
concerns with producing images (or animations)
using a computer.
TEXT BOOK

Computer Graphics
Using Open GL
3rd Edition
By Francis S. Hill, Jr. and Stephen M. Kelley
published by Prentice Hall
REFERENCE BOOKS

1. Computer Graphics, Principles and Practice, J. D. Foley, A. van Dam, S. K. Feiner and J. F. Hughes,

Addison-Wesley ISBN: 0-201-12110-7.

2. Computer Graphics, F.S.Hill, Maxwell MacMillan ISBN: 0-02-354860-6.

3. Interactive Computer Graphics: Functional, Procedural and Device-level methods; Peter Burger and

Duncan. F. Gillies; Addison-Wesley, (2003)

4. Computer Graphics with OpenGL, 2/e; Donald Hearn and M. Pauline Baker, Prentice Hall ISBN: 0130153907
COURSE OUTLINE

Introduction Filling Attributes


Hardware Transformation
Point Types of
Line Transformation
Circle Drawings in 2D
Mathematics 3D Concepts
Filling Algorithms I 3D Mathematics
Filling Algorithms II Projections
COURSE OUTLINE

Parallel Projection Light And Light


Types of Parallel Sources
Projection Light Models
Perspective Projection Flat Shading
Perspective Detail Gouraud Shading
Hidden Surface Phong Shading
Removal Recursive Subdivision
Rasterization Introduction to Curves
Clipping and Surfaces,
Parametric Curves
COURSE OUTLINE

Cubic Curves and Buffers and Mappings,


Interpolation Texture Mapping
Hermite Curves and Environment Maps, Bump
Maps
Surfaces Animation
Bezier Curves and Surfaces Recursive Methods and
Cubic B-Splines Curves and Fractals
Surfaces Ray Tracing I
Ray Tracing II
General B-Splines
Radiosity
Rendering of Curves and
Surfaces
COURSE ORGANIZATION

• Quiz & Assignments : 6 10%

• Lab Work: 12 20%

• Project Work: 1 10%

• Mid Term Exam: 1 20%

• Final Term Exam: 1 40%


HISTORY

The term “computer graphics” was coined in 1960 by William


Fetter to describe new design methods that he was
developing at Boeing.
He created a series of widely reproduced images on a
plotter exploring cockpit design using a 3D model of a
human body
HISTORY

Spacewars: first computer graphics game (MIT 1961)

Whirlwind: early graphics using VectorScope (1951)

SketchPad: first interactive graphics (1961)


HISTORY

First bump-mapped images (Blinn 1978) Early texture-mapped image (Catmull 1974)

First distributed ray traced image (Cook 1984) First ray traced image (Whitted 1980)
GRAPHICS APPLICATIONS

 User Interfaces
 Layout and Design
 Scientific Visualization and Analysis
 Art and Design
 Medicine and Virtual Surgery
 Layout Design & Architectural
Simulations
 History and cultural heritage
 Entertainment
 Simulations
 Games
CAVE: Immersive and
USER INTERFACESInteractive 3D environment

B205 Control Console (1960)

3D Studio MAX
LAYOUT AND DESIGN
SCIENTIFIC VISUALIZATION AND
ANALYSIS
ART AND
DESIGN
MEDICINE AND VIRTUAL
SURGERY

The Visible Human project


ROOM LAYOUT DESIGN
AND ARCHITECTURAL
SIMULATIONS
LAYOUT DESIGN &
ARCHITECTURAL SIMULATIONS
HISTORY AND
CULTURAL HERITAGE
MOVIES

Fully computer generated


animated features
MOVIES

Behind the scenes on Antz Production

Number of frames in the movie 119,592


Number of times the movie was 15 (approx.)
rendered during production
Number of feet of approved 107 ft.
animation produced in a week
Total number of hours of rendering 275,000 hrs.
per week
Average size of the frame rendered 6 MB
Behind the scenes on Antz Production

Total number of Silicon Graphics servers used for 270


rendering
Number of desktop systems used in production 166

Total Number of processors used for rendering 700

Average amount of memory per processor 256 MB


MOVIES

Average amount of memory per processor


256MB
Time it would have taken to render this movie on 1
processor 54 yrs., 222 days,
15 mins., 36 secs.
Amount of storage required for the movie 3.2 TB
Amount of frames kept online at any
Given time 75000 frames
SIMULATIONS
GAME
COMPUTER GRAPHICS
CSC102
LECTURE 02
INTRODUCTION
RAHILA PARVEEN
RAHILA@SMIU.EDU.PK
RELATED DISCIPLINES

Data
Processing

DATA
Computer Computer
Vision Graphics

IMAGES

Image
Processing
INTERDISCIPLINARY

• Science
– Physics: light, color, appearance, behaviour
– Mathematics: Curves and Surfaces, Geometry
and Perspective
• Engineering
– Hardware: graphics media and processors,
input and output devices
– Software: graphics libraries, windows systems
• Art, Perception and Aesthetics
– Color, Composition, Lighting, Realism
INTRODUCTION TO GRAPHICS SYSTEMS

With the massive development in the field of


computer graphics a broad range of graphics
hardware and software systems are available.

With personal computers… usage of variety of


interactive input devices and graphics software
packages

Higher-quality applications… usage of special-purpose


graphics hardware systems and technologies
GRAPHICS SYSTEMS

 VIDEO DISPLAY DEVICES


 RASTER-SCAN SYSTEMS
 RANDOM-SCAN SYSTEMS
 GRAPHICS MONITORS AND
WORKSTATIONS
 INPUT DEVICES
 HARD-COPY DEVICES
 GRAPHICS SOFTWARE
VIDEO DISPLAY DEVICES

 Refresh Cathode-Ray Tubes


 Raster-Scan Displays
 Random-Scan Displays
 Color CRT Monitors
 Direct-View Storage Tubes
 Flat-Panel Displays
 Three-Dimensional Viewing Devices
REFRESH CATHODE-RAY TUBES

Refresh CRT
 Control Grid
 Focusing System
 Focusing in High Precision System
 Construction of Cathode-Ray
Tubes
 Persistence
 Resolution
 Aspect ratio
RASTER-SCAN DISPLAYS

 Refresh Buffer or Frame Buffer


 Pixel
 Bitmap vs. Pixmap
 Horizontal Retrace & Vertical Retrace
 Interlaced vs. Non-interlaced Display
COLOR CRT MONITORS

 Beam Penetration Method


 Shadow Mask Method
CRT DISPLAYS

Advantages Disadvantages
• Fast response (high • Large and heavy (typ.
resolution possible) 70x70 cm, 15 kg)
• Full colour (large • High power
modulation depth of E- consumption (typ.
beam) 140W)
• Saturated and natural • Harmful DC and AC
colours electric and magnetic
• Inexpensive, matured fields
technology • Flickering at 50-80 Hz
• Wide angle, high (no memory effect)
contrast and brightness • Geometrical errors at
edges
DIRECT VIEW STORAGE
DEVICES

 Primary Gun
 Flood Gun
 Advantages & Disadvantages
FLAT-PANEL DISPLAYS

 Properties
Volume, Weight, Power

 Emissive Display
Plasma Panels

 Non-Emissive Display
Liquid Crystal Display
PLASMA-PANEL DISPLAYS

 Similar in principle to
fluorescent light tubes
 Small gas-filled capsules are
excited by electric field, emits
UV light
 UV excites phosphor
 Phosphor relaxes, emits some
other color
PLASMA-PANEL DISPLAYS

 Two glass plates separated by neon


gas
 Vertical and horizontal conductors
 Very rugged
 No refreshing
 Screens can be transparent and overlay
documents
 Used to be available in monochrome
Disadvantages
(Orange)
 Now available in colour – Expensive

Advantages – Large pixels (~1 mm versus ~0.2


mm)
– Large viewing angle
– Phosphors gradually deplete
– Good for large-format displays
– Less bright than CRTs, using
– Fairly bright
more power
LIQUID CRYSTAL DISPLAYS

 Liquid Crystal Display


 A transmissive technology
 Works by letting varying
amounts of a fixed-intensity
white backlight through an
active filter
 Organic crystals that align
themselves together
 When external force is applied
they realign themselves
 This is used to change
polarisation and filter light
LIQUID CRYSTAL DISPLAYS
LIQUID CRYSTAL DISPLAYS

 Transmissive & reflective LCDs:


• LCDs act as light valves, not light emitters, and thus
rely on an external light source.
• Laptop screen: backlit, transmissive display
• Palm Pilot/Game Boy: reflective display
LIQUID CRYSTAL DISPLAYS

Advantages Disadvantages
• High price (presently 3x CRT)
• Small footprint (approx 1/6 of CRT)
• Poor viewing angle (type. +/-
• Light weight (typ. 1/5 of CRT) 50 degrees)
• Low power consumption (typ. 1/4 of • Low contrast and luminance
CRT) (type. 1:100)
• Low luminance (Natural light)
• Completely flat screen - no (type. 200 cd/m2)
geometrical errors
• Crisp pictures - digital and uniform
colours
• No electromagnetic emission
• Fully digital signal processing possible
• Large screens (>20 inch) on desktops
THREE-DIMENSIONAL VIEWING DEVICES

Vibrating flexible mirror


Stereoscopic and virtual
- reality systems
- shutter glasses (with tracking)
- headset with tracking
- other VR devices
Holograms
NC-mills + soft material
Stereo-lithographic apparatus
(SLA)
VIRTUAL REALITY DEVICES

Virtual reality = stimulation of the human senses to


simulate a fictive environment
eyes: private eye, head mounted displays (hmd)
ears: headphones, loudspeakers in hmd
tactile sense: data glove, data suit, treadmill
HEAD MOUNTED DISPLAY

•2 small screens display


•images for both eyes:
•high immersion degree
•head movement controls
•virtual camera
•artificial image only
•low resolution (e.g. 256 x 210)
•very expensive
•narrow view-angle
LIGHT WEIGHT HMD

ultrasound tracking device used with stereoscopic glasses to


track head position
INTERACTIVE WALKTHROUGH
DATA GLOVE

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