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Introduction 150205144735 Conversion Gate01
Introduction 150205144735 Conversion Gate01
Introduction
comp_dep_educ@yahoo.com
February 5, 2015 1
OVERVIEW
• Introduction
What is this course about?
• Review
What background will I need?
• Syllabus
What will I learn in this course?
• Mechanics
How with the course work?
• Basic math
– Numerical integration
– Linear algebra, systems of linear equations
– Vectors, matrices
• Teach C/C++
• Teach data structures
• Teach linear algebra and basic numerical methods
• Questions about C/C++ are low priority
• Lab procedures are your responsibility
Lighting
Reflecting
Shading
Animation
Rendering
Ray tracing
Hidden surfaces removal
Visibility
There are two kinds of computer graphics: Bit Mapped and Object Oriented.
Design and Drawing: In almost all areas of engineering such as: civil,
mechanical, electronic etc.
Making the pictures to move: on the graphical screen is called
animation. Animation really makes the use of computers and computer
graphics interesting.
• Video games
increasingly use sophisticated 3D models and rendering algorithms.
• Cartoons
are often rendered directly from 3D models. Many traditional 2D cartoons
use backgrounds rendered from 3D models, which allows a continuously
moving viewpoint without huge amounts of artist time.
• Visual effects
use almost all types of computer graphics technology. Al- most every
modern film uses digital compositing to superimpose backgrounds with
separately filmed foregrounds. Many films also use 3D modeling and
animation to create synthetic environments, objects, and even characters
that most viewers will never suspect are not real.
• Animated films
use many of the same techniques that are used for visual effects, but
without necessarily aiming for images that look real.
is the number of bits used to store information about each pixel. The
higher the depth, the more colors are stored in an image. For example,
the lowest bit-depth, 1 bit graphics are only capable of showing two
colors, black & white.
bitmap
Hierarchy
Onion skinning
If you really look around, you might realize that many objects around you
are made up of very simple objects.
Most 3D programs provide the user with a number of primitives from
which they can model more complex objects. These primitives most
often include a sphere, a box, a cylinder, a cone, and a torus. Some
programs have more, like tube or hemisphere.
Computer Vision
A central goal in computer vision is to take a set of 2D images (usually from a
video or set of photos) and infer from that a 3D description of what is being
viewed, This is a very different process than rendering, and is more of a form of
artificial intelligence
The framebuffer refers to the memory dedicated to storing the image, It would
generally be a 2D array of pixels, where each pixel stores a color , Color is
typically stored as a 24 bit RGB value. This offers 8 bits (256 levels) for red,
green, and blue, for a total of 16,777,216 different colors
most computers have a special piece of memory reserved for storage of the
current image being displayed
the frame buffer normally consists of dual- ported Dynamic RAM (DRAM)
sometimes referred to as Video RAM (VRAM)
•if we allow the currently displayed image to be updated then we may see
bits of the image being displayed halfway through the update
•this can be visually disturbing, especially if we want the illusion of smooth
animation
• double buffering solves this problem: we draw into one frame buffer and
display from the other
•when drawing is complete we flip buffers
Computer images are classified into two general types: those defined as a
pixel map and those defined as one or more vector commands. In the first
case we refer to raster graphics and in the second case to vector
graphics.
Vectors have an arrow over their variable name: . . Points are denoted with a bar
instead: . . Matrices are represented by an uppercase letter.
The set of real numbers is represented by . The real Euclidean plane is and
similarly Euclidean three-dimensional space is . The set of natural numbers
(non-negative integers) is represented by .
Vector Graphics
•Image is represented by continuous geometric objects: points, lines,
curves, etc.
•Graphics objects: geometry + colour
•Geometric transformation possible without loss of information (zoom,
rotate, …)
•Examples: PowerPoint, CorelDraw, AutoCAD...
Raster Graphics
•Image is represented as an rectangular grid of coloured squares
•Image processing techniques
•Geometric Transformation: loss of information
•Realistic images, textures, ...
•Examples: Paint, Photoshop
•Raster graphics are also sometimes called bitmapped graphics
is the process of converting basic, low level objects into their corresponding
pixel map representations. This is often an approximation to the object, since the
frame buffer is a discrete grid.
Aliasing is the jagged effect seen on lines and polygon boundaries after
rasterization and it is the process of getting rid of the jaggedness of
rasterized geometric primitives.
The process that goes into the production of a fully realized 3D movie
character or environment is known by industry professionals as the
“computer graphics pipeline.”
1. Pre-production
2. 3D Modeling
3. Shading & Texturing
4. Lighting
5. Animation
6. Rendering & Post-production
Character Details are finalized, and special challenges (like fur and
cloth) are sent off to research and development.
In this phase, materials, textures, and colors are added to the 3D model.
In order for 3D scenes to come to life, digital lights must be placed in the
scene to illuminate models