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UPI YPTK - Padang

Reasearch, Application & Standard


of Computer Graphics
Eko Syamsuddin Hasrito, PhD

204481 Computer Graphics April 17, 2020 1


Areas of research in Graphics (1/2)

 mathematical modeling:
 interpolation, curve and surface fitting
 computational geometry: algorithmic
applications in geometry
 study of light and optical phenomenon: colour,
texture, shades
 modelling the characteristics of physical
objects (bouncing Jello)

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Areas of research in Graphics (2/2)

 Software technology
 standardized graphics languages and libraries
 graphics tools and interfaces
 algorithm design
 Hardware
 specialized graphics chips, monitors, interface
devices

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Graphics Applications

 Entertainment: Cinema
Pixar: Geri’s Game

Universal: Jurassic Park

Antz

A bug’s Life
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Graphics Applications (1/4)

 Entertainment: Games

Aki Ross : Final Fantasy

Star Wars Jedi Outcast: Jedi Knight II

Quake III
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Graphics Applications (2/4)

 Medical Visualization

The Visible Human Project


http://www.ercim.org/publication/Ercim_News/enw44/koenig.html

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Graphics Applications (3/4)

 Computer Aided Design (CAD)

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Graphics Applications (4/4)

 Scientific Visualization

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Hypermedia User Interfaces (1/2)
NCSA D2K:
http://chili.ncsa.uiuc.edu
Visual programming system for
high-performance knowledge
discovery in databases (KDD)

 Hypermedia
 Database format (similar to hypertext) that provides display-based
access to (internetworked) multimedia (text, image, audio, video,
etc.) documents
 Chimera: http://www.ics.uci.edu/pub/chimera/

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Hypermedia User Interfaces (2/2)

 Virtual Environments
 Immersion: interactive
training, tutoring systems
 Entertainment hypermedia
 Visualization and Computer-
Aided Design and Engineering
(CAD/CAE)
 Visualization: scientific,
data/information, statistics
 User interfaces for
CAD/CAE/CAM/CASE:
http://www.isii.com
http://www.psl.cs.columbia.edu/chime/

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Curve and Surface Modeling
1 http://www.geocities.com/SiliconValley/Lakes/2057/nurbs.html
2
3
4

8 7

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Photorealistic Illumination Models
http://www.pixar.com

http://www.ktx.com/3dsmaxr3/ http://www.aliaswavefront.com

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Fractal Systems

http://sprott.physics.wisc.edu/fractals.htm

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Information Visualization

Visible Decisions SeeIT (http://www.vdi.com)


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Interesting Industrial Applications
6500 news stories
from the WWW
in 1997

Cartia ThemeScapes – http://www.cartia.com

Hypermedia and Statistical Visualization

Destroyed
Normal
Extinguished
Ignited
Fire Alarm
Engulfed
Flooding

Virtual Environments for


DC-ARM – http://www-kbs.ai.uiuc.edu Immersive Training

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Overview of Programmer’s Model (1/2)
 Pixel - smallest addressable unit of display
 Hardware (I/O)
 output display device (normally raster scan)
 on the order of a million pixels displayed
 image stored in memory by pixel
(how much memory?)
 video controller
 scans the memory periodically (30-72 times a second)
produces video signal to drive a video monitor (or flat screen
display)
 input devices - keyboard, mouse (track ball), tablet, voice etc.

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Overview of Programmer’s Model (2/2)

Software
 application data

 application program

 graphics interface

 operating system

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Graphical System And Standard (1/5)

 Graphical Systems
 High level language interface to graphical
devices.
 Intended for development of portable code.
 Standard graphical systems include
 CORE,
 Graphical Kernel System (GKS), GKS+
 Programmers Hierarchical Interactive Graphics
System (PHIGS), PHIGS+
 OpenGL, DirectX, Quickdraw 3D, VRML,
Open Inventor, X-Windows.

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Graphical System And Standard (2/5)

 Requirements of Graphical Systems


 Portability
 Device Independence
Concept of a logical device.
 Language Independence
Language Bindings for graphical systems.
 Computer Independence
Trade-off between standard hardware and high
performance hardware.
 Programmer Independence
 Flexibility - In conflict with portability.

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Graphical System And Standard (3/5)

 Graphical Kernel System (GKS)


 Workstation
 GKS has concept of a workstation.
 Device Normalisation
 World Coordinates, Window in World Coordinates
 Clipping to the window
 Normalised Device Coordinates [0,1]x[0,1]
 Normalisation Transformation
 Viewports in normalised device coordinates

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Graphical System And Standard (4/5)

 Output Functions
 Line-Drawing Primitives
 Area-filling primitives
 Text Output
 Input Functions
 Logical input types : Locator, Valuator, Choice,
String, Pick, Stroke.

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Graphical System And Standard (5/5)

 Input Modes
 Request mode: waits for a request for an event.
 Sample mode: continually samples value of input
device.
 Event mode: unsolicited input stored on a stack,
made available for processing in FIFO order.
 Mixed mode.

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Professional Societies

ACM SIGGRAPH
- Association for Computing
Machinery Special Interest
Group in Graphics
IEEE
- The Institute of Electrical and
Electronics Engineers,
Technical Committee on
Computer Graphics

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Software Portability and graphics
standards
STANDARD
ORGANIZATION
 ANSI = American National
Standard Institute (private,
non government)
 ISO = International
Standards
Organization(voluntary,
non treaty)
 ANSI is a member of ISO

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History: graphics libraries

 initially, low-level device-dependent


packages were the norm
 movement towards high-level device-
independent packages, in order to promote
application program portability
 requires standardization:

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Official Standards

 1977 and 1979 - 3D SIGGRAPH CORE (ACM


SIGGRAPH)
 3D Core Graphics System ("Core") dev'd in late
70's as unofficial std
 GKS (Graphical Kernel System, 1985): official 2D
standard built from Core
 GKS-3D (1988): 3d objects ANSI X3.124-1985
 PHIGS (Programmer's Hierarchical Interactive
Graphics System, 1988) 3D nested objects
 PHIGS+ (1988): rendering enhancements

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Emerging Standards in APIs

 OpenGL (developed by Silicon Graphics)


 open standard
 available on all platforms
 intended for professional-level graphics like
CAD
 Direct3D
 developed by Microsoft
 Windows only
 intended for games

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Some Notable Systems
 Tektronix commands in BASIC (mid-1970s)
 HP commands (Hewlett Packard)
 Microsoft BASIC (for PCs) graphics
commands (early 1980s)
 QuickDraw (Apple Macintosh)
 X (MIT)
 OpenGL (Silicon Graphics)
 SRGP (Simple Raster Graphics Package)
 SPHIGS (Simple PHIGS)
 MS Windows
 Java AWT

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Good graphics requires ? (1/3)
 ability to control every dot (pixel) of display
 ability to control primitive shapes on the
screen
 models to deal with images as a whole
 use of color, lighting, and shading
 construction of "languages" or "packages"
to extend languages
 knowledge of hardware
 systems work

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Good Graphics requires ? (2/3)

 mathematical transformations and


representations
 transmission of pictures and commands to
make pictures
 ability to store lots of information
 high performance computers
 algorithms such as visible surface
algorithms

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Good Graphics requires ? (3/3)

 understanding and manipulation of


data structures
 good software engineering principles
 human factors engineering
 some feeling for artistic principles
 lots of effort - harder than it looks

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Lecture Topics

 Introduction Visible Surface


 Mathematical Determination
Foundation Algorithm efficiency
 Coordinate Systems Z-buffer algorithm
 Introduction to Scan line algorithms
Graphics in 2D
Visible-surface Ray Tracing
 Windows and Clipping
Other algorithms
 Introduction to
Graphics in 3D Color Models
 Viewing in 3D Illumination and Shading

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Mathematical foundation

 Mathematical appears throughout 3D graphics


Example:
 Object surfaces can be represented as polygons
whose vertex position are specified by vectors
 Rendering requires testing whether vertices lie in
front of or behind various planes.
 The test involves a dot product with the plane’s
normal vector.

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Geometric transformation

 Goal: specify object’s position and


orientations in a 3D world
 Use Linear transformations that rotate
and translate objects’ vertices.
 Apply these transformations in matrix
form

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Viewing

 Goal: map the visible part of a 3D


world to a 2 D image
 Use camera-like parameters to define
a 3D view volume
 Project the view voulme onto a 2D
image plane
 Map viewport on the image plane to
the screen

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OpenGL

 OpenGL is strictly defined as “a software


interface to graphics hardware”.
 It is a 3D graphics and modeling library
 variety purposes, CAD engineering,
architectural applications, computer-
generated dianosaurs in blockbuster
movies
 Developed by SGI

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Clipping

 Goal: cut off the part of objects outside


the view volume to avoid rendering
them

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Scan Conversion

 Goal: convert a project, clipped object


into pixels on raster lines.
 Use efficient incremental methods

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Antialiasing

 Raster displays produce blocky


aliasing artifacts
 Antialiasing techniques reduces the
problem by applying the theory of
sampling and signal processing

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Color

 Various color spaces provide ways to


specify colors in term of components:
 red, green, blue
 hue, saturation, value
 Different output devices display
different subsets of the perceptible
colors

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Hidden Surface Removal

 When several overlapping polygons are


drawn on the screen, which one is on
top?
Which is
right?

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Z-buffering

 A fast hardware solution is This pixel is


drawn on
the Z-buffer
screen
 The “depth” of each pixel
relative to the screen is Screen
calculated and saved in a Polygons
buffer
 The pixel with the smallest
depth is the one that is
displayed
 The other pixels are on Z
surfaces that are hidden

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Lighting Models and Shading

 For visual realism, lighting Ambient lighting:


models have been developed
to illuminate the surfaces of
solid models
 These models incorporate
incident reflected light
 ambient lighting and illumination light
 diffuse reflection of directional
lighting
 specular reflection of directional reflected light
incident
lighting light

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Ray Tracing
Light Source

Shadow Ray
Eye
Object
Eye Ray

Shadow Ray
Object
Light Source
 Ray tracing traces a ray
of light from the eye to a
light source
 Ray tracing realistically
renders scenes with
shiny and transparent
objects
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Radiosity

 Diffuse illumination
results from the
absorption and reflection
of diffuse light from
many objects in the
scene
 Radiosity uses thermal
models of emission and
reflection of radiation to Radiosity is very good at
accurately calculate rendering architectural
interiors
diffuse lighting

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Texture Mapping

 For realism, photographic textures are


“mapped” onto the surfaces of objects
 Example textures: texture
mapping
 woodgrain
 concrete
 grass reflections

 marble shadows

 Texture mapping is very computationally


intensive

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Example of Shading

Wireframe Flat Shaded

Smooth Shaded Shadows

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Course Source :

 Instructor: Pradondet Nilagupta


 E-mail: pom@ku.ac.th
 Phone: 9428555 ext. 1415 (office)
 Office hours: after class; 1-2pm Monday or by
appointment

 Web Page
 Course Homepage:
http://www.cpe.ku.ac.th/~pom/courses/204481/
204481.html
 Course Syllabus:
http://www.cpe.ku.ac.th/~pom/courses/204481/
syllabus.html

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Pertanyaan untuk Mahasiswa (2)
Masing-masing mahasiswa harus menjawab / memberi komentar terhadap minimal 1
pertanyaan di bawah ini di kolom komentar :
1. Dari 3 bidang riset tentang CG di slide No.2 & 3 diatas, mana yang paling anda
minati ? Jelaskan alasan anda dg singkat & apa judul topic riset usulan anda ?
2. Jelaskan mengenai Nurbs ? dalam Bahasa Indonesia
3. Jelaskan persamaan & perbedaan proses pembuatan film Superman vs Avatar ?
4. Jelaskan mengenai Fraktal ? dalam Bahasa Indonesia
5. Jelaskan cara menghitung ukuran file gambar/grafik digital warna dlm format bmp?
6. Jelaskan 4 nama-nama standard terbaru untuk CG ? Sebutkan tahun dibuatnya ?
7. Layar monitor komputer anda adalah perangkat 2 dimensi, bagaimana teknik-
teknik agar sebuah gambar/grafik terlihat sebagai 3 Dimensi ?
8. Jelaskan mengenai persamaan dan perbedaan antara RGB & HSV ?
Kesemua 8 pertanyaan ini harus dibahas oleh semua anggota kelas, maka 7 mahasiswa terakhir
yang akan jawaban pertanyaan harus menjawab topik-topik yang belum pernah terbahas ??
Setelah itu yang lain boleh beri komentar / koreksian atas jawaban temannya ? Nilai keaktifan !!

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