copyright © 2012 pearson education, inc. chapter 10: computer graphics computer science: an...
TRANSCRIPT
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Copyright © 2012 Pearson Education, Inc.
Chapter 10:Computer Graphics
Computer Science: An OverviewEleventh Edition
by J. Glenn Brookshear
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Chapter 10: Computer Graphics
• 10.1 The Scope of Computer Graphics
• 10.2 Overview of 3D Graphics
• 10.3 Modeling
• 10.4 Rendering
• 10.5 Dealing with Global Lighting
• 10.6 Animation
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2D Versus 3D Graphics
• 2D Graphics: Deals with manipulating two-dimensional images
• 3D Graphics: Deals with producing and displaying images of three-dimensional virtual scenes.
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Figure 10.1 A “photograph” of a virtual world produced using 3D graphics (from Toy Story by Walt Disney Pictures/Pixar Animation Studios) © Corbis/Sygma
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Figure 10.2 The 3D graphics paradigm
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Modeling Objects
• Shape: Represented by a polygonal mesh obtained from– Traditional mathematical equations– Berzier curves and surfaces– Procedural models– Other methods being researched
• Surface: Can be represented by a texture map
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Figure 10.3 A polygonal mesh for a sphere
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Figure 10.4 A Bezier curve
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Figure 10.5 Growing a polygonal mesh for a mountain range
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Figure 10.6 A scene from Shrek 2 by Dreamworks SKG (© Dreamworks/The Kobal Collection)
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Reflection Versus Refraction
• Reflection: Light rays bounce off surface.– Specular light– Diffuse light– Ambient light
• Refraction: Light rays penetrate surface.
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Figure 10.7 Reflected light
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Figure 10.8 Specular versus diffuse light
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Figure 10.9 Refracted light
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Rendering
• Clipping: Restricts attention to objects within view volume
• Scan Conversion: Associates pixel positions with points in scene
• Shading: Determines appearance of points associated with pixels
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Figure 10.10 Identifying the region of the scene that lies inside the view volume
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Figure 10.11 The scan conversion of a triangular patch
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Shading Techniques
• Flat Shading: Creates faceted appearance
• Gouraud and Phong Shading: Creates smooth, rounded appearance
• Bump Mapping: Creates bumpy, rounded
appearance
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Figure 10.12 A sphere as it might appear when rendered by flat shading
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Figure 10.13 A conceptual view of a polygonal mesh with normal vectors at its vertices
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Figure 10.14 A sphere as it might appear when rendered using bump mapping
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Rendering Pipeline
• Consists of traditional algorithms for
clipping, scan conversion, and shading
• Often implemented in firmware
• Used as an abstract tool in graphics
applications
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Local Versus Global Lighting
• Local Lighting Model: Does not account for light interactions among objects
• Global Lighting Model: Accounts for light interactions among objects– Ray Tracing– Radiosity
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Figure 10.15 Ray tracing
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Animation
• Storyboard: A sequence of sketches summarizing the entire animation
• Frame: One of many images used to create animation
• Key Frames: Frames capturing the scene at specified points in time
• In-betweening: Producing frames to fill the gaps between key frames
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Simulating Motion
• Dynamics: Applies laws of physics to determine position of objects
• Kinematics: Applies characteristics of joints and appendages to determine position of objects– Avars– Motion Capture