cse40166 (notre dame) computer graphics lecture 1 john h stewman 205c cushing 1-4528 [email protected]

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CSE40166 (Notre Dame) Computer Graphics Lecture 1 John H Stewman 205C Cushing 1-4528 [email protected]

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CSE40166 (Notre Dame)Computer Graphics

Lecture 1

John H Stewman

205C Cushing

1-4528

[email protected]

Introduction

Who John H Stewman, PhD (instructor) Jim Thomas (TA)

Where Here and now

Syllabus Class Web site Lecture Schedule Assignment #1

Computer Graphics

Computer Graphics deals with all aspects of the production of pictures (images) using a computer

Hardware Software Applications

4Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Example

Where did this image come from?

What hardware/software did we need to produce it?

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Preliminary Answer

Application: The object is an artist’s rendition of the sun for an animation to be shown in a domed environment (planetarium)

Software: Maya for modeling and rendering but Maya is built on top of OpenGL

Hardware: PC with graphics card for modeling and rendering

Some Application Categories

Information Display Floor plans, maps, data plots, CT/MRI/PET

Design CAD/CAM, VLSI layout

Simulation Pilot training, movie animation, virtual reality

User Interfaces Windows Desktop

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Basic Graphics System

Input devices

Output device

Image formed in FB

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Computer Graphics: 1950-1960

Computer graphics goes back to the earliest days of computing

Strip chartsPen plottersSimple displays using A/D converters to go from

computer to calligraphic CRTCost of refresh for CRT too high

Computers slow, expensive, unreliable

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Computer Graphics: 1960-1970

Wireframe graphicsDraw only lines

SketchpadDisplay ProcessorsStorage tube

wireframe representationof sun object

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Sketchpad

Ivan Sutherland’s PhD thesis at MITRecognized the potential of man-machine

interaction Loop

Display somethingUser moves light penComputer generates new display

Sutherland also created many of the now common algorithms for computer graphics

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Display Processor

Rather than have the host computer try to refresh display use a special purpose computer called a display processor (DPU)

Graphics stored in display list (display file) on display processor

Host compiles display list and sends to DPU

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Computer Graphics: 1970-1980

Raster GraphicsBeginning of graphics standards

GKS: European effortGraphical Kernel SystemBecomes ISO 2D standard

Core: North American effort 3D but fails to become ISO standard

Workstations and PCs

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Raster Graphics

Image produced as an array (the raster) of picture elements (pixels) in the frame buffer

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Raster Graphics

Allows us to go from lines and wire frame images to filled polygons

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PCs and Workstations

Although we no longer make the distinction between workstations and PCs, historically they evolved from different roots

Early workstations characterized byNetworked connection: client-server modelHigh-level of interactivity

Early PCs included frame buffer as part of user memory

Easy to change contents and create images

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Computer Graphics: 1980-1990

Realism comes to computer graphics

smooth shading environment mapping

bump mapping

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Computer Graphics: 1980-1990

Special purpose hardwareSilicon Graphics geometry engine

VLSI implementation of graphics pipeline

Industry-based standardsPHIGSRenderMan

Networked graphics: X Window SystemHuman-Computer Interface (HCI)

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Computer Graphics: 1990-2000

OpenGL APICompletely computer-generated feature-length movies (Toy Story) are successful

New hardware capabilitiesTexture mappingBlendingAccumulation, stencil buffers

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Computer Graphics: 2000-today

PhotorealismGraphics cards for PCs dominate market

Nvidia, ATIGame boxes and game players determine direction of market

Computer graphics routine in movie industry: Maya, Lightwave

Programmable pipelines

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Elements of Image Formation

ObjectsViewerLight source(s)

Attributes that govern how light interacts with the materials in the scene

Note the independence of the objects, the viewer, and the light source(s)

Pixels & Frame Buffers

Raster Array of pixels

Pixel Picture element

Fragment Potential pixel

Frame buffer Memory store of pixel data Depth, Resolution, …

Images

Points Location on an object in reference space

Cartesian Coordinates Perpendicular axes, equal scales

Objects Metric and topological specification

Vertices Carry metric information (the corners of things)

Vertex listings Identify boundaries of faces, objects (the topology)

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Light

Light is the part of the electromagnetic spectrum that causes a reaction in our visual systems

Generally these are wavelengths in the range of about 350-750 nm (nanometers)

Long wavelengths appear as reds and short wavelengths as blues

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Ray Tracing and Geometric Optics

Follow rays of light from a point

source, detecting interactions

with objects, and find which

rays enter the lens of the

camera.

• Rays• Reflections (specular & diffuse)• Refractions & Absorptions

Thanks to …

Many slides in this presentation have been used from Edward Angel’s PowerPoint lectures at UMN.

In some cases slides have been modified to suit this class

Any errors or omissions may be attributed to J H Stewman