room allocations: mlt1: a - j plt1: k - r eng1401: s – z ......4/2/2004 compsci 111 s1c - lecture...
TRANSCRIPT
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4/2/2004 COMPSCI 111 S1c - Lecture 14 1
The Test, be there or fail…The Test, be there or fail…
Test is on 6th April and begins at 6:30pm.
Room allocations:MLT1: A - JPLT1: K - REng1401: S – Z
Get there by 6:20pm!
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4/2/2004 COMPSCI 111 S1c - Lecture 14 2
Friday’s lecture is a revision lecture for the test…
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4/2/2004 COMPSCI 111 S1c - Lecture 14 3
There is no lab next week
You still need to hand in this week’s lab as per usual
No excuses
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4/2/2004 COMPSCI 111 S1c - Lecture 14 4
Bitmap and Vector Graphics
Drawing and Painting Applications
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4/2/2004 COMPSCI 111 S1c - Lecture 14 5
Bitmap GraphicsBitmap Graphics
Storing pictures digitally• Sample the image (divide into dots)• Image resolution (number of dots)• The visual size of the image is not related to resolution:
200 x 250 40 x 50 20 x 25
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4/2/2004 COMPSCI 111 S1c - Lecture 14 6
Black and White picturesBlack and White pictures
Digital Pictures consist of small dots• Each dot is called a picture element (pixel)
Storing information• Black and White are only two states• Use bits to represent pixels (0 = OFF, 1 = ON)• One to one mapping, so known as Bitmap
1 1 1 1
1 0 0 1 11111001100111111 1
1 1 1
0 0
1
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4/2/2004 COMPSCI 111 S1c - Lecture 14 7
Black and White PicturesBlack and White Pictures
Halftone screening• patterns of black and white appear gray
Halftone screeningClosest Color
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4/2/2004 COMPSCI 111 S1c - Lecture 14 8
Colour BitmapsColour Bitmaps
Colours• Use more than 1 bit per pixel• Imagine each bit on own plane• Number of planes = depth of colour in image• Combine the bit planes to form binary number• Map the binary number to a colour
0 0 1 10 0 0 11 0 1 11 1 1 0
0 1 1 10 0 0 10 1 0 00 1 1 1
1 0 1 10 1 0 11 1 1 11 0 1 0
1 0 1 11 0 0 11 0 0 10 1 1 1
Image composed of 4 bitplanes
1100 0010 1111 11111010 0101 0010 11111000 0111 0000 11010110 1111 1110 1010
Each pixel uses 4 bits
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4/2/2004 COMPSCI 111 S1c - Lecture 14 9
How much memory is required?How much memory is required?
One binary number used for each pixel• 1 bit 2 colours• 2 bits 4 colours• 4 bits 16 colour• 8 bits 256 colours• 16 bits 65536 colours• 24 bits 16,777,216 colours
How many bits are required for a 16 colour image 100 pixels wide x 8 pixels high?• 100x8x4 = 3200 bits = 400 bytes
An image using 24 bit colour, 1024 wide x 1024 high?• 3 MB
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4/2/2004 COMPSCI 111 S1c - Lecture 14 10
Displaying ImagesDisplaying Images
Image Size• Pixels are used to represent the image• Size of each pixel depends on physical device
– Screen 72 dots per inch (dpi)– Laser Printer 300, 600 or even 1200 dpi
Printer Screen
1 1 1 11 1 1 01 1 0 01 0 0 0
Bitmap
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4/2/2004 COMPSCI 111 S1c - Lecture 14 11
Printing BitmapsPrinting Bitmaps
Printer and Screen use different sized dots• We want the image to be the same physical size (WYSIWYG)• Scale the bitmap
From low to high resolution
From high to low resolution
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4/2/2004 COMPSCI 111 S1c - Lecture 14 12
Compressing ImagesCompressing Images
ETDD: 522 - 526
Simply reducing number of colours
Image is 200 pixels wide, 200 pixels high= 40,000 pixels
31,942 colours75 KB
256 colours40 KB
16 colours20 KB
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4/2/2004 COMPSCI 111 S1c - Lecture 14 13
Compression AlgorithmsCompression Algorithms
Graphics Interchange Format (GIF)• Lossless method• 256 colours• Records repetition in image• Good for graphics, poor for photos
Image Size: 200x100Original (256 colours): 20KBGIF (256 colours): 3KB
Image Size: 200x200Original (256 colours): 40KBGIF (256 colours): 32KB
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4/2/2004 COMPSCI 111 S1c - Lecture 14 14
Compression Algorithms - JPEGCompression Algorithms - JPEG
Joint Photographic Experts Group (JPEG)• Lossy method• 16 Million colours (24 bit)• Averages nearby colours• Different degrees of compression• Good for photos, poor for graphics
Image Size: 200x200Original: 120KBJPEG (50%): 6KB
Image Size: 200x200Original: 120KBJPEG (99%): 2KB
Image Size: 200x100Original: 60KBJPEG (50%): 5KB
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4/2/2004 COMPSCI 111 S1c - Lecture 14 15
Vector GraphicsVector Graphics
Object-oriented graphics• Objects created independently • Defined by mathematical formulae
Example• Object Type: Square• Height: 100• Width: 100• Position_X: 354• Position_Y: 289• Outline Width: 4 pt• Fill Colour: Light Blue
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4/2/2004 COMPSCI 111 S1c - Lecture 14 16
Drawing ToolsDrawing Tools
Make sure that the tools are displayed• View Toolbars (Drawing)
Using a Grid• Invisible/ Visible• Helps align objects
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4/2/2004 COMPSCI 111 S1c - Lecture 14 17
PalettesPalettes
Palettes• Used to change the way objects are drawn
Fill Palette• Colour inside the object
Line (Pen) Palette• Outline of object
Text Palette• Colour of text
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4/2/2004 COMPSCI 111 S1c - Lecture 14 18
Working with ObjectsWorking with Objects
Selecting Objects• Click to select• Handles appear on selected objects
Selecting Multiple Objects• Hold SHIFT key down while clicking• Drag a selection rectangle
Grouping Objects• Keeps objects together• Change all objects at once• Select objects then choose Group
Not Selected Selected
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4/2/2004 COMPSCI 111 S1c - Lecture 14 19
Working with ObjectsWorking with Objects
Layers• Each objects exists in own layer• Arrange order of objects• Select object, and Send Backward
Text Boxes/ Text Frame• Used to create “floating text”• Click inside box to alter text• Click on outline to alter box
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4/2/2004 COMPSCI 111 S1c - Lecture 14 20
PropertiesProperties
Double-click on object
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4/2/2004 COMPSCI 111 S1c - Lecture 14 21
Editing and Creating Bitmaps
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4/2/2004 COMPSCI 111 S1c - Lecture 14 22
Image ProcessingImage Processing
Manipulation of an existing image
Bitmap Images• Changes pixels in some way
Uses• Colouring satellite images• Correcting photographs• Computer Vision• Matching Faces / Fingerprints
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4/2/2004 COMPSCI 111 S1c - Lecture 14 23
Global FilteringGlobal Filtering
Brightness
Hue-Shifting Solarize
Contrast Posterize
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4/2/2004 COMPSCI 111 S1c - Lecture 14 24
Local FilteringLocal Filtering
Edge DetectionNoise
OriginalBlur Sharpen
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4/2/2004 COMPSCI 111 S1c - Lecture 14 25
Other ModificationsOther Modifications
Applying a mask• Selecting a portion of the
image
Painting• Airbrushing
Cloning• Copying part of the image
Digital Warping / Morphing• Warping the image
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4/2/2004 COMPSCI 111 S1c - Lecture 14 26
CloningCloning
Copying piece of the original image
Cloned part of this image
to form this image
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4/2/2004 COMPSCI 111 S1c - Lecture 14 27
KeithKeith
Is anything wrong with this picture?
Has anything been altered?
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4/2/2004 COMPSCI 111 S1c - Lecture 14 28
Keith's familyKeith's family
What about this picture?
Does anything look unusual?
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4/2/2004 COMPSCI 111 S1c - Lecture 14 29
The original photoThe original photo
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4/2/2004 COMPSCI 111 S1c - Lecture 14 30
Keith and his friendsKeith and his friends
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4/2/2004 COMPSCI 111 S1c - Lecture 14 31
Warping an ImageWarping an Image
Use a mathematical formula to transform the pixels
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4/2/2004 COMPSCI 111 S1c - Lecture 14 32
Other EffectsOther Effects
.
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4/2/2004 COMPSCI 111 S1c - Lecture 14 33
Creating Three-Dimensional GraphicsCreating Three-Dimensional Graphics
Uses a model of the object.• Similar to Vector Graphics• Based on objects described mathematically• More accurate models -> more realistic images
2 Dimensional ObjectsCircle
Radius 100Center 20, 45
AppearanceLine Thickness 3Fill Pattern PlainColour Blue
3 Dimensional ObjectsSphere
Radius 100Center 20, 45, 30
AppearanceSurface TextureSurface PigmentSurface Finish
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4/2/2004 COMPSCI 111 S1c - Lecture 14 34
Modelling and SimulationModelling and Simulation
Representing objects in three dimensions• Must model properties of light (diffusion, refraction etc.)• Dust, Fog, etc.• Model surface properties of objects
Animation can be automated • Provide laws describing interaction between objects• Realistic animation requires physical laws (gravity, solidity etc.)
Simulation• Requires and internal model, and physical laws• Graphics and Simulation often work hand-in-hand
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4/2/2004 COMPSCI 111 S1c - Lecture 14 35
Image RenderingImage Rendering
Drawing an image from an internal model
Scene Description• Only use simple shapes (eg; Sphere, Cylinder, Box)• Complex objects built from simple ones• Each object has properties (eg; colour, texture)
To view the scene• Specify camera position and orientation• Give light sources
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4/2/2004 COMPSCI 111 S1c - Lecture 14 36
Methods of Modelling and RenderingMethods of Modelling and Rendering
Modelling• Wire-Frame• Solid Object• Polygon-Surface
Shading• Lambert shading (flat shading)• Gouraud shading• Phong shading
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4/2/2004 COMPSCI 111 S1c - Lecture 14 37
Developing a SceneDeveloping a Scene
Orthographic projections•Top View (Plan)•Front View•Side View
Polygon Mesh used to represent objects. Note that spheres and other curved objects are represented with few points
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4/2/2004 COMPSCI 111 S1c - Lecture 14 38
Wireframe drawing with perspectiveWireframe drawing with perspective
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4/2/2004 COMPSCI 111 S1c - Lecture 14 39
Determining visible linesDetermining visible lines
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4/2/2004 COMPSCI 111 S1c - Lecture 14 40
Flat Polygon ShadingFlat Polygon Shading
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4/2/2004 COMPSCI 111 S1c - Lecture 14 41
Gouraud ShadingGouraud Shading
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4/2/2004 COMPSCI 111 S1c - Lecture 14 42
Phong ShadingPhong Shading
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4/2/2004 COMPSCI 111 S1c - Lecture 14 43
Curved SurfacesCurved Surfaces
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4/2/2004 COMPSCI 111 S1c - Lecture 14 44
Multiple light sourcesMultiple light sources
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4/2/2004 COMPSCI 111 S1c - Lecture 14 45
Texture MappingTexture Mapping
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4/2/2004 COMPSCI 111 S1c - Lecture 14 46
ShadowsShadows
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4/2/2004 COMPSCI 111 S1c - Lecture 14 47
Reflection Reflection
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4/2/2004 COMPSCI 111 S1c - Lecture 14 48
DifficultiesDifficulties
Modelling objects• Irregularity• Texture
Modelling image• Lighting effects• Focus• Simulating effects of human eye/ brain
Mathematical models often simplified• Movement is too regular• Objects are too regular/ smooth• Objects are too clean/ crisp
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4/2/2004 COMPSCI 111 S1c - Lecture 14 49
Altering the NormalAltering the Normal
Introducing some irregularity into smooth objects• Bump mapping
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4/2/2004 COMPSCI 111 S1c - Lecture 14 50
CoordinatesCoordinates
. Two dimensional+y
-y
+x-x
+y
-y
+x-x
-z
+zThree dimensional
Right handed
+y
-y
+x-x
+z
-z
Left handed
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4/2/2004 COMPSCI 111 S1c - Lecture 14 51
Ray TracingRay Tracing
Create 3d model of objects in computer• Position light source, object and camera (eye)• Place a viewing plane (window) in the scene
Draw the image that the camera sees through the window.• Viewing plane maps 1-to-1 onto bitmap image• For each pixel, work out what colour it should be
Trace a ray from the camera through each pixel• If it misses the object, then the pixel is black• If it hits the object, then work out the colour based upon
– surface of object– angle between camera and light source
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4/2/2004 COMPSCI 111 S1c - Lecture 14 52
Ray TracingRay Tracing
.