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C O M P U T E R G R A P H I C S Guoying Zhao 1 / 46 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 46 Computer Graphics Introduction II

C O M P U T E R G R A P H I C S Guoying Zhao 1 / 46 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 46 Computer Graphics Introduction II

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C O M P U T E R G R A P H I C S

Guoying Zhao 1 / 46

C O M P U T E R G R A P H I C S

Guoying Zhao 1 / 46

Computer Graphics

Introduction II

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Image Formation

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Objectives

• Fundamental imaging notions• Physical basis for image formation

– Light– Color– Perception

• Synthetic camera model• Other models

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Image Formation

• In computer graphics, we form images which are generally two dimensional using a process analogous to how images are formed by physical imaging systems– Cameras– Microscopes– Telescopes– Human visual system

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Elements of Image Formation

• Objects• Viewer• Light 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)

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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)

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Ray Tracing and Geometric Optics

One way to form an image is tofollow rays of light from apoint source finding whichrays enter the lens of thecamera. However, each ray of light may have multiple interactions with objectsbefore being absorbed or going to infinity.

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Luminance and Color Images

• Luminance Image– Monochromatic – Values are gray levels: 0-255– Analogous to working with black and

white film or television

• Color Image– Has perceptional attributes of hue,

saturation, and lightness

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Three-Color Theory• Human visual system has two types

of sensors– Rods: monochromatic, night vision– Cones

• Color sensitive• Three types of cones• Only three values (the tristimulus values) are sent to the brain

• Need only match these three values– Need only three primary colors

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Shadow Mask CRT

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Additive and Subtractive Color

• Additive color– Form a color by adding amounts of three

primaries• CRTs, projection systems, positive film

– Primaries are Red (R), Green (G), Blue (B)• Subtractive color

– Form a color by filtering white light with cyan (C), Magenta (M), and Yellow (Y) filters• Light-material interactions• Printing• Negative film

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Pinhole Camera

xp= -x/z/d yp= -y/z/d

Use trigonometry to find projection of point at (x,y,z)

These are equations of simple perspectivePoint(xp , yp , -d) : projection of the point (x,y,z)

zp=-d

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Synthetic Camera Model

center of projection

image plane

projector

p

projection of p

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Advantages

• Separation of objects, viewer, light sources

• Two-dimensional graphics is a special case of three-dimensional graphics

• Leads to simple software API– Specify objects, lights, camera, attributes– Let implementation determine image

• Leads to fast hardware implementation

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Image Formation Models

• Cannot compute color or shade of each object independently– Some objects are blocked from light– Light can reflect from object to object– Some objects might be translucent

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Why not ray tracing?

• Ray tracing seems more physically based so why don’t we use it to design a graphics system?

• Possible and is actually simple for simple objects such as polygons and quadrics with simple point sources

• In principle, can produce global lighting effects such as shadows and multiple reflections but ray tracing is slow and not well-suited for interactive applications

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Models and Architectures

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Objectives

• Learn the basic design of a graphics system

• Introduce pipeline architecture• Examine software components for an

interactive graphics system

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Image Formation Revisited

• Can we mimic the synthetic camera model to design graphics hardware software?

• Application Programmer Interface (API)– Need only specify

• Objects• Materials• Viewer• Lights

• But how is the API implemented?

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Physical Approaches

• Ray tracing: follow rays of light from center of projection until they either are absorbed by objects or go off to infinity– Can handle global effects

• Multiple reflections• Translucent objects

– Slow– Must have whole data baseavailable at all times

• Radiosity: Energy based approach– viewpoint independent – Very slow

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Practical Approach

• Process objects one at a time in the order they are generated by the application– Can consider only local lighting

• Pipeline architecture

• All steps can be implemented in hardware on the graphics card

application program

display

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Vertex Processing

• Much of the work in the pipeline is in converting object representations from one coordinate system to another– Object coordinates– Camera (eye) coordinates– Screen coordinates

• Every change of coordinates is equivalent to a matrix transformation

• Vertex processor also computes vertex colors

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Projection

• Projection is the process that combines the 3D viewer with the 3D objects to produce the 2D image– Perspective projections: all projectors

meet at the center of projection– Parallel projection: projectors are

parallel, center of projection is replaced by a direction of projection

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Perspective Projection

Center of Projection (COP)

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Parallel Projection

Direction of projection (DOP)

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Primitive Assembly

Vertices must be collected into geometric objects before clipping and rasterization can take place– Line segments– Polygons– Curves and surfaces

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Clipping

Just as a real camera cannot “see” the whole world, the virtual camera can only see part of the world or object space– Objects that are not within this volume are

said to be clipped out of the scene

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Rasterization

• If an object is not clipped out, the appropriate pixels in the frame buffer must be assigned colors

• Rasterizer produces a set of fragments for each object

• Fragments are “potential pixels”– Have a location in frame buffer– Color and depth attributes

• Vertex attributes are interpolated over objects by the rasterizer

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Fragment Processing

• Fragments are processed to determine the color of the corresponding pixel in the frame buffer

• Colors can be determined by texture mapping or interpolation of vertex colors

• Fragments may be blocked by other fragments closer to the camera – Hidden-surface removal

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The Programmer’s Interface

• Programmer sees the graphics system through a software interface: the Application Programmer Interface (API)

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API Contents

• Functions that specify what we need to form an image– Objects– Viewer– Light Source(s)– Materials

• Other information– Input from devices such as mouse and

keyboard– Capabilities of system

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Object Specification

• Most APIs support a limited set of primitives including– Points (0D object)– Line segments (1D objects)– Polygons (2D objects)– Some curves and surfaces

•Quadrics•Parametric polynomials

• All are defined through locations in space or vertices

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Example

glBegin(GL_POLYGON)glVertex3f(0.0, 0.0, 0.0);glVertex3f(0.0, 1.0, 0.0);glVertex3f(0.0, 0.0, 1.0);

glEnd( );

type of object

location of vertex

end of object definition

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Camera Specification

• Six degrees of freedom– Position of center of lens– Orientation

• Lens• Film size• Orientation of film plane

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Lights and Materials

• Types of lights– Point sources vs. distributed sources– Spot lights– Near and far sources– Color properties

• Material properties– Absorption: color properties– Scattering

•Diffuse•Specular

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What Kind of Math do We Need?Cartesian Coordinates• Typically modeling space is floating point, screen

space is integer

Often, screen coordinates are measured top to bottom, based on raster scan

(0,0)

x, y Cartesian grid Integer Grid

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Example 3D Primitives

Polyhedron

Sphere

Polyline

Patch

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Graphics Display Hardware• Vector (calligraphic, stroke, random-scan)

– still used in some plotters

• Raster (TV, bitmap, pixmap), used in displays and laser printers

Ideal Drawing Vector Drawing

Raster

Outline primitives Filled primitives

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Random-Scan Display(Vector Displays)

• Like an electronic pen• Mainly represent the geometric

attributes

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Raster-Scan Display

• Resolution– The maximum number of points that can be

displayed without overlap on a CRT is referred to as the resolution

– Number of pixels in the frame buffer

• Frame Buffer– Picture definition is stored in a memory area

called Frame buffer or refresh buffer

• Refresh Rate– The frequency at which a picture is redrawn on

the screen is referred to as the refresh rate

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Frame Buffer• Storing the color of each pixel on

screen• Each cell of frame buffer has the

corresponding pixel on screen

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The Size of Frame Buffer

• Resolution: 1024*768• Pixel color: Three components RGB,

each component is 8 bits• Question: How much storing space does

the frame buffer need? (in Bytes, in MegaByte)

1 Byte = 8 bits.

1024*768*3 Bytes 1KB=1024B; 1MB=1024KB; 1024*768*3/1024/1024=2.25MB

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Refresh Rate

The frequency at which a picture is redrawn on the screen is referred to as the refresh rate

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Raster-Scan Display

• Raster – A rectangular array of points or dots

• Pixel– One dot or picture element of the raster

• Scan Line– A row of pixels

•Scan conversion (rasterization)– Converting of geometric entities to

pixel assignments in the frame buffer

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Raster

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Rasterized Line Segment

Discretization of continues points