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Bina Nusantara

Subjects
Graphics
Year

: T0074 / Computer
: 2012

Lecture 01
Computer Graphics System

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Course Description
This course consists of computer graphics
concept and data manipulation based opengl in
kernel of graphics. It gives students competency
to apply and solve problems by using computer
graphics algorithms or methods. It is related to
some courses that are C++ computer language
and opengl and associated with topics and
related methods discussed in this class include:
Introduction Computer Graphics and opengl,
raster graphics algorithms, Clipping algorithms
and graphics transformation, opengl instruction,
lighting, texturing and 3D Object modeling.
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Course Outline

Computer Graphics System (2 lectures)


Graphics Architectures (2 lectures)
Graphics programming I (2D)

(2 Lectures)

Viewing in Graphics Programming(2 Lectures)


Raster algorithms for 2D
graphics(Clipping/Polygon) (2
lectures)
2D and 3D graphics and geometrical
transformation (4
lectures)

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Course Outline
Viewing in 3D (viewing transformation and projection
transformation (2 lectures)
Interactive CG Programming II (3D) using openGL (2
lectures)
Achromatic and Chromatic (2 lectures)
Illumination (lighting) and shading (2 lectures)
Texture mapping (2 lectures)
3D object modeling : quadric surface and NURBS (2 lectures)
Modeling with Hermite, Bezier, B-Spline.
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composition assessment

Assessment Activity
Assignment
Mid Exam
Final Exam

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Weight
20%
30%
50%

Lecture Outlines
Overview :
what computer graphics is and its differences with
image
processing, and image analysis
Course outline, philosophy, course composition
and assessments
Why study computer graphics and various uses of
computer graphics
Processes in 3D graphic pipeline

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What is Computer Graphics ?

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What is Computer Graphics?


Computer graphics deals with all aspects of
creating images with a computer
Hardware
Software
Applications

Output device
Input devices
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Computer Graphics: 1990-2000


OpenGL API
Completely computer-generated feature-length
movies (Toy Story) are successful
New hardware capabilities
Texture mapping
Blending
Accumulation, stencil buffers

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Computer Graphics: 2000 Photorealism


Graphics cards for PCs dominate market
Nvidia, ATI

Game boxes and game players determine


direction of market
Computer graphics routine in movie industry:
Maya, Lightwave
Programmable pipelines

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Course Philosophy
OUTPU
T
IMAGE
I
N
P
U
T

DESCRIPTION

IMAGE

IMAGE PROCESSING

PATTERN
RECOGNITION

DESCRIPTION

COMPUTER
GRAPHICS

DATA
PROCESSING

Teaches theory and practice using openGL and C/C+


+
Provides solid foundation in academic materials, and
Practical experiences in programming graphics

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Uses of Computer Graphics

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Uses of Computer Graphics

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Uses of Computer Graphics

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Uses of Computer Graphics

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Uses of Computer Graphics

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Nature of Computer Graphics


Many computer graphics applications involve:
Modeling
Choice of representation
Rendering
geometry, visibility
mapping from real world to image space
simulation of interaction of light with objects
reflection, absorption, and transmission
emission, and refraction
diffraction, and interference.
Animation
Interaction
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3D Graphics Pipeline Architectures


INPUT :
Geometrical Model :
Description of all object, surface, light
source geometry and transformations
Lighting Model
Computational description of object and
light properties, interaction
Synthetic Viewpoint (or Camera)
Eye position and frustum (viewing
volume)
Raster Viewport
Pixel grid onto which image plane is
mapped
OUTPUT :

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Colors/Intensities suitable for frame


buffer display (ex. 24 bit RGB value at
each pixel)
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3D Graphics Pipeline Architectures


3D models defined in their own
coordinate
system (object space)
Modeling transforms orient the
models
within a common coordinate frame
(world
space)

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3D Graphics Pipeline Architectures


Vertices lit (shaded) according to
material
properties, surface properties, and
light
sources.
Local lighting model (diffuse,
ambient,
specular, etc)

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3D Graphics Pipeline Architectures


Maps world space to eye space
Viewing positions is transformed to
original
and direction is oriented along some
axis
(usually z-axis)

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3D Graphics Pipeline Architectures


Transform to normalized device
coordinates
(NDC)

Portions of the object


outside the view
volume are removed

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3D Graphics Pipeline Architectures


The objects are projected to the 2D
image
space (screen space)

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3D Graphics Pipeline Architectures


Rasterizes objects into pixels
Interpolate values as we go (color, depth,
etc)

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3D Graphics Pipeline Architectures


Each pixel remembers the closest
object
(depth buffer)
Almost every step in the graphic
pipeline
involves a change in coordinate
system.
Transformations are central to
understanding
3D computer graphics

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Example thro the pipeline


Architectures

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Model

Orthographic View

Perspective View

Depth Cue

Hidden Line Removal

Constant ShadingAmbient

Images courtesy of Picture Inc.

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Graphics Definitions
Point
a location in space, 2D or 3D
sometimes denotes one pixel
Line
straight path connecting two points
infinitesimal width, consistent density
beginning and end on defining points

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Graphics Definitions
Vertex
point in 3D
Edge
line in 3D connecting two vertices
Polygon/Face/Facet
arbitrary shape formed by connected vertices
fundamental unit of 3D computer graphics

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Graphics Definitions
Raster
derived from TV systems for a row of pixels
commonly referred to as a scanline
does influence algorithms reducing memory
requirements, parallelism, etc.
is the derivation of rasterization, scan-line algorithms

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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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Frame Buffer
Define a buffer by its spatial resolution (n x
m) and its depth (or precision) k, the number
of bits/pixel

pixel
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OpenGL Frame Buffer

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OpenGL Buffers(Frame
Buffers)

Color buffers can be displayed


Front
Back
Auxiliary
Overlay
Depth
Accumulation
High resolution buffer
Stencil
Holds masks
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Writing in Buffers
Conceptually, we can consider all of memory as
a large two-dimensional array of pixels
We read and write rectangular block of pixels
Bit block transfer (bitblt) operations
The frame buffer is part of this memory

memory
source

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frame buffer
(destination)

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