lec3b theory in computer graphics.ppt - faculty of …jamalt/sme4513/lec3b theory in computer... ·...
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Lecture 3Lecture 3
Principles of Computer Graphics
Lecture 3 1
Why we learn computer graphics?
Appreciate what we see The knowledge can applied when we want The knowledge can applied when we want to develop specific engineering program that requires computer graphicsq p g pSome of theories computer graphics has engineering applicationsTrend: Engineering Computer Graphic Group under Faculty of ME in UT, Austin
Lecture 3 2
Definition of Computer Graphics
R f t t d i Refers to any computer device or program that makes a computer capable of displaying and capable of displaying and manipulating pictures. (Webopedia)Computer graphics generally means Computer graphics generally means creation, storage and manipulation of models and images models and images
Lecture 3 3
Computer Graphics
i. Interactiveii. Clippingiii. Projectioniv. Hidden line or surface removalv. Surface detail and texturev. Surface detail and texture
Lecture 3 4
i. Interactive Computer Graphics
First interactive graphics system, Sketchpad, by Ivan Sutherland
Note: using CRT monitor, light pen and function-key panel
Lecture 3 5
Interactive Computer Graphics
Touch Screen on PDA
HP I-PaqTM Wii by Nintendo
Virtual Sphere
Lecture 3 6
Desktop
Semi ImmersiveSe e s e
Fully Immersivee.G CAVE
Lecture 3 7
Menu and Icon: Interactive
Microsoft word with all the menu
Lecture 3 8
UI FactC t d i h h d ’tComputer speed increases however human doesn’t.
Human Computer Interface Research Center
•Human Interface Technology Lab (University of Washington)u a te ace ec o ogy ab (U e s ty o as gto )•Group for User Interface Research (UC Berkeley)•Human Computer Interaction Institute (Carnegie Mellon)•Graphics, Visualization, and Usability Center (Georgia Tech)
Lecture 3 9
Cool fact on UI
90/10 rule10% of the features using 90% of the time consumedconsumed
Xerox-First developed mouse-First developed personnel workstationFi t d l d l i lti i d-First developed overlapping multiwindows
1985, famous lawsuit, Apple vs. Microsoft over Windows use of icons, pointers, etc., p ,
Microsoft Windows is considered as a Mac imitation with minimal improvements
Apple lost all claims
Lecture 3 10
Apple lost all claims
Computer Graphics
T t li i i li ti To create realism in visualization. i. Interactive ii. Clippingiii. Projectioniv. Hidden line or surface removalv. Surface detail and texturev. Surface detail and texture
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ii. Clipping
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Clipping con’t
Example: G l th d i i Example: Google earth, rendering is carried out when we view on certain areaarea
Why? Save memory allocation when only viewport is rendered or displayedo y e po t s e de ed o d sp ayed
Problem: display actual shape and display shapep y p
Technique: display the visible part and discard the invisible part
Lecture 3 13
p
Clipping Technique
F t h i C h d S h l dFamous technique: Cohen and Sutherland
Principle: Edges of the screen is extended to form nine regions. The central region will be the entities to be displayed.p y
Polygon: extra line is createdCurves: breaking the curves into segments of straight lines
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2D CLIPPING
Th d ill i th ti f
2D CLIPPING
010100011001
The procedure will examine the vertices of the lines using four bits code
b3 b2 b1 b0
0100
DC
If TRUE bits = 1
b3 = ( x < xmin) vertex to the left of ADDisplay0000
01001000
A B
b2 = ( x > xmax) vertex to the right of BC
b1 = (y < ymin) vertex below AB
b0 = (y > ymax) vertex above CD
01100010
1010A B
(y y )
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3D ClippingFront plane Center plane Rear plane
010000010001
011010011001
010010
011000
Front plane
000000000001
001010001001
000010
001000
Center plane
100000100001
101010101001
100010
101000
Rear plane
010000010001 010010
010110010100010101
000000000001 000010
000110000100000101
100000100001 100010
100110100100100101
27 R i27 Regions
6 bit outcode records results of four bounds tests: First bit: outside back plane, behind back planeS d bit t id f t l i f t f f t l Second bit: outside front plane, in front of front plane Third bit: outside top plane, above top planeFourth bit: outside bottom plane, below bottom planeFifth bit: outside right plane, to right of right planeSi th bit t id l ft l t l ft f l ft l
Lecture 3 16
Sixth bit: outside left plane, to left of left plane
Computer Graphics
T t li i i li ti To create realism in visualization. i. Interactive ii. Clippingiii. Projectioniv. Hidden line or surface removalv. Surface detail and texturev. Surface detail and texture
Lecture 3 17
iii. Type of projectionP ll l P j ti P ti P j tiParallel Projection:Used by engineer for measurement
Perspective Projection:Imitates eyes or camera to look more natural
SCREEN
SCREEN
Lecture 3 18
Projection in games
Isometric projection has been used Isometric projection has been used in games since it first used in 1982
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Computer Graphics
T t li i i li ti To create realism in visualization. i. Interactive ii. Clippingiii. Projectioniv. Hidden line or surface removalv. Surface detail and texturev. Surface detail and texture
Lecture 3 20
iv. Hidden line & Surface RemovalBack-Face Removal: faces that are facing camera are visibleBack-Face Removal: faces that are facing camera are visible
invisibleback face
invisibleback face
visible
visible
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iii. Hidden line & Surface Removal-cont
Z d thZ-depthsorting all the faces (polygons) in the
di t th l t scene according to the largest z coordinate value of each.
Lecture 3 22
iii. Hidden line & Surface Removal-cont
Ray Tracing MethodRay Tracing Method
0Ryx0y)f(x,
222 =−+
=Eq of the circle
0Ryx +
)6183()68()13( tttQtdPQ
+=+=+=
Let’s say eye point P = (-3,1) with Vector direction of (0.8, -0.6)
)6.1,8.3()6,8(.)1,3( tttQ −+−=−+−=
Therefore 0960)(
2 =+−
=
ttQf
Then, solve the quadratic equations.Then, solve the quadratic equations.imaginary answer: no intersectionOne answer: tangent to the circle, visible pointTwo answer: two points,
i ibl hidd
Lecture 3 23
one visible, one hidden
Computer Graphics
T t li i i li ti To create realism in visualization. i. Interactive ii. Clippingiii. Projectioniv. Hidden line or surface removalv. Surface detail and texturev. Surface detail and texture
Lecture 3 24
v. Surface detail and texture
Type of lightType of lightPoint light source: provide shine on surfaceAmbient light: a light with uniform g gbrightness
Lecture 3 25
IlluminationSurfaces comprises of small flat Surfaces comprises of small flat faces called polygon, each patch has its own normal and center point. pThe basic principle of illumination is light rays will strike on each patch and the li h ill b b b d fl d
specular
light will be absorbed, reflected or scattered. Realism can be achieved by the combination of spot light and
diffuse
ambientcombination of spot light and ambient light
Lecture 3 26
Shading
Basic principle: each vertex on the polygon has its own color. The color p ygwill be interpolated as they move toward center of the polygon
Flat shading: same color across the polygonGourand shading: lights are computed at its vertices and interpolation across the polygon is carried outinterpolation across the polygon is carried outPhong lighting model: linearly interpolate a normal vector N across the polygon on from the normal on each vertex and it is done for each pixel in the polygon. Then color the pixel accordingly
Lecture 3 27
accordingly.
Texture mappingA texture map is applied (mapped) to polygon 2D A texture map is applied (mapped) to polygon. 2D mapping is similar to process of applying patterned paper to the object. 3D texture mapping is analogous to craving process. g pVisual affect or illusion is used to create realism such sense of depth.
iClone
Lecture 3 28