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Computer Graphics 1 Introduction

Eri Prasetyo http://staffsite.gunadarma.ac.id/eri

Sources : -CS4 ( i!!ary "erm# Computer Graphics -Computer Graphics using open G$% &S i!!. 'r - CSC" (1)1 * Computer +nimation - Intriducton Computer Graphics% +ndreas ,an -am

.hat IS Computer Graphics/


"he

process of creating digita! images.

Computer Graphics

CONCEPT

MODEL

IMAGE

The core technological issues in computer generated imagery.

0ode!!ing

CONCEPT

MODEL

IMAGE

MODELS (in computer graphics): A Digital, Descriptive or Mathematical representation of a scene or object that can be store (efficientl!) in computer memor!"

0ode!ing

Walt Disney and TSL

0ode!!ing Issues
1 Con,ersion for -igita! Storage * 2ni3ueness * Efficiency * Correctness * &ide!ity/4eso!ution/

Consider fina! use of mode! and ho5 it is to 6e rendered

4endering

CONCEPT

MODEL

IMAGE

#he ren ere $MA%E is a visual representation of the mo el on igital output me ia"

4endering

A single mo el might be represente in man! ifferent &a!s"

Photorea! 4endering
1 Photoreal rendering refers to rendering a (- scene in a rea!istic 5ay 1 0odern photorea! rendering a!gorithms are essentia!!y a physica!!y 6ased simu!ation of !ight propagation and scattering throughout a (- en,ironment 1 In a sense% this means that there is a 7correct8 image that shou!d 6e generated% gi,en an input data set. "his a!!o5s the su69ect of photorea! rendering to ha,e a strong theoretica! 6asis (name!y% the science of optics# 1 0ost modern photorea! rendering a!gorithms are 6ased on the c!assic ray tracing a!gorithm% that traces the path of indi,idua! !ight rays starting from the eye and 5or:ing 6ac:5ards to the !ight sources

Phororea! 4endering

;on-Photorea! 4endering
1 Non-photoreal rendering (;P4# refers to rendering images in other 5ays< 1 Sometimes% this is done to achie,e aesthetic goa!s such as artificia! 5ater co!ors% penci! s:etches% paint 6rushstro:es< 1 =ther times% the goa! is to ma>imi?e the communication of ,isua! information% as in scientific and medica! ,isua!i?ation

;P4

(- Issues
1 (- information on a @- disp!ay
* Pro9ection * Aie5ing * -epth-perception * idden Surface 4emo,a! * I!!uminationB

(- 0ode!s
1 + 6asic (- mode! might consist of a simp!e array of triang!es 1 Each triang!e stores ( ,ertices 1 Each ,erte> contains an >y? position% and possi6!y some other information (co!or% norma!<#

(- 0ode!s
c!ass Aector( C
f!oat >%y%?D

ED c!ass Aerte> C
Aector( PositionD

ED c!ass "riang!e C
Aerte> AertF(GD

ED c!ass 0ode! C
int ;um"risD "riang!e H"riD

ED

Iasic Issues
1 @- Issues
* * * * $ine -ra5ing C!ipping Po!ygon &i!!ing Cur,es

1 4asteri?ationB 1 -iscreti?ation.

Image Processing
1 Some computer graphics operations in,o!,e manipu!ating @- images (6itmaps# 1 Image processing app!ies direct!y to the pi>e! grid and inc!udes operations such as co!or correction% sca!ing% 6!urring% sharpening% etc. 1 Common e>amp!e inc!ude digita! photo processing and digita! 7painting8 programs (+do6e Photoshop<#

Image Processing

CONCEPT

MODEL

IMAGE

Operations on $mages

Image Processing

+nimation
1 +n animation is 9ust a se3uence of indi,idua! images 1 Iasica!!y% the su69ect of computer animation focuses on ho5 things change o,er time. 2sua!!y% this refers to motion% 6ut can a!so refer to other properties changing o,er time. 1 Physica! simu!ation is a ,ery po5erfu! too! in computer animation and can 6e used to generate 6e!ie,a6!e animations of rigid o69ects% deforma6!e o69ects% gasses% !i3uids% fracture% partic!e effects% and e,en e>p!osions and fire 1 Computer animation a!so inc!udes a !arge num6er of techni3ues specifica!!y de,e!oped to manipu!ate ,irtua! characters

+nimation

CONCEPT

MODEL

IMAGE

'emo el an 'e(ren er

Character +nimation

Image (noun#
1. a physica! !i:eness or representation of a person% anima!% or thing% photographed% painted% scu!ptured% or other5ise made ,isi6!e. @. an optica! counterpart or appearance of an o69ect% as is produced 6y ref!ection from a mirror% refraction 6y a !ens% or the passage of !uminous rays through a sma!! aperture and their reception on a surface. (. a menta! representationD ideaD conception. 4. Psycho!ogy. a menta! representation of something pre,ious!y percei,ed% in the a6sence of the origina! stimu!us. J. formD appearanceD sem6!ance: .e are a!! created in GodKs image. ). counterpartD copy: "hat chi!d is the image of his mother. L. a sym6o!D em6!em. ... 14.+rchaic. an i!!usion or apparition.

-igita! Images
1 +n image is a ,isua! output of data stored in terms of a numeric% recorda6!e e!ements. 1 0ost digita! images 5e use today are output in terms of a regu!ar grid of pi>e!s% referred to as a raster. 1 Intermediate!y the image can 6e stored in the form of !ines% cur,es and fi!!ed areas% referred to as ,ector primiti,es. 1 +!! of these are e,entua!!y represented in a numerica! 5ay.

4e!ated +reas
Modelling

Concepts
Rendering

Data / Models

Image Processing

Images

Computer Vision

Image Acquisition

Real World

"raditiona! Graphics Pipe!ine


1 In the traditional graphics pipeline% each primiti,e is processed through the fo!!o5ing steps:
* "ransformation * $ighting * C!ipping * Scan con,ersion * Pi>e! processing

"ransformation
1 "he transformation process refers to the !inear transformation from (- space to a @- ,ie5ing space 1 2!timate!y% each ,erte> position must 6e transformed from it8s defining object space to the device coordinates (pi>e! space# 1 "his often in,o!,es a com6ination of rotations% trans!ations% sca!es% and perspecti,e transformations

$ighting
1 $ighting operations are app!ied to each ,erte> to compute its co!or 1 In more ad,anced rendering% !ighting operations are computed per pi>e!% rather than per ,erte> 1 + ,ariety of !ight types can 6e defined such as point !ights% directiona! !ights% spot !ights% etc. 1 0ore ad,anced !ighting operations can account for shado5s% ref!ections% trans!ucency% and a 5ide ,ariety of optica! effects

C!ipping
1 Some triang!es 5i!! 6e comp!ete!y ,isi6!e on the screen% 5hi!e others may 6e comp!ete!y out of ,ie5 1 Some may intersect the side of the screen and re3uire specia! hand!ing 1 "he camera8s ,ie5a6!e space forms a ,o!ume ca!!ed the view volume. "riang!es that intersect the 6oundary of the ,ie5 ,o!ume must 6e clipped. 1 "he re!ated process of culling refers to the determination of 5hich primiti,es are comp!ete!y in,isi6!e 1 "he output of the c!ipping/cu!!ing process is a set of ,isi6!e triang!es that !ie 5ithin the dimensions of the disp!ay de,ice

Scan Con,ersion
1 "he scan conversion (or rasterization# process ta:es @- triang!es as input and outputs the e>act pi>e!s co,ered 6y the triang!e 1 Per-,erte> data% such as co!or% is interpolated across the triang!e% so each pi>e! may ha,e a uni3ue co!or

Pi>e! Processing
1 "he output of the scan con,ersion process is a 6unch of indi,idua! >y pi>e!s% p!us additiona! data per pi>e! such as interpo!ated depth (?#% co!or% or other information 1 "he pi>e! processing stage inc!udes the operations that ta:e p!ace per pi>e! to compute the fina! co!or that gets rendered into the framebuffer 1 2sua!!y% the zbuffer techni3ue is used to ma:e sure that a pi>e! is rendered on!y if it is not 6!oc:ed 6y an e>isting surface 1 =ther processing% such as te>turing and transparency operations happen per pi>e! 1 In some systems% the entire !ighting process is computed per pi>e!% instead of per ,erte>

Scene 4endering
1 .ith the traditiona! ?6uffered graphics pipe!ine% triang!es can 6e rendered in any order 5ithout affecting the fina! image 1 =ften% comp!e> effects such as transparency% actua!!y do depend on the rendering order% and so may re3uire additiona! care 1 Sti!!% it ma:es a nice 6asic approach% and it8s the approach ta:en 6y =penG$ and 6ui!t into many modern hard5are graphics 6oards

+pp!ication +reas

Graphica! 2ser Interfaces (G2I#

Photorealistic Fantasy

Photorea!istic (Airtua!# 4ea!ity

Image Synthesis

+ugmenting 4ea!ity

Computer +nimation

+iding "raditiona! +nimation

+6stract Imagery

+6stract +nimation

+n9yu M Nasuo =h6a.

+nimation Contro!

Pipe dreams M +nimusic

Simu!ating

uman Sty!es

I!!ustrati,e ,isua!isation a.:.a. ;on-photorea!istic Computer Graphics

M Isen6erg et a!

Simu!ating +rt

M Sa!is6ury et a! F1OOLG

Cu!tura!

eritage

Scientific Aisua!i?ation and +na!ysis

Scientific Aisua!isation

Physics Simu!ation

0edicine and Airtua! Surgery

$ighting and $ayout -esign

M Chang Pyung Seo:

+rchitectura! -esign and Simu!ation

M ;II' +rchitects

M ;II' +rchitects

M ;II' +rchitects

Commercia! -esign

Image +6straction

M +nthony Sante!!a and -oug -eCar!o% @QQ4

+d,anced Interfaces

"he CG Spectrum
1 -ata: Images and ,ideo 1 Passi,e +udience (,ie5ers#

Interacti,e app!ications: e.g. Games% Simu!ators% A4% .a!:throughs "oo!s: Aideo R image editing% (- mode!!ing app!ications Scripts% code% 6its and 6ytes% mathematica! e3uations Circuits

Interacti,e +udience (users#

+uthors

Programmers

ard5are engineers

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