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INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 www.ccom.unh.edu/vislab
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INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Dec 27, 2015

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Page 1: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

INTRO TO COMPUTER GRAPHICS

TEXT EDWARD ANGEL: EDITION 5

CS770/870

www.ccom.unh.edu/vislab

Page 2: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Metacognition

Learning by doingNotesDiscussionAssignmentsTestsSleep and distributed learning (in time)

Page 3: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Read Chapters 1, 2 and 8

What is Graphics for?

VisualizationDesignAnimation UIs

Page 4: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Data visualization (visLab)

Page 5: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Show TrackPlot

You will learn everything needed to do something like this.

Page 7: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Animation

Page 9: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

User Interfaces

Page 10: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Course organization

www.ccom.unh.edu/vislab/GraphicsCourse

Page 11: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Pinhole camera andPerspective geometry

3D (world) -> 2D screen

Derive it.Write equations to show how something appears on a screen

X,Y,Z (coordinate system)

x,y,z (world coords of a point)xp, yp, zp(screen coords of a point)d: distance from origin to screen

Page 12: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Other aspects of the pinhole camera

Camera Field of view Theta = arctan(w/2d) – derive it.

Depth of focus (not with a pinhole)

Projective geometry – all the rest is translations, rotations and scales.

Page 13: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

The human eye

Three colors (Because of cones)

Page 14: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Graphics Pipeline

RasterizationInterpolationTextureColor blending

GeometryRotationsTranslationsScales

Clipping

Page 15: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Assignment 1

Simple video game

Paddle

Page 16: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

OpenGL and glut

OpenGl based on sgi gl. A widely used standard

Alternative is direct XBased on the pipleline architectureGiving way to “shaders” GPU programs

Low level mostly pixel based Very fast e.g. 128 processors we will not cover these methods because too low level

Page 17: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Glut

Graphics library utility toolkit.Provides windows, simple menus. (and

removes the need for a lot of ugly code)

Page 18: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

GlutCB Mouse

GlutCB Keyboard

GlutCB Menus

Main

Setup callbacks GlutHand control to OS

OS

Page 19: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

The opengl pipeline (again)

Graphics App

Transform

Translate

Rotatescale

Project

ClipRasteriz

e

What? -- mostly polygons

Page 20: INTRO TO COMPUTER GRAPHICS TEXT EDWARD ANGEL: EDITION 5 CS770/870 .

Graphics Primitives

glBegin( <feature type> ); GL_LINES, GL_TRIANGLES, GL_POINTS

glColor();glVertex( a list of vertices );glEnd();

Note there are also pixel-based operations that Bypass the frame buffer.