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INTRODUCTION - Texas A&M University-Corpus Christi › ~sking › Courses › COSC5327 › Notes › Introduction.pdfObjectives •Historical introduction to computer graphics •Fundamental

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Page 1: INTRODUCTION - Texas A&M University-Corpus Christi › ~sking › Courses › COSC5327 › Notes › Introduction.pdfObjectives •Historical introduction to computer graphics •Fundamental

INTRODUCTION Slides modified from Angel book 6e

Page 2: INTRODUCTION - Texas A&M University-Corpus Christi › ~sking › Courses › COSC5327 › Notes › Introduction.pdfObjectives •Historical introduction to computer graphics •Fundamental

Objectives

• Historical introduction to computer graphics

• Fundamental imaging notions

• Physical basis for image formation

• Light, Color, Perception

• Synthetic camera model

• Other models

• Basic design of a graphics system

• Introduce a graphics pipeline architecture

• Examine software components for interactive graphics

Fall 2012 COSC4328/5327 Computer Graphics 2

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Computer Graphics

• Computer graphics deals with all aspects of creating

images with a computer

• Hardware

• Software

• Applications

Fall 2012 COSC4328/5327 Computer Graphics 3

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Example

• Where did this image come from?

• What hardware/software did we need to produce it?

Fall 2012 COSC4328/5327 Computer Graphics 4

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Preliminary Answer

• Application: The object is an artist’s rendition of the sun

for an animation to be shown in a domed environment

(planetarium)

• Software: Maya for modeling and rendering but Maya is

built on top of OpenGL

• Hardware: PC with graphics card for modeling and

rendering

Fall 2012 COSC4328/5327 Computer Graphics 5

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Basic Graphics System

Input devices Output device

Image formed in frame buffer

Fall 2012 COSC4328/5327 Computer Graphics 6

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CRT

Can be used either as a line-drawing device

(calligraphic) or to display contents of frame buffer

(raster mode)

Fall 2012 COSC4328/5327 Computer Graphics 7

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Computer Graphics: 1950-1960

• Computer graphics goes back to the earliest days of

computing

• Strip charts

• Pen plotters

• Simple displays using A/D converters to go from computer to

calligraphic CRT

• Cost of refresh for CRT too high

• Computers slow, expensive, unreliable

Fall 2012 COSC4328/5327 Computer Graphics 8

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Computer Graphics: 1960-1970

• Wireframe graphics

• Draw only lines

• Sketchpad

• Display Processors

• Storage tube

wireframe representation

of sun object

Fall 2012 COSC4328/5327 Computer Graphics 9

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Sketchpad

• Ivan Sutherland’s PhD thesis at MIT

• Recognized the potential of man-machine interaction

• Loop

• Display something

• User moves light pen

• Computer generates new display

• Sutherland also created many of the now common algorithms for

computer graphics

Fall 2012 COSC4328/5327 Computer Graphics 10

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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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Direct View Storage Tube

• Created by Tektronix

• Did not require constant refresh

• Standard interface to computers

• Allowed for standard software

• Plot3D in Fortran

• Relatively inexpensive

• Opened door to use of computer graphics for CAD community

Fall 2012 COSC4328/5327 Computer Graphics 12

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Computer Graphics: 1970-1980

• Raster Graphics

• Beginning of graphics standards

• IFIPS

• GKS: European effort

• Becomes ISO 2D standard

• Core: North American effort

• 3D but fails to become ISO standard

• Workstations and PCs

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Raster Graphics

• Image produced as an array (the raster) of picture

elements (pixels) in the frame buffer

Fall 2012 COSC4328/5327 Computer Graphics 14

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Raster Graphics

• Allows us to go from lines and wire frame images to filled

polygons

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Vector vs. Raster

• Which draws better pictures?

• Which draws better shaded pictures?

• Which draws better color pictures?

• Which draws better lines?

• Which requires more memory?

• Which has a constant display time?

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PCs and Workstations

• Although we no longer make the distinction between

workstations and PCs, historically they evolved from

different roots

• Early workstations characterized by

• Networked connection: client-server model

• High-level of interactivity

• Early PCs included frame buffer as part of user memory

• Easy to change contents and create images

Fall 2012 COSC4328/5327 Computer Graphics 17

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Computer Graphics 1970-1980

• Pong 1972

• The Black Hole 1979

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Computer Graphics: 1980-1990

Tron 1982

Wrath of Kahn 1982

Last Starfighter 1984

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Computer Graphics: 1980-1990

Realism comes to computer graphics

smooth shading environment

mapping

bump mapping

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Computer Graphics: 1980-1990

• Special purpose hardware

• Silicon Graphics geometry engine

• VLSI implementation of graphics pipeline

• Industry-based standards

• PHIGS

• RenderMan

• Networked graphics: X Window System

• Human-Computer Interface (HCI)

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Computer Graphics: 1990-2000

• Babylon 5 93-98 TV

• Jurrasic Park 1993

• Titanic 1997 (linux rendering)

• The Matrix 1999

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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

Fall 2012 COSC4328/5327 Computer Graphics 24

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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)

• Long wavelengths appear as reds and short wavelengths

as blues

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Ray Tracing and Geometric Optics

One way to form an image is to

follow rays of light from a

point source finding which

rays enter the lens of the

camera. However, each

ray of light may have

multiple interactions with objects

before being absorbed or going to infinity.

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Luminance and Color Images

• Luminance Image

• Monochromatic

• Values are gray levels

• Analogous to working with black and white film or television

• Color Image

• Has perceptional attributes of hue, saturation, and lightness

• Do we have to match every frequency in visible spectrum? No!

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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: S, M, L

• Name after wavelength they respond to

• Only three values (the tristimulus

values) are sent to the brain

• Need only match these three values

• Can get by with three primary colors

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What is This?

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Color Perception

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Light Source

• What does the power spectrum from varying sources look

like?

• Fluorescent – solid

• Tungsten - dash

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Color Perception

• How is a red Cortland apple perceived under fluorescent

lighting?

• This is called the dominant wavelength

• It is the perceived hue

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Color Terms

• Hue • Dominant wavelength (spectral color)

• Brightness/Luminance • Brightness increases until colors “wash out”

• Luminance is total power of the light.

• Purity/Saturation • How close to a spectral “pure” color

• How many wavelengths make up a color

• Percent of luminance in dominant wavelength

• Chromaticity • Combination of hue and purity

• Metamer • Two colors (objects) that appear the same under one set of conditions and

different under another.

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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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CIE

• In 1931, Commission

Internationale de Eclariage

created three primaries

• They are imaginary primaries

• Adding different amounts of them will

produce all visible colors

• These three colors form a 3-

space

• All perceived hues in diagram

• Plus others

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CIE

• Colors on a line emanating from the

origin have the same hue and

saturation, but different luminance

• Boundary colors correspond to

maximum saturation of a spectral

color

• Except on purple line

• Triangle is a gamut for RGB

• All colors that can be matched by RGB

Fall 2012 COSC4328/5327 Computer Graphics 39

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CIE Color Regions

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Other Gamuts matched to CIE

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Color Terms

• Spectral Color • Color of the rainbow

• Non-spectral color • A perceivable color that doesn’t have a wavelength (not part of rainbow)

• Colors on the Purple line.

• What about white?

• Dominant wavelength • Line from W through the color C will intersect the dominant wavelength

• White Spot (W) • Equal parts of all primaries

• Complimentary color • Line from color through W will intersect this

• Gamut • Colors that can be represented by a group of primaries

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CIE – Some Relationships

• W – White spot • Achromatic point

• B • Complimentary to A

• Equal quantities of A & B give white

• Non-spectral

• No dominant wavelength

• C • Dominant wavelength for A

• Mix with White to get A

• Complimentary wavelength for B

• D • Complimentary color to A

• Non-spectral (on purple line)

Fall 2012 COSC4328/5327 Computer Graphics 43

W

A

B

C

D

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CIE – 3D not 2D

• Sometimes a color appears in the gamut but is not

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Shadow Mask CRT

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Liquid Crystal Display

• Liquid Crystal

• Not solid, not liquid

• Can transmit and change polarized light

• Change alignment with a current

• Place liquid crystals between two polarized panels

• Applying charge to crystals will untwist them allowing light to pass

through (or stop)

• Can be backlit or reflective

• http://static.howstuffworks.com/flash/lcd-twisted.swf

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LCD

• Arrange pixels in a grid with row and column oriented

conductive substrates

• A charge on the correct row and column will light up pixel

• Amount of charge controls how much light passes through

• Generally 256 levels

• Alternating Red, Green, and Blue columns allows for color

Fall 2012 COSC4328/5327 Computer Graphics 47

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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 perspective

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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Global vs Local Lighting

• 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

• Ray tracing with GPUs is close to real time

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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 base

available at all times

• Radiosity: Energy based approach • 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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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 bufffer

• 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 (GL 2.X)

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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Example (GL > 3.X - GPU based)

vec3 points[3];

points[0] = vec3(0.0, 0.0, 0.0);

points[1] = vec3(0.0, 1.0, 0.0);

points[2] = vec3(0.0, 0.0, 1.0);

• Put geometric data in an array

• Send array to GPU

• Tell GPU to render as triangle

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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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Page 68: INTRODUCTION - Texas A&M University-Corpus Christi › ~sking › Courses › COSC5327 › Notes › Introduction.pdfObjectives •Historical introduction to computer graphics •Fundamental

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

Fall 2012 COSC4328/5327 Computer Graphics 68