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Introduction to Computer Graphics

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Title: Introduction to Computer Graphics


1
Introduction toComputer Graphics
  • COMP 3003

2
Recommended Reading
  • Computer Graphics Principles and Practice
  • Foley, Van Dam, Feiner, Huges
  • Computer Graphics
  • D. Hearn, M. P. Baker
  • 3D Computer Graphics
  • Alan Watt
  • Computer Graphics
  • F.S. Hill, JR.
  • Fundamentals of Digital Image Processing
  • Anil K. Jain

3
Course Overview
  • Hardware, Input Output - Display Technology
  • The Eye and image perception
  • Colours Colour Models
  • Object Modelling
  • 2D Viewing - Windows and Viewports
  • Transformations - Matrix Representation
  • Bezier Curves
  • Clipping
  • 3D Graphics
  • Image Compression - JPEG, MPEG, GIF etc.
  • VRML and the WEB

4
Contact Details
  • Michela Bertolotto
  • Room B2.21
  • Email michela.bertolotto_at_ucd.ie
  • Web pages (see www.cs.ucd.ie)
  • Lecture Notes Handouts

5
Hardware Issues (Input Technology)
  • Pieces of hardware by which a user enters
    information into a computer system
  • mouse, trackball, joystick, voice systems, touch
    screens etc.

6
Hardware Issues (Digital Camera Input)
  • Cameras
  • The image is focused onto a photosensitive
    surface (such as a charge coupled device (CCD))
    line by line to accumulate entire image
  • The CCD produces current (or simply digital
    output in newer systems) which is proportional to
    light intensity (filtered for each of three
    colour bands)
  • Different quality/functionality cameras are used
    Monochrome, Colour, Smart ( Designed for machine
    vision applications )

7
Digital Camera Input
8
Digital Camera Input
9
Virtual Reality and Voice Recognition
  • Virtual reality has generated a completely new
    set of input devices
  • Dataglove
  • Pressure pads
  • Digitizing arm
  • Various other tactile and gesture input device
  • Much research is currently in progress to devise
    better ways of interacting with the machine
  • Voice recognition and natural language
    comprehension are also currently the focus of
    much research

10
Virtual Reality
11
Virtual Reality and Voice Recognition
12
Hardware Issues (Input Technology)
  • A major goal in designing graphics packages is
    device-independence
  • enhances portability of the application
  • To provide a level of abstraction for graphics
    input, most graphics systems support logical
    input devices
  • These shield the application from the details of
    the physical devices available

13
Logical Input Devices
  • Locator
  • to indicate a position or orientation
  • Pick
  • selects from a displayed entity
  • Valuator
  • to input a single real number (Volume Control
    Dial)
  • Keyboard
  • to input a character string
  • Choice
  • to select from a set of possible actions or
    choices (Function Keys)

14
Logical Input Devices
  • Locator
  • Inputs a position (x,y) typically via pointer
    (mouse/joystick)
  • Pick
  • Identifies a displayed object NOT just an (x,y).
  • Selects a whole object that is normally
    associated with a segment via e.g. a lightpen
  • Choice
  • Selects from a set of alternatives
  • i.e. integer value from buttons on a box or via a
    menu selection with lightpen or digitiser, most
    common is function keys
  • Valuator
  • Inputs a value (real or integer) perhaps from a
    dial (can be bounded radio tuner or unbounded
    provides relative info.)

15
Locator Input Devices
  • Absolute or Relative
  • Absolute report position with regard to an
    origin
  • e.g. data tablet, touch screen
  • Relative report position w.r.t. their former
    position
  • e.g. mouse, joystick
  • Direct or Indirect
  • Direct user points directly at screen
  • e.g. light-pen or finger on touch screen
  • Indirect user moves cursor on screen with device
    not on screen
  • e.g. mouse or joystick

16
Locator Input Devices (cont)
  • Discrete or Continuous
  • Continuous smooth hand motion
  • e.g. mouse, trackball
  • Discrete define action
  • e.g. cursor-control keys

17
Hardware Issues (Display Technology)
  • Different output devices may be used - monitors,
    printers, plotters
  • Most common is the Cathode Ray Tube (CRT) monitor
  • Horizontal and vertical deflectors focus an
    electron beam emitted by an electron gun on any
    spot on a phosphor coated screen
  • The maximum number of points, or pixels that can
    be displayed without overlap is called the
    resolution, e.g. 1024x768, 800x600 etc.
  • Colour systems have groups of 3 different
    phosphors, for red, green and blue (the primary
    colours)
  • The CRT uses a combination of these phosphors to
    emit different coloured light

18
Phosphors
  • Once struck by the electron beam most phosphors
    relax back to the ground state by emitting a
    photon of light
  • This light is called fluorescence, which normally
    decays in under a millisecond
  • Some molecules may be further excited, and emit a
    light call phosphorescence, which decays slower,
    but still rapidly (15-20 milliseconds)
  • Therefore, the screen must be refreshed by
    redrawing the image

19
Phosphors
  • So phosphors may be characterised by their
    persistence
  • (time to decay of emitted light)
  • High persistence cheap and good for text, bad for
    animation (original IBM PC monitor)
  • Low persistence, good for animation, but needs a
    high refresh rate or flicker can be observed
  • 50-60 Hz is usually sufficient to avoid flicker

20
CRT
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