Title: Introduction and Graphics Pipeline
1Introduction and Graphics Pipeline
- Advanced Multimedia Technology Computer Graphics
- Yung-Yu Chuang
- 2005/12/07
with slides by Brian Curless, Zoran Popovic,
Robin Chen and Doug James
2Introduction
- Instructor Yung-Yu Chuang (???)
- E-mail cyy_at_csie.ntu.edu.tw
- Office CSIE 527
- Web
- http//www.csie.ntu.edu.tw/cyy/amt/
3What is Computer Graphics ?
- Definition
- the pictorial synthesis of real or imaginary
objects from their computer-based models
OUTPUT
descriptions images
descriptions Computer Graphics
images Computer Vision Image Processing
INPUT
4Computer graphics
- Create a 2D image/animation of a 3D world
5Computer graphics
modeling
rendering
animation
6Applications
- Movies
- Interactive entertainment
- Industrial design
- Architecture
- Culture heritage
7Animation production pipeline
storyboard
story
text treatment
voice
storyreal
look and feel
8Animation production pipeline
animation
layout
modeling/articulation
shading/lighting
rendering
final touch
9Scan converting lines
- A scan-converted line showing intensified pixels
as black circles
10The basic incremental algorithm
11The basic incremental algorithm
- void Line (int x0, int y0, int x1, int y1, value)
- int x
- float dy, dx, y, m
- dyy1-y0
- dxx1-x0
- mdy/dx
- yy0
- for (xx0 xltx1 x)
- WritePixel (x, (int)floor(y0.5), value)
- ym
-
12Filling Polygons
13Filling Polygons
14Filling Polygons
- find the intersections of the scan line with all
edges of the polygon - sort the intersections by increasing x coordinate
- fill in all pixels between pairs of intersections
that lie interior to the polygon
15Transformations
16Representation
17Representation
182D transformations
19Identity
20Scaling
21Scaling
22Reflection
23Shearing
24Transformation of a unit square
25Transformation of a unit square
26Rotation
27Limitations of a 2X2 matrix
- Scaling
- Rotation
- Reflection
- Shearing
- What do we miss?
28Homogeneous coordinate
29Translation
303D scaling
313D translation
323D rotation
333D shearing
34Graphics pipeline
35Graphics pipeline
363D synthetic camera model
37Imaging with the synthetic camera
38Specifying a viewer
39Projections
40Parallel and perspective projections
orthographic
perspective
41Orthographic transformation
42Perspective projection
43Perspective transform
44Visibility Algorithms
- Painters algorithm
- Ray casting
- Z-buffer
- Binary space partitioning
45Ray casting
46Z-buffer algorithm
47Z-buffer algorithm
48Z-buffer algorithm
49Binary space partition
50BSP tree
51BSP tree construction
52BSP tree display
53Back face culling