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UBI 516 Advanced Computer Graphics

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UBI 516 Advanced Computer Graphics Ayd n zt rk ozturk_at_ube.ege.edu.tr http://www.ube.ege.edu.tr/~ozturk – PowerPoint PPT presentation

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Title: UBI 516 Advanced Computer Graphics


1
UBI 516 Advanced Computer Graphics
  • Aydin Öztürk
  • ozturk_at_ube.ege.edu.tr
  • http//www.ube.ege.edu.tr/ozturk

2
Administrivia
  • Syllabus
  • Instructor/TA coordinates
  • Prereqs
  • Texts
  • Assignments
  • Topic list

3
Textbook
  • Computer Graphics with OpenGL
  • Third Edition
  • Hearn and Baker

4
The Basics
  • Computer graphics generating 2D images of a 3D
    world represented in a computer.
  • Main tasks
  • modeling creating and representing the geometry
    of objects in the 3D world
  • rendering generating 2D images of the objects
  • animation describing how objects change in time

5
Why Study Computer Graphics?
  • Graphics is cool
  • I like to see what Im doing
  • I like to show people what Im doing
  • Graphics is interesting
  • Involves simulation, algorithms, architecture
  • Ill never get an Oscar for my acting
  • But maybe Ill get one for my CG special effects
  • Graphics is fun

6
Graphics Applications
  • Entertainment Cinema

Pixar Monsters Inc.
Square Final Fantasy
7
Graphics Applications
Entertainment Cinema
Final Fantasy (Square, USA)
8
Graphics Applications
  • Entertainment Games

GT Racer 3
Polyphony Digital Gran Turismo 3, A Spec
9
Graphics Applications
  • Video Games

10
Graphics Applications
  • Medical Visualization

The Visible Human Project
MIT Image-Guided Surgery Project
11
Graphics Applications
  • Computer Aided Design (CAD)

12
Graphics Applications
  • Scientific Visualization

13
Graphics Applications
  • Everyday Use
  • Microsofts Whistler OS will use graphics
    seriously
  • Graphics visualizations and debuggers
  • Visualize complex software systems

14
Everyday use
15
Everyday use
Window system and large-screen interaction
metaphors (François Guimbretière)
16
Education
Outside In (Geometry Center, University of
Minnesota)
17
Current Technologies
18
Impact of Computers
  • Moores Law
  • Power of a CPU doubles every 18 months / 2 years

19
Impact of Video Games (Nvidia)
  • Number of transistors on GPU doubles each 6
    months.
  • Three times Moores Law
  • Good article on Jen-Hsun Huang, Nvidia CEO
    http//www.wired.com/wired/archive/10.07/Nvidia_pr
    .html

Worldwide revenues
Retro flashback???
7 Billion Man
5.6 Billion Man
20
Impact of Video Games
  • But
  • Video game sales is roughly same as Hollywood box
    office
  • Americans bought 3.2 billion in VCRs and DVDs in
    2002
  • Total revenues to movie studios is 5 times total
    video game revenues

21
Future of Consoles
  • 33 million PS2s (in 2002)
  • 3.9 million Xboxes (in 2002)
  • MSFT still losing lots of per console
  • Predicted 200 million PDA/Cell game players in
    2005

22
Display technologies
  • Cathode Ray Tubes (CRTs)
  • Most common display device today
  • Evacuated glass bottle
  • Extremely high voltage

23
CRT details
  • Heating element (filament)
  • Electrons pulled towards anode focusing cylinder
  • Vertical and horizontal deflection plates
  • Beam strikes phosphor coating on front of tube

24
Electron Gun
  • Contains a filament that, when heated, emits a
    stream of electrons
  • Electrons are focused with an electromagnet into
    a sharp beam and directed to a specific point of
    the face of the picture tube
  • The front surface of the picture tube is coated
    with small phospher dots
  • When the beam hits a phospher dot it glows with a
    brightness proportional to the strength of the
    beam and how long it is hit

25
CRT characteristics
  • Whats the largest (diagonal) CRT youve seen?
  • Why is that the largest?
  • Evacuated tube massive glass
  • Symmetrical electron paths (corners vs. center)
  • How might one measure CRT capabilities?
  • Size of tube
  • Brightness of phosphers vs. darkness of tube
  • Speed of electron gun
  • Width of electron beam
  • Pixels?

26
Display technologies CRTs
  • Vector Displays
  • Anybody remember Battlezone? Tempest?

27
Display Technologies CRTs
  • Vector Displays
  • Early computer displays basically an
    oscilloscope
  • Control X,Y with vertical/horizontal plate
    voltage
  • Often used intensity as Z
  • Name two disadvantages
  • Just does wireframe
  • Complex scenes cause visible flicker

28
Display Technologies CRTs
  • Raster Displays
  • Raster A rectangular array of points or dots
  • Pixel One dot or picture element of the raster
  • Scan line A row of pixels

29
Display technologies CRTs
  • Raster Displays
  • Black and white television an oscilloscope with
    a fixed scan pattern left to right, top to
    bottom
  • As beam sweeps across entire face of CRT, beam
    intensity changes to reflect brightness
  • Analog signal vs. digital display

30
Display technologies CRT
  • Can a computer display work like a black and
    white TV?
  • Must synchronize
  • Your program makes decisions about the intensity
    signal at the pace of the CPU
  • The screen is painted at the pace of the
    electron gun scanning the raster
  • Solution special memory to buffer image with
    scan-out synchronous to the raster. We call this
    the framebuffer.
  • Digital description to analog signal to digital
    display

31
Display Technologies CRTs
  • Phosphers
  • Flourescence Light emitted while the phospher is
    being struck by electrons
  • Phospherescence Light emitted once the electron
    beam is removed
  • Persistence The time from the removal of the
    excitation to the moment when phospherescence has
    decayed to 10 of the initial light output

32
Display Technologies CRTs
  • Refresh
  • Frame must be refreshed to draw new images
  • As new pixels are struck by electron beam, others
    are decaying
  • Electron beam must hit all pixels frequently to
    eliminate flicker
  • Critical fusion frequency
  • Typically 60 times/sec
  • Varies with intensity, individuals, phospher
    persistence, lighting...

33
Display Technologies CRTs
  • Raster Displays
  • Interlaced Scanning
  • Assume can only scan 30 times / second
  • To reduce flicker, divide frame into two fields
    of odd and even lines

1/30 Sec
1/30 Sec
1/60 Sec
1/60 Sec
1/60 Sec
1/60 Sec
Field 1
Field 2
Field 2
Field 1
Frame
Frame
34
Display Technologies CRTs
  • CRT timing
  • Scanning (left to right, top to bottom)
  • Vertical Sync Pulse Signals the start of the
    next field
  • Vertical Retrace Time needed to get from the
    bottom of the current field to the top of the
    next field
  • Horizontal Sync Pulse Signals the start of the
    new scan line
  • Horizontal Retrace The time needed to get from
    the end of the current scan line to the start of
    the next scan line

35
What is a pixel?
  • Wood chips Chrome spheres Trash

Daniel Rozin NYU (movies) http//fargo.itp.tsoa
.nyu.edu/danny/art.html
36
Display Technology Color CRTs
  • Color CRTs are much more complicated
  • Requires manufacturing very precise geometry
  • Uses a pattern of color phosphors on the screen
  • Why red, green, and blue phosphors?

Delta electron gun arrangement
In-line electron gun arrangement
37
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38
Delta electron gun arrangement
39
Display Technology Color CRTs
  • Color CRTs have
  • Three electron guns
  • A metal shadow mask to differentiate the beams

40
Display Technology Raster
  • Raster CRT pros
  • Allows solids, not just wireframes
  • Leverages low-cost CRT technology (i.e., TVs)
  • Bright! Display emits light
  • Cons
  • Requires screen-size memory array
  • Discreet sampling (pixels)
  • Practical limit on size (call it 40 inches)
  • Bulky
  • Finicky (convergence, warp, etc)

41
CRTs A Review
  • CRT technology hasnt changed much in 50 years
  • Early television technology
  • high resolution
  • requires synchronization between video signal and
    electron beam vertical sync pulse
  • Early computer displays
  • avoided synchronization using vector algorithm
  • flicker and refresh were problematic

42
CRTs A Review
  • Raster Displays (early 70s)
  • like television, scan all pixels in regular
    pattern
  • use frame buffer (video RAM) to eliminate sync
    problems
  • RAM
  • ¼ MB (256 KB) cost 2 million in 1971
  • Do some math
  • 1280 x 1024 screen resolution 1,310,720 pixels
  • Monochrome color (binary) requires 160 KB
  • High resolution color requires 5.2 MB

43
Movie Theaters
  • U.S. film projectors play film at 24 fps
  • Projectors have a shutter to block light during
    frame advance
  • To reduce flicker, shutter opens twice for each
    frame resulting in 48 fps flashing
  • 48 fps is perceptually acceptable
  • European film projectors play film at 25 fps
  • American films are played as is in Europe,
    resulting in everything moving 4 faster
  • Faster movements and increased audio pitch are
    considered perceptually acceptable

44
Viewing Movies at Home
  • Film to DVD transfer
  • Problem 24 film fps must be converted to
  • NTSC U.S. television interlaced 29.97 fps 768x494
  • PAL Europe television 25 fps 752x582
  • Use 32 Pulldown
  • First frame of movie is broken into first three
    fields (odd, even, odd)
  • Next frame of movie is broken into next two
    fields (even, odd)
  • Next frame of movie is broken into next three
    fields (even, odd, even)

45
(No Transcript)
46
Display Technology LCDs
  • Liquid Crystal Displays (LCDs)
  • LCDs organic molecules, naturally in crystalline
    state, that liquefy when excited by heat or E
    field
  • Crystalline state twists polarized light 90º.

47
Display Technology LCDs
  • Liquid Crystal Displays (LCDs)
  • LCDs organic molecules, naturally in crystalline
    state, that liquefy when excited by heat or E
    field
  • Crystalline state twists polarized light 90º

48
Display Technology LCDs
  • Transmissive reflective LCDs
  • LCDs act as light valves, not light emitters, and
    thus rely on an external light source.
  • Laptop screen
  • backlit
  • transmissive display
  • Palm Pilot/Game Boy
  • reflective display

49
Display Technology Plasma
  • Plasma display panels
  • Similar in principle to fluorescent light tubes
  • Small gas-filled capsules are excited by
    electric field,emits UV light
  • UV excites phosphor
  • Phosphor relaxes, emits some other color

50
Display Technology
  • Plasma Display Panel Pros
  • Large viewing angle
  • Good for large-format displays
  • Fairly bright
  • Cons
  • Expensive
  • Large pixels (1 mm versus 0.2 mm)
  • Phosphors gradually deplete
  • Less bright than CRTs, using more power

51
Display Technology DMD / DLP
  • Digital Micromirror Devices (projectors) or
    Digital Light Processing
  • Microelectromechanical (MEM) devices, fabricated
    with VLSI techniques

52
Display Technology DMD / DLP
  • DMDs are truly digital pixels
  • Vary grey levels by modulating pulse length
  • Color multiple chips, or color-wheel
  • Great resolution
  • Very bright
  • Flicker problems

53
Display Technologies Organic LED Arrays
  • Organic Light-Emitting Diode (OLED) Arrays
  • The display of the future? Many think so.
  • OLEDs function like regular semiconductor LEDs
  • But they emit light
  • Thin-film deposition of organic, light-emitting
    molecules through vapor sublimation in a vacuum.
  • Dope emissive layers with fluorescent molecules
    to create color.

http//www.kodak.com/global/en/professional/produc
ts/specialProducts/OEL/creating.jhtml
54
Display Technologies Organic LED Arrays
  • OLED pros
  • Transparent
  • Flexible
  • Light-emitting, and quite bright (daylight
    visible)
  • Large viewing angle
  • Fast (lt 1 microsecond off-on-off)
  • Can be made large or small
  • Available for cell phones and car stereos

55
Display Technologies Organic LED Arrays
  • OLED cons
  • Not very robust, display lifetime a key issue
  • Currently only passive matrix displays
  • Passive matrix Pixels are illuminated in
    scanline order, but the lack of phospherescence
    causes flicker
  • Active matrix A polysilicate layer provides thin
    film transistors at each pixel, allowing direct
    pixel access and constant illum.

56
Additional Displays
  • Display Walls (Princeton)

57
Additional Displays
  • Stereo

58
Video Controllers
  • Graphics Hardware
  • Frame buffer is anywherein system memory

Frame buffer Cartesian Coordinates
CPU
Video Controller
System Memory
Monitor
System Bus
59
Video Controllers
  • Graphics Hardware
  • Permanent place forframe buffer
  • Direct connection tovideo controller

Frame buffer Cartesian Coordinates
CPU
Video Controller
System Memory
Frame Buffer
Monitor
System Bus
60
Video Controllers
  • The need for synchronization

CPU
Video Controller
System Memory
Frame Buffer
Monitor
synchronized
System Bus
61
Video Controllers
previous
current
  • The need for synchronization
  • Double buffering

CPU
Video Controller
System Memory
Double Buffer
Monitor
synchronized
System Bus
62
Raster Graphics Systems
Figure 2.29 from Hearn and Baker
63
Frame Buffer
Frame Buffer
Figure 1.2 from Foley et al.
64
Frame Buffer Refresh
Refresh rate is usually 30-75Hz
Figure 1.3 from FvDFH
65
Direct Color Framebuffer
  • Store the actual intensities of R, G, and B
    individually in the framebuffer
  • 24 bits per pixel 8 bits red, 8 bits green, 8
    bits blue
  • 16 bits per pixel ? bits red, ? bits green, ?
    bits blue

DAC
66
Color Lookup Framebuffer
  • Store indices (usually 8 bits) in framebuffer
  • Display controller looks up the R,G,B values
    before triggering the electron guns

Color Lookup Table
0
DAC
14
Pixel color 14
R G B
Frame Buffer
1024
67
A Graphics System
68
Todays Interfaces
  • What is spatial dimensionality of computer
    screen?
  • What is dimensionality of mouse input?
  • How many degrees of freedom (DOFs) define the
    position of your hand in space?
  • Space ball
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