Title: Bilgisayar Grafigine Giris
1Bilgisayar Grafigine Giris
2Bilgisayar Grafigi Nedir?
- Geometrik sekillerin Üretilmesi, Islenmesi ve
Depolamasidir. - Cisimlerin bilgisayar ekraninda
görüntülenmesidir. - Resimleri hayal etme ve islemedir
- Sayisal verilerin görsellestirilmesidir
3Film Endüstrisi
Slide information from Leonard McMillian's slides
http//www.cs.unc.edu/mcmillan/comp136/Lecture1/
compgraf.html
4Oyun Endüstrisi
Slide information from Leonard McMillian's slides
http//www.cs.unc.edu/mcmillan/comp136/Lecture1/
compgraf.html
5Tip dünyasi
Nanomanipulator, UNC
Joe Kniss, Utah
Gordon Kindelman, Utah
6Bilgisayar Destekli Tasarim
ProEngineer, www.ptc.com
7Atmosfer Bilimleri
8Bilgisayar Grafigi Nedir?
- Donanim
- Isleme
- Etkilesim
- Modelleme
- Bilimsel Görsellestirme
Slide information from Richard Riesenfeld
9Hizla Degisen Donanim
- CPU ve GPU daki degisimler
10Isleme
- Çogu düsünce ve hayaller Bilgisayarda isleme ile
yapilmaktadir. - Efektler verilmektedir
11Resim Isleme, efektler
Sabah
Aksam üstü
a preetham, et. al., utah
12Resim isleme
Yapma
Gerçek
Shirley, et. al., cornell
13Sizce bu resim gerçekmidir?
m fajaro, usc
14Arazi Modellemesi Kar örtüsü ve Agaçlar eklendi
s premoze, et.al., utah
15Büyüme Modelleri
o deusson,
16Islenmis, modellenmis saçlar
http//www.rhythm.com/ivan/hairRender.html
17Gerçekmi?
18Gölgeleme
a gooch, et. al., utah
19Gerçekçi olmayan islemeler
203 Boyutlu manzaralar
Fuchs et.al., UNC
UNC and UVA
21360o lik tarama
p willemsen, et. al., utah
22Etkilesim
23Modeller olusturma
24Modeller olusturma
D Johnson and J D St Germain, Utah
Russ Fish et al., Utah
25Bilimsel Görsellestirme
Johnson et al., Utah
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27Position
28Position
- Determining the Position is analogous to a
photographer deciding the vantage point from
which to shoot a photo - Three degrees of freedom x, y, and z coordinates
in 3-space - This x, y, z coordinate system is right-handed
if you open your right hand, align your palm and
fingers with the x axis, and curl your middle
finger towards the y axis, your thumb will point
along the z axis
This is a left-handed coordinate system. Not used
in 123.
29Orientation
- Orientation is specified by a point in 3D space
to look at (or a direction to look in) and an
angle of rotation about this direction - Default (canonical) orientation is looking down
the negative z-axis and up direction pointing
straight up the y-axis - In general the camera is located at the origin
and is looking at an arbitrary point with an
arbitrary up direction
camera Position
30View Angle (1/2)
- Determines amount of perspective distortion in
picture, from none (parallel projection) to a lot
(wide-angle lens) - In a frustum, two viewing angles width and
height angles - Choosing View angle analogous to photographer
choosing a specific type of lens (e.g., a
wide-angle or telephoto lens)
31View Angle (2/2)
Resulting picture
32Front and Back Clipping Planes
- Volume of space between Front and Back clipping
planes defines what camera can see - Position of planes defined by distance along Look
vector - Objects appearing outside of view volume dont
get drawn - Objects intersecting view volume get clipped
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