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Title: Bilgisayar Grafigine Giris


1
Bilgisayar Grafigine Giris
  • CS 351

2
Bilgisayar Grafigi Nedir?
  • Geometrik sekillerin Üretilmesi, Islenmesi ve
    Depolamasidir.
  • Cisimlerin bilgisayar ekraninda
    görüntülenmesidir.
  • Resimleri hayal etme ve islemedir
  • Sayisal verilerin görsellestirilmesidir

3
Film Endüstrisi
Slide information from Leonard McMillian's slides
http//www.cs.unc.edu/mcmillan/comp136/Lecture1/
compgraf.html
4
Oyun Endüstrisi
Slide information from Leonard McMillian's slides
http//www.cs.unc.edu/mcmillan/comp136/Lecture1/
compgraf.html
5
Tip dünyasi
Nanomanipulator, UNC
Joe Kniss, Utah
Gordon Kindelman, Utah
6
Bilgisayar Destekli Tasarim
ProEngineer, www.ptc.com
7
Atmosfer Bilimleri
8
Bilgisayar Grafigi Nedir?
  • Donanim
  • Isleme
  • Etkilesim
  • Modelleme
  • Bilimsel Görsellestirme

Slide information from Richard Riesenfeld
9
Hizla Degisen Donanim
  • CPU ve GPU daki degisimler

10
Isleme
  • Çogu düsünce ve hayaller Bilgisayarda isleme ile
    yapilmaktadir.
  • Efektler verilmektedir

11
Resim Isleme, efektler
Sabah
Aksam üstü
a preetham, et. al., utah
12
Resim isleme
Yapma
Gerçek
Shirley, et. al., cornell
13
Sizce bu resim gerçekmidir?
m fajaro, usc
14
Arazi Modellemesi Kar örtüsü ve Agaçlar eklendi
s premoze, et.al., utah
15
Büyüme Modelleri
o deusson,
16
Islenmis, modellenmis saçlar
http//www.rhythm.com/ivan/hairRender.html
17
Gerçekmi?
18
Gölgeleme
a gooch, et. al., utah
19
Gerçekçi olmayan islemeler
20
3 Boyutlu manzaralar
Fuchs et.al., UNC
UNC and UVA
21
360o lik tarama
p willemsen, et. al., utah
22
Etkilesim
23
Modeller olusturma
24
Modeller olusturma
D Johnson and J D St Germain, Utah
Russ Fish et al., Utah
25
Bilimsel Görsellestirme
Johnson et al., Utah
26
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27
Position
28
Position
  • 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.
29
Orientation
  • 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
30
View 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)

31
View Angle (2/2)
Resulting picture
32
Front 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

33
(No Transcript)
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