Computer Graphics - Chapter 0,1 and 2
Computer Graphics - Chapter 0,1 and 2
COMPUTER GRAPHICS
COURSE NUMBER: COSC3072
PREREQUISITE: COMPUTER PROGRAMMING (COSC 1012)
End of Chapter 0
“LIKE MOST LEARNING, LEARNING HOW TO PROGRAM IS A CHICKEN AND EGG PROBLEM: WE
WANT TO GET STARTED, BUT WE ALSO WANT TO KNOW WHY WHAT WE ARE ABOUT TO LEARN
MATTERS.”
BJARNE STROUSTRUP
“PROGRAMMING IS LEARNED
BY WRITING PROGRAMS.”
—BRIAN KERNIGHAN
49
COMPUTER GRAPHICS
COURSE NUMBER: COSC3072
PREREQUISITE: COMPUTER PROGRAMMING (COSC 1012)
Computers:
accept, process, transform and present
information.
Computer Graphics:
accept, process, transform and present
information in a visual form.
Motivation 51
https://www.tinkercad.com/
68
69
Modelling Techniques 70
This
process includes defining the shape, structure,
and appearance of these objects.
1. Mesh (Polygon) Modeling: Creating complex shapes by
connecting vertices with edges and faces.
2. Subdivision Surfaces: Technique that iteratively refines a
mesh to produce a smooth surface.
3. NURBS (Non-Uniform Rational B-Splines): Smooth curved
surfaces defined by control points. – Mathematical
Model
71
Transformations 72
Lighting Types:
1. Ambient Light: General illumination.
(Petar Milošević)
(Allan Ajifo)
...eyesarehighest-bandwidthportintothehead!
Movies
82
JurassicPark(1993) StanfordCS248,Winter2022
Computergames
83
Thisimageisrenderedinreal-timeonamodernGPU
Uncharted4(NaughtyDog,2016) StanfordCS248,Winter2022
84
Screenshot:RedDeadRedemption StanfordCS248,Winter2022
Supercomputingforgames
85
NVIDIA Titan V
GPU (~ 15
TFLOPs fp32)
MicrosoftHololensaugmentedreality headsetconcept
Illustration
88
Digitalillustration
89
IvanSutherland,“Sketchpad”(1963)
Moderngraphicaluser The visual elements through which users interact with
91
electronic devices, software applications, and operating
interfaces systems.
NASA|WalterIooss|SteveMcCurry
HaroldEdgerton|NASA|NationalGeographic
Ubiquitousimaging
This concept encompasses the integration of cameras and imaging sensors
in numerous devices and environments, enabling continuous or on-
demand visual data capture and analysis. 93
Cameraseverywhere
Computationalcameras Computational cameras leverage advanced
94
algorithms and software to enhance or extend the
capabilities of traditional imaging systems.
Panoramicstitching
DavidIliff
Portraitmode
(simulateeffectsoflargeaperturelens)
Highdynamicrange(HDR)photography
Imagingformapping
95
Maps,satelliteimagery,street-levelimaging,…
Computeraideddesign
96
SolidWorks SketchUp
Formechanical,architectural,electronic,optical,…
97
Productdesignandvisualization
Ikea-75%ofcatalogisrenderedimagery(severalyearsago… likelyalotmorenow)
Architecturaldesign
98
Datavisualization
99
Tableau
Science,engineering,medicine,journalism,…
Simulation
100
Carla:
autonomousdrivingsimulator
3Dfabrication
102
CG and You! 103
COMPUTER GRAPHICS
COURSE NUMBER: COSC3072
PREREQUISITE: COMPUTER PROGRAMMING (COSC 1012)
Examples:
NVIDIARTX 30 Series (e.g., RTX 3080, RTX 3090), AMD
Radeon RX 6000 Series (e.g., RX 6800, RX 6900 XT)
Limitations:
Power consumption and heat generation.
High cost of high-end models.
Size
and compatibility with other hardware
components.
Central Processing Unit (CPU) 121
Function:
General-purpose processing, essential for overall
system performance.
Coordinates tasks between system components.
Performs complex calculations and logic operations.
Advances:
Increased Core Counts: More cores for multitasking and parallel
processing (e.g., AMD Ryzen Threadripper).
Higher Clock Speeds: Faster execution of instructions.
Advanced Multi-Threading: Technologies like Intel's Hyper-Threading
and AMD's Simultaneous Multi-Threading (SMT).
Examples:Intel Core i9 (e.g., i9-11900K), AMD Ryzen 9 (e.g.,
Ryzen 9 5900X)
CPU Vs. GPU 122
Function:
Temporary storage for data currently in use, essential for
smooth operation.
Fast access to data for the CPU and GPU.
Supports multitasking and large applications.
Advances:
DDR5Memory: Higher bandwidth and capacity compared to DDR4 (Double Data
Rate 4).
Higher Capacities: Up to 128GB and beyond for demanding applications.
Faster Data Transfer Rates: Improved performance for real-time applications.
Types of RAM in Graphics 125
Types:
LCD (Liquid Crystal Display): Common, energy-efficient, wide range of
sizes.
LED (Light Emitting Diode): Enhanced brightness and contrast, thinner
designs.
OLED (Organic LED): Superior color accuracy, contrast, and viewing
angles.
MicroLED: Emerging technology with potential for better brightness and
energy efficiency.
Advances:
Higher Resolutions: 4K, 8K for detailed visuals.
Better Color Accuracy: Wider color gamuts, HDR (High Dynamic Range).
Higher Refresh Rates: Up to 240Hz and beyond for smoother motion.
131
OUTLINE
I. Introduction (1/2 page)
II. Types of Modern Display Technologies (1/2 page)
III. Comparative Analysis of Display Technologies (1 and 1/2 page)
IV. Future Trends in Display Technologies (1 page)
V. Practical Applications and Industry Impact (1 page)
VI. Conclusion (1/2 page)
Components:
Headsets: Oculus Rift, HTC Vive, PlayStation VR.
Motion Trackers: Track body movements for immersive experience.
Haptic Feedback Devices: Enhance realism through touch.
Advances:
Higher resolution displays for clearer visuals.
Improved tracking accuracy for better interaction.
Reduced latency for more immersive experiences.
Augmented Reality (AR) 139
Hardware
Components:
AR Glasses: Microsoft HoloLens, Magic Leap.
Handheld Devices: Smartphones, tablets with AR capabilities.
Spatial Sensors: Cameras, depth sensors for environmental mapping.
Advances:
Betterintegration with mobile devices and everyday applications.
Improved display technology for clearer and more vibrant visuals.
Enhanced tracking and interaction capabilities.
Limitations:
Fieldof View: Limited compared to VR.
Battery Life: Power consumption limits usage time.
User Adoption: Still in early stages, with limited consumer uptake.
Hardware Accelerators 140
Stages:
Vertex Processing: Transforming 3D coordinates to 2D screen coordinates.
Clipping: Removing parts of objects outside the view frustum.
Rasterization: Converting vector graphics to raster images.
Fragment Processing: Determining the color and depth of each pixel.
Advances:
Hardware acceleration with modern GPUs.
Parallel processing for real-time performance.
Advanced shading techniques for realistic effects.
146
147
The Z Buffer for Hidden Surface 148
Removal
Function: Manages depth information to determine visible surfaces.
Each pixel stores depth value (Z-value).
Compares depth values to resolve visibility.
Components:
Depth Buffer: Stores depth information for each pixel.
Rendering Pipeline: Integrates Z-buffering in fragment processing.
Advances:
Higher precision depth buffers for detailed scenes.
Optimizations for faster depth comparisons.
Hybrid approaches combining Z-buffer with other techniques.
Summary 149
End of Chapter 2