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Lecture - 1

The document provides an introduction to computer graphics (CG), covering its definition, areas such as modeling, rendering, and animation, and major applications including video games and scientific visualization. It also discusses the graphics API and the graphics pipeline, which includes steps from vertex data processing to rendering images on screen. Additionally, the document touches on the concept of Level of Detail (LoD) for optimizing rendering speed based on the complexity of models.

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0% found this document useful (0 votes)
6 views

Lecture - 1

The document provides an introduction to computer graphics (CG), covering its definition, areas such as modeling, rendering, and animation, and major applications including video games and scientific visualization. It also discusses the graphics API and the graphics pipeline, which includes steps from vertex data processing to rendering images on screen. Additionally, the document touches on the concept of Level of Detail (LoD) for optimizing rendering speed based on the complexity of models.

Uploaded by

siam87693
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 37

CSE443: Computer Graphics

Lecture – 1
Introduction

1
Outline
• What is CG
• CG Areas
• Major Applications
• Graphics API

2
What is CG? (1/1)
• The term computer graphics describes any use
of computers to create and manipulate
images.
– Graphics can be 2D or 3D
– Images can be completely synthetic or can be
produced by manipulating photographs.

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

3
CG Areas (1/4)
• Modeling:
– deals with the mathematical specification:
• shape and appearance properties in a way that
can be stored on the computer.

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

4
CG Areas: Metaphor

Source:
https://youtu.be/6Sv4oXSTAms
5
CG Areas (2/4)
• Modeling: Example –
• an object can be described as 3D
coordinates:
[0, 0, 3], [0, 3, 3], [0, 3, 0], [0, 0, 0],
[3, 0, 3], [ 3, 3, 3], [3, 3, 0], [3, 0, 0]
• connect the points

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

6
CG Areas (3/4)
• Rendering:
– a term inherited from art
– deals with the creation of shaded images from 3D
computer models.

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

7
CG Areas (4/4)
• Animation:
– creates an illusion of motion through sequences
of images.
– uses modeling and rendering but adds movement
over time

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

8
Major Applications (1/12)
• Video games
• Cartoons
• Visual effects
• Animated films
• CAD/CAM
• Simulation
• Mixed Reality
• Information visualization

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

9
Major Applications (2/12)

Games (2D)

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

10
Major Applications (3/12)

Games (3D)

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

11
Major Applications (4/12)

Movies (VFX)

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

12
Major Applications (5/12)

Movies (Animated)

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

13
Major Applications (6/12)

Mixed Reality

Source: https://media-cldnry.s-nbcnews.com/image/upload/newscms/2018_11/2362571/180314-virtual-reality-headset-ew-1243p.jpg
https://images.theconversation.com/files/245627/original/file-20181114-194494-1p82jkx.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=1200&h=1200.0&fit=crop 14
Major Applications (7/12)

Google Maps

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

15
Major Applications (8/12)

Scientific Visualization (SciVis)

Source: https://youtu.be/eJy5dHMY-S4

16
Major Applications (9/12)

Word Cloud

17
Major Applications (9/12)

18
Major Applications (10/12)

CAD (3D modeling)

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

19
Major Applications (11/12)

Simulation

Source: https://www.aircharterservice.com/about-us/news-features/blog/are-vr-flight-simulators-the-future-of-pilot-training

20
Major Applications (12/12)

Simulation

Source: https://www.financialexpress.com/sports/what-is-drs-all-the-the-rules-number-of-chances-and-components-explained/578996/

21
Graphics API (1/2)
• A graphics API is a set of functions that
perform basic operations such as –
– drawing images and 3D surfaces into windows
on 2D screen.

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

22
Graphics API (2/2)
Every graphics program needs to be able to use two related APIs
– Graphics API for visual output.
• Ex:
– i.e. command for drawing lines, circles etc.
– User-interface API to get input from the user.
• Ex:
– Windows API (WinAPI), UIKit, Android SDK etc.

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

23
Graphics Pipeline (1/9)
• Special software/hardware subsystem that maps the 3D vertex
locations to 2D screen.
• From modeling to rendering.
– Shade the triangles –
• Realistic
• Proper back-to-front order.

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

24
Graphics Pipeline (2/9)

Vertex Data []

Step 1: Vertex shader takes vertex data (position, texture coordinates, normals) as
input and transform it

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

25
Graphics Pipeline (3/9)

Vertex Data []

Step 2: Shape assembly gets the transformed vertices and group them into
geometric primitives

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

26
Graphics Pipeline (4/9)

Vertex Data []

Step 3: Rasterization transforms the primitives into fragments

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

27
Graphics Pipeline (5/9)

Vertex Data []

Step 4: Fragment shader gets rasterized fragments and apply additional


operations such as coloring, interpolation and texture mapping

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

28
Graphics Pipeline (6/9)

Vertex Data []

Step 5: Some additional operations such as depth testing (to determine visibility)
and blending are performed at the final step.

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

29
Graphics Pipeline (7/9)
• Why triangles?
– It is the simplest universal surface element
– it is the convex hull of three points.
• A line or a point are even simpler, but do not create
surfaces.
• it isn't possible to use only a finite number of them without
having cracks.

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/

30
Graphics Pipeline (8/9)
• Mesh:
A polygon mesh is a collection of vertices, edges and faces
that defines the shape of a polyhedral object.
– Ex. Quad mesh, Triangle mesh.

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/ |
https://en.wikipedia.org/wiki/Triangle_mesh
26
Graphics Pipeline (9/9)
.obj file

Source:
https://www.sculpteo.com/en/glossary/obj-file-3d-printing-file-format/
32
LoD (1/3)
• Rendering speed ↔ number of triangles being drawn
• More triangles: more storage. [0, 0, 3], [0, 3, 3], [0, 3, 0], [0, 0, 0],
[3, 0, 3], [ 3, 3, 3], [3, 3, 0], [3, 0, 0]

• It is worthwhile to minimize the number of triangles used to


represent a model.
– Level of detail or LoD optimizes the rendering of complex
models by varying level of detail
– If the model is viewed in the distance, fewer triangles
needed and vice versa

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/ |
https://en.wikipedia.org/wiki/Triangle_mesh
26
LoD (2/3)
• Example of LoD:

Credit: Fundamentals of Computer Graphics 3rd Edition by Peter Shirley, Steve Marschner | http://www.cs.cornell.edu/courses/cs4620/2019fa/
Source: https://developer.nvidia.com/gpugems/gpugems2/part-i-geometric-complexity/chapter-2-terrain-rendering-using-gpu-based-geometry

34
LoD (3/3)

35
Source:The Last of Us Part 1
Further Reading
• Fundamentals of Computer Graphics, 4th Edition - Chapter 1
• Real-Time Rendering, Fourth Edition - Section 19.9

36
Thank You

37

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