Chapter 1
An overview on Computer Graphics
Comp. Graphics (U), Chap 1 An overview
CGGM Lab., CS Dept., NCTU Jung Hong Chuang
Chap 1 Introduction
What is the computer graphics? Applications Historical Survey Modern graphics computing Current status Future developments
Comp. Graphics (U), Chap 1 An overview
CGGM Lab., CS Dept., NCTU Jung Hong Chuang
What is the CG?
CG is concerned with all aspects of using computers to generate static or dynamic images. It includes
scene modeling and object manipulation visibility computing lighting-effect calculation interaction
Issues on quality, computing and space complexity
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Applications
Display of information
Geometric data Volume data Scientific data (might be multidimensional) Molecular data
Animation
Commercial animation, special effects, character animation,. Animation movies
Comp. Graphics (U), Chap 1 An overview
CGGM Lab., CS Dept., NCTU Jung Hong Chuang
Applications
Real-time applications
Games Virtual reality Visual simulation
Large, complex, and dynamic scene User interaction and manipulation Fast frame rate with acceptable quality
Comp. Graphics (U), Chap 1 An overview
CGGM Lab., CS Dept., NCTU Jung Hong Chuang
Graphics system history
1950-1960
Pen plotters/simple display using A/D converters to go from computer to CRT
1960-1970
Wirefram graphics Sketch pad Ivan Sutherlans PhD work at MIT Draw only lines
Comp. Graphics (U), Chap 1 An overview
CGGM Lab., CS Dept., NCTU Jung Hong Chuang
Graphics system history
1970-1980
Main frame/Mini-computer graphics Raster graphics
Image is an array of picture elements (pixels) in the frame buffer Wireframe drawing -> shaded polygons
Comp. Graphics (U), Chap 1 An overview
CGGM Lab., CS Dept., NCTU Jung Hong Chuang
Graphics system history
1980-1990
Workstation graphics very expensive! Graphics API - from each hardware company
GKS, PHIGS (extension of GKS) -- GL of SGI
Brought more realism to computer graphics
Environment mapping
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Bump mapping
CGGM Lab., CS Dept., NCTU Jung Hong Chuang
Graphics system history
1990-2000 Workstation graphics expensive! OpenGL API
a hardware-independent version of SGIs GL
New hardware capabilities
Texture mapping, stencil buffer, accumulation buffer
2000 PC graphics
Nvidia GeForce, ATI Radeon
Game box hardware
Sony PS, Nintendo, MS Xbox
Programmable pipeline -- GPU
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Hardware
Workstation graphics ($17K-250K) PC graphics accelerators ($300)
Nvidia GeForce, ATI Radeon Programmable GPU
Game consoles ($300-800)
Sony PS2, Nintendo Dolphin, MS X-box
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CGGM Lab., CS Dept., NCTU Jung Hong Chuang
Modern graphics computing environments
Hardware
Graphics card
Software
Graphics API
OpenGL, Direct 3D
HCI VR interface
Application API
Application API
Game engine Maya
Applications
Games, VR systems, animation, special effect
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Application programmers interfaces
Graphics API
Interface between application programs and the graphics system. Deal with polygons and rendering Examples: OpenGL, Direct3D,
Application API
Interface between applications and graphics API. Deal with whole scene and includes many modules
Rendering, scene management, character animation, dynamics, sound,
Examples: OpenInventer, WTK, game engines.
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Hardware
Common components
Processor (CPU) Memory
Graphics components 3D
Display controller (Graphics accelerator) Video controller Buffers
frame buffer, Z-buffer, stencil buffer, accumulation buffer
Video memory I/O devices
Fixed pipeline vs. programmable pipeline
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Raster Display Architecture
Refresh buffer
Host
Display controller
Video controller
Monitor Keyboard Mouse
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CGGM Lab., CS Dept., NCTU Jung Hong Chuang
What display controller does? Fixed Pipeline Architecture
Transformation and Projection
3D-2D projection, window-viewport mapping
Lighting
Local illumination
Clipping
Back-face culling, view volume culling
Rasterization and shading
Scan conversion Pixel operations
Hidden surface removal
Z-buffer
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CGGM Lab., CS Dept., NCTU Jung Hong Chuang
Pipeline Architecture
Comp. Graphics (U), Chap 1 An overview
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CGGM Lab., CS Dept., NCTU Jung Hong Chuang
Graphics research history Summary
1960-1990
Main-frame Workstation-based graphics Research: Quest of photorealistic rendering Application: Very limited, CAD rendering and animation
1990-1997
Virtual reality became attractive Research: real-time graphics became very important, attract more research attentions
1998 PC graphics became popular 3D game graphics became attractive Many research in real-time graphics Vertex/pixel shader became available
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Comp. Graphics (U), Chap 1 An overview
Recent Developments Real-Time Graphics
In the past 10 years Seek for real time frame rates
Level-of-detail modeling Image based rendering Hybrid rendering Visibility culling Multi-pass rendering using texture maps
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CGGM Lab., CS Dept., NCTU Jung Hong Chuang
Recent Developments Real-Time Graphics
Current trends Seek for real-time realistic rendering
Rendering
Shadowing, global illumination, physically-based rendering
Physics
Collision detection/response, fracturing
Natural phenomenon
Simulation and rendering
GPU computing
Rendering, computations
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Recent Developments Integration w/ IP, video proc., vision
Integration of IP and graphics
Many problems in graphics are transferred to frequency domain for simplicity and efficient computations Image matting, interacting with images,
Integration of video processing and graphics
Video matting, video synthesis and editing,
Integration of computer vision and graphics
Capturing
Motion, specific object modeling (ex., hair)
Acquisition
Material properties for physical-based rendering
Image based modeling and rendering
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Current status
CG computing is not expensive, including recent features
Assembly language interface to the transformation and lighting hardware (vertex shader) and Pixel pipeline (pixel shader)
Combining geometry, image, volume techniques Efficient/friendly API and application software are popular Has very diverse areas in application
Game and animation are driven force for the development
Have gained enough confident for the future
Real-time realistic imaging is possible Real-time realistic dynamics is possible
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Future Trends
CG becomes popular More diverse areas in application More serious applications are coming Real-time, stereo display of 3D (or multidimensional) dynamic data will become common Quest for real-time rendering and realistic imaging GPU computing becomes important
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