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Introduction to Computer Graphics

The document introduces computer graphics. It discusses the main components of a graphics system including input devices, a processor, memory, a frame buffer, and output devices. It also covers the human visual system and pinhole camera model. Some key applications of computer graphics mentioned are display of information, design, simulation, computer art, and entertainment. An introductory computer graphics course at Korea University is outlined regarding its textbook, schedule, assignments, and projects.

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0% found this document useful (0 votes)
11 views33 pages

Introduction to Computer Graphics

The document introduces computer graphics. It discusses the main components of a graphics system including input devices, a processor, memory, a frame buffer, and output devices. It also covers the human visual system and pinhole camera model. Some key applications of computer graphics mentioned are display of information, design, simulation, computer art, and entertainment. An introductory computer graphics course at Korea University is outlined regarding its textbook, schedule, assignments, and projects.

Uploaded by

sairao74
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd

Graphics

Introduction to
Computer Graphics

고려대학교 컴퓨터 그래픽스 연구실

[Link] Graphics Lab @ Korea University


Contents
KUCG

 What is Computer Graphics?


 Inspirational video
 Main Themes
 Imaging, modeling, rendering, animation
 Applications
 Display of information, design, simulation, computer
art, entertainment
 Introduction to COMP365
 Textbook, schedule, quiz, assignment, term project,
contact

[Link] Graphics Lab @ Korea University


Inspirational Video
KUCG

 Entirely Computer-Generated

"Geri's Game." (c) Pixar 1997


[Link] Graphics Lab @ Korea University
Exercise: Video Analysis
KUCG

 What is Modeled or Simulated to Produce this Video?


 Representing of objects
 Simulate light
 Shadows
 Textures
 Camera focus (depth of field)
 Opacity
 Refraction
 Animation
 Physics
 Music
 Story ideas

[Link] Graphics Lab @ Korea University


What is Computer Graphics?
KUCG

 Producing Pictures or Images using a Computer


 Algorithms for Visual Simulations

[Link] Graphics Lab @ Korea University


Main Themes
KUCG

 Imaging
 Representing 2D images
 Modeling
 Representing 3D objects
 Rendering
 Constructing 2D images from 3D models
 Animation
 Simulating changes over time

[Link] Graphics Lab @ Korea University


Imaging
KUCG

 Generate an artistic image

[Link] Graphics Lab @ Korea University


Modeling
KUCG

 Shape Description & Design

[Link] Graphics Lab @ Korea University


Rendering
KUCG

 Simulating Behavior of Lights & Image


Formation

[Link] Graphics Lab @ Korea University


Animation
KUCG

 Motion Representation & Control

[Link] Graphics Lab @ Korea University


Applications
KUCG

 Display of Information
 Design
 Simulation
 Computer Art
 Entertainment

[Link] Graphics Lab @ Korea University


Display of Information
KUCG

 Graphics for Scientific, Engineering, and


Medical Data

Nebula Medical Image

[Link] Graphics Lab @ Korea University


Design
KUCG

 Graphics for Engineering and Architectural


System
 Design of Building, Automobile, Aircraft,
Machine etc.

AutoCAD 2002 Interior Design


[Link] Graphics Lab @ Korea University
Simulation
KUCG

 Computer-Generated Models of Physical,


Financial and Economic Systems for
Educational Aids

Flight Simulator Mars Rover Simulator

[Link] Graphics Lab @ Korea University


Computer Art
KUCG

 Graphics for Artist

Metacreation Painter

[Link] Graphics Lab @ Korea University


Entertainment
KUCG

 Graphics for Movie, Game, VR etc.

Final Fantasy Online Game

[Link] Graphics Lab @ Korea University


What’s Our Scope?
KUCG

 Not a Tutorial on Commercial Software


 3DMax, Maya, Photoshop, etc.

 Not about Graphics Business


 3D online-game, E-commerce, etc.

 Graphics = Algorithm for Visual Simulation


 Imaging, Modeling, Rendering, Animation

[Link] Graphics Lab @ Korea University


Textbook
KUCG

 Interactive Computer Graphics


: A Top-Down Approach
with OpenGL

 Edward Angel
 3rd Edition
 ADDISON WESLEY

[Link] Graphics Lab @ Korea University


Schedule
KUCG
MAR 03 Introduction to Computer Graphics Chapter 1
MAR 05 / 10 Graphics Programming with OpenGL Chapter 2
MAR 12 / 17 Mathematics for Computer Graphics Appendix B, C
MAR 19 / 24 Geometric Primitives Chapter 4
MAR 26 / 31 Transformations Chapter 4
APR 02 / 07 Viewing Chapter 5
APR 09 / 14 The Phong Reflection Model Chapter 6
APR 16 Shading Chapter 6
APR 23 Midterm Exam.  
APR 28 / 30 Texture Mapping Chapter 7
MAY 07 Term Project Proposal  
MAY 12 / 14 Curves and Surfaces Chapter 10
MAY 19 / 21 Computer Animation Chapter 9
MAY 28 Hidden Surface Removal & Scan Conversion Chapter 8
JUN 04 Final Exam.  
JUN 09 Term Project Demo  

[Link] Graphics Lab @ Korea University


Quiz & Assignments
KUCG

 Quiz – Every Week

 Programming Homework – Every Week


 Windows programming: C/C++ with OpenGL

 Assignment – Every 3 Weeks


 #1: RGB Color Cube
 #2: Viewing & Transformations
 #3: Polygonal Rendering & Texture Mapping

[Link] Graphics Lab @ Korea University


Term Projects
KUCG

 What?
 Simple 3D game
 Ex) 3D Fortress, Tetris
 When?
 Proposal – after midterm exam
 Demonstration – before final exam
 How?
 1 person / 1 team
 Using your assignments

[Link] Graphics Lab @ Korea University


Example
KUCG

 ForThress
 그것을 찾아라
 인간형 격투게임
 Curve Ball Game
 Survival in the Cube
 태양계 시뮬레이션
 뱅크샷

[Link] Graphics Lab @ Korea University


Contact
KUCG

 Course Web Page


 [Link]

 Instructor
 김선정 (sunjeongkim@[Link],
MSN: sunjeongkim@[Link])

[Link] Graphics Lab @ Korea University


Graphics

Graphics Systems &


Models

고려대학교 컴퓨터 그래픽스 연구실

[Link] Graphics Lab @ Korea University


Contents
KUCG

 Graphics System
 Human Visual System
 Pinhole Camera
 Synthetic-Camera Model
 Graphics Architectures

[Link] Graphics Lab @ Korea University


Graphics System (1/2)
KUCG

Input
Input Frame
Frame Output
Output
Processor
Processor
Devices
Devices Buffer
Buffer Devices
Devices

Memory
Memory

[Link] Graphics Lab @ Korea University


Graphics System (2/2)
KUCG
 Pixel
 Picture element
 Raster
 Array of pixels
 Frame Buffer
 Memory where pixels stored
 Depth of Frame Buffer
 Number of bits that are used for each pixel (ex. 8-bit-depth  28 (=256)
colors, 24 or more bits per pixel  RGB-color )
 Resolution
 Number of pixels in frame buffer
 Rasterization (Scan Conversion)
 Converting of geometric entities (such as lines, circles, and polygons) to
pixel assignment in frame buffer
 Refresh Rate
 Rate of retracing on displays

[Link] Graphics Lab @ Korea University


Human Visual System
KUCG

[Link] Graphics Lab @ Korea University


Pinhole Camera (1/2)
KUCG

y
x
 x, y , z 
h x p , yp, zp  z

[Link] Graphics Lab @ Korea University


Pinhole Camera (2/2)
KUCG

 Side View
y
zzpp dd
 y, z  yy
yypp 
y p , d  z zz//dd
xx
d xxpp 
 (xp, yp, zp): projection point zz//dd

 Angle of View (Field


y of View)
 hh
h
z
 22tan
tan
11

22dd
d
[Link] Graphics Lab @ Korea University
Synthetic-Camera Model (1/2)
KUCG

 Imaging with the Synthetic Camera


 Projector
 Line from a point on the object to the
center of the lens
 Center of projection
 Center of the lens
 Projection plane
 film plane that moved in front of the lens
 Equivalent Views of Image Formation
y  y, z 
camera y p ,d
object
z
y p , d 

[Link] Graphics Lab @ Korea University


Synthetic-Camera Model (2/2)
KUCG

 Clipping
 Clipping window (clipping rectangle)
 Limited size of the image  because of the angle of view

Clipping with window in initial position Clipping with window shifted

[Link] Graphics Lab @ Korea University


Graphics Architectures
KUCG

 Geometric Pipeline
Vertices Pixels

Transformer
Transformer Clipper
Clipper Projector
Projector Rasterizer
Rasterizer

 Transformation
 Objects are represented in terms of the coordinate system of display
 Clipping
 No imaging system can see the whole world at once
 Projection
 The geometry of 3D objects is projected into 2D objects
 Rasterization
 Projected objects is represented as pixels in frame buffer

[Link] Graphics Lab @ Korea University

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