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CS 351. Bilgisayar Grafiğine Giriş. Bilgisayar Grafiği Nedir?. Geometrik şekillerin Üretilmesi, İşlenmesi ve Depolamasıdır. Cisimlerin bilgisayar ekranında görüntülenmesidir. Resimleri hayal etme ve işlemedir Sayısal verilerin görselleştirilmesidir. Film Endüstrisi.

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## Bilgisayar Grafiğine Giriş

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**CS 351**Bilgisayar Grafiğine Giriş**Bilgisayar Grafiği Nedir?**• Geometrik şekillerin Üretilmesi, İşlenmesi ve Depolamasıdır. • Cisimlerin bilgisayar ekranında görüntülenmesidir. • Resimleri hayal etme ve işlemedir • Sayısal verilerin görselleştirilmesidir**Film Endüstrisi**Slide information from Leonard McMillian's slides http://www.cs.unc.edu/~mcmillan/comp136/Lecture1/compgraf.html**Oyun Endüstrisi**Slide information from Leonard McMillian's slides http://www.cs.unc.edu/~mcmillan/comp136/Lecture1/compgraf.html**Tıp dünyası**Nanomanipulator, UNC Joe Kniss, Utah Gordon Kindelman, Utah**Bilgisayar Destekli Tasarım**ProEngineer, www.ptc.com**Bilgisayar Grafiği Nedir?**• Donanım • İşleme • Etkileşim • Modelleme • Bilimsel Görselleştirme Slide information from Richard Riesenfeld**Hızla Değişen Donanım**• CPU ve GPU daki değişimler**İşleme**• Çoğu düşünce ve hayaller Bilgisayarda işleme ile yapılmaktadır. • Efektler verilmektedir**Resim İşleme, efektler**Sabah Akşam üstü a preetham, et. al., utah**Resim işleme**Yapma Gerçek Shirley, et. al., cornell**Sizce bu resim gerçekmidir?**m fajaro, usc**Arazi Modellemesi: Kar örtüsü ve Ağaçlar eklendi**s premoze, et.al., utah**Büyüme Modelleri**o deusson,**İşlenmiş, modellenmiş saçlar**http://www.rhythm.com/~ivan/hairRender.html**Gölgeleme**a gooch, et. al., utah**3 Boyutlu manzaralar**Fuchs et.al., UNC UNC and UVA**360olik tarama**p willemsen, et. al., utah**Modeller oluşturma**D Johnson and J D St Germain, Utah Russ Fish et al., Utah**Bilimsel Görselleştirme**Johnson et al., Utah**göz**yapay kamera**Up vector**Width angle Look vector Height angle Front clipping plane Back clipping plane Position**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.**y**x Up vector -z point to look at (x’, y’, z’) Look vector z 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**Width angle**Height angle 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)**View Angle (2/2)**Resulting picture**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 don’t get drawn • Objects intersecting view volume get clipped**Projection of**up vector Up vector Position

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