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Introduction and Graphics Pipeline

Introduction and Graphics Pipeline. Advanced Multimedia Technology: Computer Graphics Yung-Yu Chuang 2005/12/07. with slides by Brian Curless, Zoran Popovic, Robin Chen and Doug James. Introduction. Instructor: Yung-Yu Chuang ( 莊永裕 ) E-mail : cyy@csie.ntu.edu.tw Office: CSIE 527 Web:

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Introduction and Graphics Pipeline

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  1. Introduction and Graphics Pipeline Advanced Multimedia Technology: Computer Graphics Yung-Yu Chuang 2005/12/07 with slides by Brian Curless, Zoran Popovic, Robin Chen and Doug James

  2. Introduction • Instructor: Yung-Yu Chuang(莊永裕) • E-mail: cyy@csie.ntu.edu.tw • Office: CSIE 527 • Web: • http://www.csie.ntu.edu.tw/~cyy/amt/

  3. What is Computer Graphics ? • Definition • the pictorial synthesis of real or imaginary objects from their computer-based models OUTPUT INPUT

  4. Computer graphics • Create a 2D image/animation of a 3D world

  5. Computer graphics modeling rendering animation

  6. Applications • Movies • Interactive entertainment • Industrial design • Architecture • Culture heritage

  7. Animation production pipeline storyboard story text treatment storyreal look and feel voice

  8. Animation production pipeline animation layout modeling/articulation shading/lighting rendering final touch

  9. Scan converting lines • A scan-converted line showing intensified pixels as black circles

  10. Desired line (xi+1,Round(yi+m)) (xi,yi) (xi+1,yi+m) (xi,Round(yi)) The basic incremental algorithm

  11. The basic incremental algorithm void Line (int x0, int y0, int x1, int y1, value) { int x; float dy, dx, y, m; dy=y1-y0; dx=x1-x0; m=dy/dx; y=y0; for (x=x0; x<=x1; x++) { WritePixel (x, (int)floor(y+0.5), value); y+=m; } }

  12. 12 D 10 F Scan line 8 a b c d 6 E C 4 A 2 B 2 4 6 8 10 12 14 Filling Polygons

  13. Span extrema Other pixels in the span Filling Polygons

  14. Filling Polygons • find the intersections of the scan line with all edges of the polygon • sort the intersections by increasing x coordinate • fill in all pixels between pairs of intersections that lie interior to the polygon

  15. Transformations

  16. Representation

  17. Representation

  18. 2D transformations

  19. Identity

  20. Scaling

  21. Scaling

  22. Reflection

  23. Shearing

  24. Transformation of a unit square

  25. Transformation of a unit square

  26. Rotation

  27. Limitations of a 2X2 matrix • Scaling • Rotation • Reflection • Shearing • What do we miss?

  28. Homogeneous coordinate

  29. Translation

  30. 3D scaling

  31. 3D translation

  32. 3D rotation

  33. 3D shearing

  34. Graphics pipeline

  35. Graphics pipeline

  36. 3D synthetic camera model

  37. Imaging with the synthetic camera

  38. Specifying a viewer

  39. Projections

  40. Parallel and perspective projections orthographic perspective

  41. Orthographic transformation

  42. Perspective projection

  43. Perspective transform

  44. Visibility Algorithms • Painter’s algorithm • Ray casting • Z-buffer • Binary space partitioning

  45. Ray casting

  46. Z-buffer algorithm

  47. Z-buffer algorithm

  48. Z-buffer algorithm

  49. Binary space partition

  50. BSP tree

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