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Computer Graphics Lecture(1) Introduction to Computer Graphics 2017

University of Science and Technology Faculty of Computer Science and Information Technology Computer Science –Department 4 th - Year. Computer Graphics Lecture(1) Introduction to Computer Graphics 2017. Why Computer Graphics ?.

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Computer Graphics Lecture(1) Introduction to Computer Graphics 2017

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  1. University of Science and TechnologyFaculty of Computer Science and Information TechnologyComputer Science –Department4th- Year Computer Graphics Lecture(1) Introduction to Computer Graphics 2017

  2. Why Computer Graphics ? • Computers have become a powerful tool for the rapid and economical production of pictures. • There is virtually no area in which graphical displays cannot be used to some advantage, and so it is not surprising to find the use of computer graphics so widespread. • Today, we find computer graphics used routinely in such diverse areas as science, engineering, medicine, business, industry, government, art, entertainment, advertising, education, training, simulations, and graph presentations.

  3. Goal of the Course • The goal of this course is to provide an introduction to the theory and practice of computer graphics. • The course will assume a good background in programming in C++ and a background in mathematics including familiarity with the theory and use of coordinate geometry and of linear algebra such as matrix multiplication.

  4. Components of Course • There will be three components to the course • You will gain an understanding of the fundamentals of computer graphics through study of the techniques, algorithms and hardware used in computer graphics. • You will gain experience in the techniques involved in low level computer graphics programming such as that used to create computer graphics packages (such as OpenGL).

  5. Components of Course 3) You will use the industry standard based OpenGL library in several programming projects illustrating the theory and practice of programming computer graphics applications.

  6. Course Contents and Schedule 1- Introduction to Computer Graphics • Historical timeline. • Computer Graphics Applications. • Definition , Overview of graphics systems. 2- Mathematics For Computer Graphics • Coordinate Systems (Cartesian , Polar , Spherical) • Vectors & Matrices (Algebra of matrices)

  7. Course Contents and Schedule 3- Scan Conversion Algorithms (Output primitives) • Point. • Line. • Circle. 4- Two-dimensional geometric transformation • Basic transformations: rotation, scaling, and translation • Matrix representation and Homogenous coordinate systems • Composite transformations • Other transformations: reflection and shear

  8. Assessment (Grading) • Practical Work = 20 % • Projects = 20 % • Final Exam = 60% • Course Credit hours = 3 • Examination hours = 3

  9. Course Material and Textbooks • All lectures and assignment dropped in www.acadox.com 1- Fundamentals of Computer Graphics 2- OpenGL Programming Guide Author: Peter Shirley Authors :Mason Woo JackleNeider, Tom Davis , Dave Shreiner

  10. Historical TimelineComputer Graphics: 1950-1960 • Computer graphics goes back to the earliest days of computing (simple graphics display). • William Fetter coined term “computer graphics” in 1960 to describe new design methods he was pursuing at Boeing for cockpit ergonomics. • Created a series of widely reproduced images on “pen plotter” exploring cockpit design, using 3D model of human body.

  11. Historical Timeline Ivan Sutherland (1963) - SKETCHPAD • Recognized the potential of man-machine interaction • Loop • Display something • User moves light pen • Computer generates new display • Sutherland also created many of the now common algorithms for computer graphics • pop-up menus • constraint-based drawing • hierarchical modeling • First truly interactive graphics system, Sketchpad, pioneered at MIT by Ivan Sutherland for his Ph.D in 1963. • Thesis Used TX-2 transistorized “mainframe” at Lincoln Lab

  12. Historical Timeline • PORN May 16, 1938 (age 76)Hastings, Nebraska, United States • FieldsComputer science , Internet , Computer graphics • Institutions Harvard University , University of Utah , Evans and SutherlandCalifornia Institute of Technology ,Carnegie Mellon University , Sun Microsystems , Portland State University , Advanced Research Projects Agency (1964 - 1966) • Alma mater MIT • (Ph.D., 1963) Caltech (M.S., 1960)Carnegie Institute of Technology (B.S., 1959) ThesisSketchpad, a Man–Machine Graphical Communication System (1963) • Doctoral advisorClaude Shannon Computer graphics Institutions Harvard UniversityUniversity of UtahEvans and SutherlandCalifornia Institute of TechnologyCarnegie Mellon UniversitySun MicrosystemsPortland State UniversityAdvanced Research Projects Agency (1964 - 1966) Alma materMIT (Ph.D., 1963)Caltech (M.S., 1960)Carnegie Institute of Technology (B.S., 1959) ThesisSketchpad, a Man–Machine Graphical Communication System (1963) Doctoral advisorClaude Shannon

  13. Historical Timeline Display hardware • Vector displays • 1963 – Modified Oscilloscope • 1974 – Evans and Sutherland Picture System • Raster displays • 1975 – Evans and Sutherland Frame Buffer (FB) • 1980s – cheap frame buffers  bit-mapped personal computers • 1990s – Liquid-Crystal Displays (LCD) Laptops • 2000s – Micro-Mirror Projectors (MMP)  Digital Cinema • Other • Stereo, Head-Mounted Displays • Auto-stereoscopic Displays • Tactile, Haptic, Sound

  14. Historical Timeline Input hardware • 2D • light pen, tablet, mouse, joystick, track ball, touch panel, etc. • 1970s & 80s - CCD analog image sensor + frame grabber • 1990s & 2000’s - CMOS digital sensor + in-camera processing

  15. Historical Timeline Input hardware • 3D • 3D trackers • multiple cameras • active range finders • other • data gloves • voice

  16. Historical Timeline Rendering • 1960s - The Visibility Problem • Roberts (1963), Appel (1967) - Hidden-line Algorithms • Warnock (1969), Watkins (1970) - Hidden-surface Algorithms • Wireframe graphics (Draw only lines). • Sutherland (1974) - Visibility = Sorting

  17. Image Based Rendering

  18. Historical Timeline

  19. Historical Timeline Computer Graphics 2011- • Graphics is now ubiquitous • Cell phones • Embedded • OpenGL ES and WebGL • Alternate and Enhanced Reality • 3D Movies and TV

  20. Is this real ?

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