Computer Graphics Introduction

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    Computer Graphics Introduction - Presentation Transcript

    1. Computer Graphics
        • Book : F. Hill, Computer Graphics Using OpenGL (Second Edition)
        • Software : Windows, VC++, OpenGL.
        • This is a fun course, but also a LOT of hard work .
    2. Chapter 1: Introduction
      • 1.1 What is computer graphics (CG)?
          • Field of study
          • Pictures
          • Tools
    3. Chapter 1: Introduction
      • 1.2 Where is CG used?
        • Art, entertainment, publishing
            • Movie Production
            • Animation
            • Computer Games
            • WWW
            • Slide , Book, and
            • Magazine Design
    4. Chapter 1: Introduction
        • Image processing
            • Speak of noises
            • Contrast
            • Edge sharpness
            • Color
    5. Chapter 1: Introduction
        • Process monitoring
          • Status Display
    6. Chapter 1: Introduction
        • Displaying Simulations
    7. Chapter 1: Introduction
        • Computer-aided Design
          • Architecture Design
          • Electronic Circuit Design
    8. Chapter 1: Introduction
        • Scientific Analysis and Visualization
    9. Chapter 1: Introduction
      • 1.3 Elements of pictures created in CG
        • Output primitives and attributes:
          • Polylines
          • Text
          • Filled regions
          • Raster images
    10. Chapter 1: Introduction
        • 1.3.1 Polylines
          • Connected sequence of straight lines
          • Edge, vertex
          • Attributes: color, thickness, dashing, endpoint blending
    11. Chapter 1: Introduction
          • Polygon, simple polygon
    12. Chapter 1: Introduction
        • 1.3.2 Text
          • Font, color, size, spacing, orientation
    13. Chapter 1: Introduction
        • 1.3.3 Filled regions
          • Filled shape – boundary (polygon)
    14. Chapter 1: Introduction
        • 1.3.3 Filled regions
          • Filling used for shadow effects
    15. Chapter 1: Introduction
        • 1.3.4 Raster image
          • Consists of cells (called pixels) with color value
    16. Chapter 1: Introduction
          • Stored as array of numerical values
          • Bitmap : 0-1
    17. Chapter 1: Introduction
          • Created as hand-designed, or computed, or scanned.
          • Computed: straight lines
    18. Chapter 1: Introduction
          • Scanned images (Enhancement, Zooming, Effects) 3 6 12
    19. Chapter 1: Introduction
        • 1.3.5 Shades of gray and color in raster images
          • Bi-level image
    20. Chapter 1: Introduction
        • 1.3.5 shades of gray and color in raster images
          • Pixel depth : n bits => 2 n values (mostly 256)
    21. Chapter 1: Introduction
        • 1.3.5.1 Effect of pixel depth
          • Smaller pixel depth => loss in quality. Banding.
      Six bits Per Pixel Five bits Per Pixel
    22. Chapter 1: Introduction
        • 1.3.5.1 Effect of pixel depth
          • Smaller pixel depth => loss in quality. Banding.
      Four bits Per Pixel Three bits Per Pixel
    23. Chapter 1: Introduction
        • 1.3.5.1 Effect of pixel depth
          • Smaller pixel depth => loss in quality. Banding.
      Two bits Per Pixel One bits Per Pixel
    24. Chapter 1: Introduction
          • Color: RGB
          • Color depth => sum of bits for each color
          • High quality (true color) : 24 bits (255.255.25)
    25. Chapter 1: Introduction
      • 1.4 Graphics Display Devices
          • 1.4.1 Line drawing (plotters): cross-hatching
    26. Chapter 1: Introduction
          • 1.4.2 Raster displays (video monitor, flat-panel displays, printers)
    27. Chapter 1: Introduction
          • Display surface (X,Y)
    28. Chapter 1: Introduction
          • Frame buffer : memory to hold display pixels, with scan controller.
    29. Chapter 1: Introduction
        • Video monitors
            • Video monitors require “refresh” : entire frame buffer scanned out to display many times per second.
    30. Chapter 1: Introduction
            • CRT
            • Digital-to-analog converters (DACs)
            • Refresh 60 times per second to prevent flicker.
            • Scanning per line
    31. Chapter 1: Introduction
          • 1.4.3 Indexed Color and the LUT
            • Programmable association between pixel value and color
            • Bits in frame buffer acts as index into LUT.
            • Palette: set of possible colors AT ONE TIME.
            • If b is color depth and w is size of LUT then
            • palette = 2 b with a set of color of 2 w
      Palette = 2 b = 2 15 =32786 Set =2 w =2 6 = 64
    32. Chapter 1: Introduction Comparison of two raster display system(1024x1280 pixel) Memory=1024*1280 *24 bits =4MB Pellet=2 24 Memory=1024*1280x8 +256*24 bits =1. 3MB
    33. Chapter 1: Introduction
        • 1.4.4 Other raster display devices:
          • flat-panel, LCD, active matrix panels, plasma panel
    34. Chapter 1: Introduction
        • 1.4.5 Hard-copy raster devices:
          • film recorder, laser printer, inkjet plotter.PostScript.
    35. Chapter 1: Introduction
      • 1.5 Graphics input devices
    36. Chapter 1: Introduction
      • 1.5 Graphics input devices
    37. Chapter 1: Introduction
      • 1.5 Graphics input devices
    38. Chapter 1: Introduction
      • 1.5 Graphics input devices
    39. Chapter 1: Introduction
      • 1.5 Graphics input devices

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