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1 of 19
Interaction & Visualisation
A 12-week Module
Eur Ing Dr Peter Nicholl
School of Computing & Mathematical Sciences
1/2 - 2
Contact Details
• E-mail
p.nicholl@ulst.ac.uk
• Office
16E08
• Telephone
From outside: 028 9036 8910 (Internally: 8910)
Mobile: 07967144854 or #6500
• Secretary
Miss Sharon Kelly, 16J19
1/2 - 3
Course Texts
• Required reading
– Computer Graphics (2nd edition), D. Hearn &
M.P. Baker, pub. Prentice-Hall, 1994/7
(ISBN 0-13-161530-0)
• Recommended reading
– Introduction to Computer Graphics, Foley, Van
Dam, et. al., pub. Addison-Wesley, 1994
– 3D Computer Graphics, A. Watt, pub.
Addison-Wesley, 1994
1/2 - 4
Module Content
• Introduction to Computer Graphics
– Historical perspective
– Application areas
– Graphics standards
– Graphics software
1/2 - 5
Module Content
• Introduction to Computer Graphics
• Hardware & Software Support
– Raster versus vector graphics
– Picture encoding techniques
– Display devices and hard copy
1/2 - 6
Module Content
• Introduction to Computer Graphics
• Hardware & Software Support
• Clipping in 2 Dimensions
– Lines and polygons
– Windows and simple transformations
– Co-ordinate systems
– Reflections, shears and composition
1/2 - 7
Module Content
• Introduction to Computer Graphics
• Hardware & Software Support
• Clipping in 2 Dimensions
• Scan Conversion
– Line drawing algorithms
– Circle generating algorithms
– Scan conversion of polygons
– Aliasing and anti-aliasing methods
Lectures One & Two
Introduction to Computer Graphics
& An Historical Perspective
1/2 - 9
Application Areas: CAD
• Computer-Aided Design
– buildings, automobiles, aircraft, textiles,
computers, spacecraft, watercraft
– allows ‘what if’ investigation
– designs can be animated
– can be incorporated into virtual reality systems
– final appearance - shading, lighting, in-situ
– feed into computer-aided manufacture (CAM)
1/2 - 10
Application Areas: Presentations
• Presentation graphics
– illustrations for reports
– summarise data
– production of 35mm slides and transparencies
– project management, e.g. time charts
1/2 - 11
Application Areas: Art
• Computer Art
– paintbrush software
– modelling
– texture mapping
– mathematical art, e.g. fractals
– desktop publishing (DTP)
– logo design
1/2 - 12
Application Areas:
Entertainment
• Motion pictures / music videos / TV shows
– graphics scenes by themselves
– graphics objects combined with actors
• Morphing
– transformation of one person / object into
another
1/2 - 13
Application Areas: Education
• Education and Training
– Models of physical, financial and economic
systems
– Simulators
1/2 - 14
Application Areas: Visualisation
• Aids analysis of large amounts of data
– colour coding, contour plots, surface rendering
– examples: airflow over a wing, minimal surface
functions
• Aids the study of the behaviour of certain
processes
– example: animation of the growth of a corn ear
1/2 - 15
Related Disciplines
• Image Processing
– the application of techniques to modify or
interpret existing pictures
– computer graphics is the use of a computer to
create a picture
– both disciplines are often combined in many
applications, e.g. computer-aided surgery
1/2 - 16
Related Disciplines
• Human-Computer Interaction
– graphical interfaces are now very common
– WIMP concept
• Window manager
• Icons to represent processing options
• Menus are textual descriptions of options
• Pointers, e.g. mouse, are used for selection
1/2 - 17
An Historical Perspective
• Display of data on plotters and CRTs
– first simple pictures generated in 1950
(MIT’s Whirlwind I computer)
– slow progress over the 1950s (batch systems)
• Interactive computer graphics
– Sutherland’s Ph.D. thesis (1962) - Sketchpad
• Large research projects (The Golden Age)
– General Motors, Lockheed Aircraft, MIT
1/2 - 18
An Historical Perspective
• Research bears fruit in the 1970s
– still a small, specialized field
– hardware expensive, software difficult to use
• The advent of the Personal Computer (’80s)
– built-in raster graphics displays
– mass-produced, less expensive
• The desktop concept
1/2 - 19
Graphics Standards
• Aim: application-program portability
– isolate the programmer from the real devices
– also results in “Programmer portability”
• CORE Standard (1977 & 1979)
• Graphical Kernel System (1985) - GKS
• 3D-GKS (1988)
• Programmer’s Hierarchical Interactive
Graphics System (1988) - PHIGS

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Lectures1 2

  • 1. Interaction & Visualisation A 12-week Module Eur Ing Dr Peter Nicholl School of Computing & Mathematical Sciences
  • 2. 1/2 - 2 Contact Details • E-mail p.nicholl@ulst.ac.uk • Office 16E08 • Telephone From outside: 028 9036 8910 (Internally: 8910) Mobile: 07967144854 or #6500 • Secretary Miss Sharon Kelly, 16J19
  • 3. 1/2 - 3 Course Texts • Required reading – Computer Graphics (2nd edition), D. Hearn & M.P. Baker, pub. Prentice-Hall, 1994/7 (ISBN 0-13-161530-0) • Recommended reading – Introduction to Computer Graphics, Foley, Van Dam, et. al., pub. Addison-Wesley, 1994 – 3D Computer Graphics, A. Watt, pub. Addison-Wesley, 1994
  • 4. 1/2 - 4 Module Content • Introduction to Computer Graphics – Historical perspective – Application areas – Graphics standards – Graphics software
  • 5. 1/2 - 5 Module Content • Introduction to Computer Graphics • Hardware & Software Support – Raster versus vector graphics – Picture encoding techniques – Display devices and hard copy
  • 6. 1/2 - 6 Module Content • Introduction to Computer Graphics • Hardware & Software Support • Clipping in 2 Dimensions – Lines and polygons – Windows and simple transformations – Co-ordinate systems – Reflections, shears and composition
  • 7. 1/2 - 7 Module Content • Introduction to Computer Graphics • Hardware & Software Support • Clipping in 2 Dimensions • Scan Conversion – Line drawing algorithms – Circle generating algorithms – Scan conversion of polygons – Aliasing and anti-aliasing methods
  • 8. Lectures One & Two Introduction to Computer Graphics & An Historical Perspective
  • 9. 1/2 - 9 Application Areas: CAD • Computer-Aided Design – buildings, automobiles, aircraft, textiles, computers, spacecraft, watercraft – allows ‘what if’ investigation – designs can be animated – can be incorporated into virtual reality systems – final appearance - shading, lighting, in-situ – feed into computer-aided manufacture (CAM)
  • 10. 1/2 - 10 Application Areas: Presentations • Presentation graphics – illustrations for reports – summarise data – production of 35mm slides and transparencies – project management, e.g. time charts
  • 11. 1/2 - 11 Application Areas: Art • Computer Art – paintbrush software – modelling – texture mapping – mathematical art, e.g. fractals – desktop publishing (DTP) – logo design
  • 12. 1/2 - 12 Application Areas: Entertainment • Motion pictures / music videos / TV shows – graphics scenes by themselves – graphics objects combined with actors • Morphing – transformation of one person / object into another
  • 13. 1/2 - 13 Application Areas: Education • Education and Training – Models of physical, financial and economic systems – Simulators
  • 14. 1/2 - 14 Application Areas: Visualisation • Aids analysis of large amounts of data – colour coding, contour plots, surface rendering – examples: airflow over a wing, minimal surface functions • Aids the study of the behaviour of certain processes – example: animation of the growth of a corn ear
  • 15. 1/2 - 15 Related Disciplines • Image Processing – the application of techniques to modify or interpret existing pictures – computer graphics is the use of a computer to create a picture – both disciplines are often combined in many applications, e.g. computer-aided surgery
  • 16. 1/2 - 16 Related Disciplines • Human-Computer Interaction – graphical interfaces are now very common – WIMP concept • Window manager • Icons to represent processing options • Menus are textual descriptions of options • Pointers, e.g. mouse, are used for selection
  • 17. 1/2 - 17 An Historical Perspective • Display of data on plotters and CRTs – first simple pictures generated in 1950 (MIT’s Whirlwind I computer) – slow progress over the 1950s (batch systems) • Interactive computer graphics – Sutherland’s Ph.D. thesis (1962) - Sketchpad • Large research projects (The Golden Age) – General Motors, Lockheed Aircraft, MIT
  • 18. 1/2 - 18 An Historical Perspective • Research bears fruit in the 1970s – still a small, specialized field – hardware expensive, software difficult to use • The advent of the Personal Computer (’80s) – built-in raster graphics displays – mass-produced, less expensive • The desktop concept
  • 19. 1/2 - 19 Graphics Standards • Aim: application-program portability – isolate the programmer from the real devices – also results in “Programmer portability” • CORE Standard (1977 & 1979) • Graphical Kernel System (1985) - GKS • 3D-GKS (1988) • Programmer’s Hierarchical Interactive Graphics System (1988) - PHIGS