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What is Computer Graphics?
1
Computer Graphics
• Computer graphics deals with all aspects of creating images with a
computer
• Hardware
• Software
• Applications
2
Example
• Where did this image come from?
• What hardware/software did we need to produce it?
3
Preliminary Answer
• Application: The object is an artist’s rendition of the sun for an
animation to be shown in a domed environment (planetarium)
• Software: Maya for modeling and rendering but Maya is built on top
of OpenGL
• Hardware: PC with graphics card for modeling and rendering
4
Basic Graphics System
5
Input devices
Output device
Image formed in FB
CRT
Can be used either as a line-drawing device (calligraphic) or to display
contents of frame buffer (raster mode)
6
Computer Graphics: 1950-1960
• Computer graphics goes back to the earliest days of computing
• Strip charts
• Pen plotters
• Simple displays using A/D converters to go from computer to calligraphic CRT
• Cost of refresh for CRT too high
• Computers slow, expensive, unreliable
7
Computer Graphics: 1960-1970
• Wireframe graphics
• Draw only lines
• Sketchpad
• Display Processors
• Storage tube
8
wireframe representation
of sun object
Sketchpad
• Ivan Sutherland’s PhD thesis at MIT
• 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
9
Display Processor
•Rather than have the host computer try to refresh
display use a special purpose computer called a
display processor (DPU)
•Graphics stored in display list (display file) on display
processor
•Host compiles display list and sends to DPU
10
Direct View Storage Tube
• Created by Tektronix
• Did not require constant refresh
• Standard interface to computers
• Allowed for standard software
• Plot3D in Fortran
• Relatively inexpensive
• Opened door to use of computer graphics for CAD community
11
Computer Graphics: 1970-1980
• Raster Graphics
• Beginning of graphics standards
• IFIPS
• GKS: European effort
• Becomes ISO 2D standard
• Core: North American effort
• 3D but fails to become ISO standard
• Workstations and PCs
12
Raster Graphics
• Image produced as an array (the raster) of picture elements (pixels)
in the frame buffer
13
Raster Graphics
• Allows us to go from lines and wire frame images to filled polygons
14
PCs and Workstations
• Although we no longer make the distinction between workstations
and PCs, historically they evolved from different roots
• Early workstations characterized by
• Networked connection: client-server model
• High-level of interactivity
• Early PCs included frame buffer as part of user memory
• Easy to change contents and create images
15
Computer Graphics: 1980-1990
Realism comes to computer graphics
16
smooth shading environment
mapping
bump mapping
Computer Graphics: 1980-1990
• Special purpose hardware
• Silicon Graphics geometry engine
• VLSI implementation of graphics pipeline
• Industry-based standards
• PHIGS
• RenderMan
• Networked graphics: X Window System
• Human-Computer Interface (HCI)
17
Computer Graphics: 1990-2000
• OpenGL API
• Completely computer-generated feature-length movies (Toy Story)
are successful
• New hardware capabilities
• Texture mapping
• Blending
• Accumulation, stencil buffers
18
Computer Graphics: 2000-
• Photorealism
• Graphics cards for PCs dominate market
• Nvidia, ATI
• Game boxes and game players determine direction of market
• Computer graphics routine in movie industry: Maya, Lightwave
• Programmable pipelines
19

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What is computer graphics

  • 1. What is Computer Graphics? 1
  • 2. Computer Graphics • Computer graphics deals with all aspects of creating images with a computer • Hardware • Software • Applications 2
  • 3. Example • Where did this image come from? • What hardware/software did we need to produce it? 3
  • 4. Preliminary Answer • Application: The object is an artist’s rendition of the sun for an animation to be shown in a domed environment (planetarium) • Software: Maya for modeling and rendering but Maya is built on top of OpenGL • Hardware: PC with graphics card for modeling and rendering 4
  • 5. Basic Graphics System 5 Input devices Output device Image formed in FB
  • 6. CRT Can be used either as a line-drawing device (calligraphic) or to display contents of frame buffer (raster mode) 6
  • 7. Computer Graphics: 1950-1960 • Computer graphics goes back to the earliest days of computing • Strip charts • Pen plotters • Simple displays using A/D converters to go from computer to calligraphic CRT • Cost of refresh for CRT too high • Computers slow, expensive, unreliable 7
  • 8. Computer Graphics: 1960-1970 • Wireframe graphics • Draw only lines • Sketchpad • Display Processors • Storage tube 8 wireframe representation of sun object
  • 9. Sketchpad • Ivan Sutherland’s PhD thesis at MIT • 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 9
  • 10. Display Processor •Rather than have the host computer try to refresh display use a special purpose computer called a display processor (DPU) •Graphics stored in display list (display file) on display processor •Host compiles display list and sends to DPU 10
  • 11. Direct View Storage Tube • Created by Tektronix • Did not require constant refresh • Standard interface to computers • Allowed for standard software • Plot3D in Fortran • Relatively inexpensive • Opened door to use of computer graphics for CAD community 11
  • 12. Computer Graphics: 1970-1980 • Raster Graphics • Beginning of graphics standards • IFIPS • GKS: European effort • Becomes ISO 2D standard • Core: North American effort • 3D but fails to become ISO standard • Workstations and PCs 12
  • 13. Raster Graphics • Image produced as an array (the raster) of picture elements (pixels) in the frame buffer 13
  • 14. Raster Graphics • Allows us to go from lines and wire frame images to filled polygons 14
  • 15. PCs and Workstations • Although we no longer make the distinction between workstations and PCs, historically they evolved from different roots • Early workstations characterized by • Networked connection: client-server model • High-level of interactivity • Early PCs included frame buffer as part of user memory • Easy to change contents and create images 15
  • 16. Computer Graphics: 1980-1990 Realism comes to computer graphics 16 smooth shading environment mapping bump mapping
  • 17. Computer Graphics: 1980-1990 • Special purpose hardware • Silicon Graphics geometry engine • VLSI implementation of graphics pipeline • Industry-based standards • PHIGS • RenderMan • Networked graphics: X Window System • Human-Computer Interface (HCI) 17
  • 18. Computer Graphics: 1990-2000 • OpenGL API • Completely computer-generated feature-length movies (Toy Story) are successful • New hardware capabilities • Texture mapping • Blending • Accumulation, stencil buffers 18
  • 19. Computer Graphics: 2000- • Photorealism • Graphics cards for PCs dominate market • Nvidia, ATI • Game boxes and game players determine direction of market • Computer graphics routine in movie industry: Maya, Lightwave • Programmable pipelines 19