1
Computer Graphics
chapter 1
Dr. Jehad Q. O. Alnihoud
Email: jehad@aabu.edu.jo
Phone: 3354
RM [1]-2
Books
•F.S. Hill, Computer Graphics Using
OpenGL, Prentice-Hall (2001).
•Mason Woo, OpenGL Programming
Guide, Addison Wesley (2000).
•Hearn and Baker, Computer Graphics,
Prentice-Hall (1997).
RM [1]-3
Books (Supplementary reference)
 Foley, V. Dam, Feiner, Hughes, Computer
Graphics Principles and Practice, 2/e,
Addison Wesley, 1997.
 Edward Angel, Interactive Computer
Graphics, Addison Wesley, 1997.
 Zhigang Xiang, Schaum’s Outlines:
Computer Graphics, McGrawHill, 2001.
 Shreiner D, OpenGL Reference Manual,
Addison-Wesley, 2000.
RM [1]-4
Course Assessment
 Coursework 50%
First Exam 15%
 Second Exam 15%
Group Project 10%
Lab 10%
 Final Exam 50%
Attendance in both lecture and lab sessions is
compulsory.
RM [1]-5
Graphics Applications
 Art and Entertainment
Animations
Movies
Commercials
Special Effects
RM [1]-6
Graphics Applications
 Image Processing
Analysis, Reconstruction
Medical Imaging
Movies
RM [1]-7
Graphics Applications
 Simulation
Modeling and Analysis
Virtual Environments
RM [1]-8
Graphics Applications
 Scientific Visualization
Data Representation and Plotting
3D Views
RM [1]-9
Graphics Applications
 CAD/CAM
Industrial Design
Structural Design
Surface Modeling
RM [1]-10
Graphics Software Packages
 Early graphics libraries:
GKS (Graphical Kernel System)
 PHIGS
 OpenGL (Silicon Graphics)
 Java2D (Sun Microsystems)
 Java3D (Sun Microsystems)
 VRML (Silicon Graphics)
RM [1]-11
Graphics: Main Components
 Theory
Analytical Geometry
Vectors and Matrices
 Algorithms
Eg: Line drawing, Filling etc.
 Implementation
Programming (OpenGL)
RM [1]-12
Graphics Hardware
 Line Drawing Devices:
Eg. Pen Plotters
Advantages: Perfect lines, Sharp Diagrams
Disadvantages: Not suitable for filled regions.
RM [1]-13
Graphics Hardware
 Raster Devices: Create pictures by displaying
dots
 Eg: Video monitor, dot-matrix printer, laser
printer, ink-jet printer, film recorder
 Advantages: Filled, shaded regions are easily
displayed
 Disadvantages: Jaggies
Pixel
RM [1]-14
Pixel Depth
 Pixel depth refers to the number of bits used
to represent a pixel value.
1 bit/pixel: 0
1
2 Levels
(Bi-level image)
2 bits/pixel: 0
0
4 Levels
0
1
1 0
1 1
RM [1]-15
Pixel Depth
1 bit per pixel produce 2 levels (bi-
level image).
2 bits per pixel produce 4 levels.
8 bits per pixel produce 256 levels.
In general, if the pixel depth is n, then
it is possible to have 2n levels.
RM [1]-16
Raster Display
 Most display used for computer graphics nowadays
are raster displays.
 Image presented in display surface that contains
certain number of pixels. Eg. 480 x 640 (r x c).
 Frame buffer is a region of memory sufficiently large to
hold all the pixel values for display.
RM [1]-17
Frame Buffer
 System with 64 color (3 DACs):
Each DAC uses 2 bits/pixel.
Total color: 4 x 4 x 4 = 64
If the display surface is 1024 x 1280, then the
memory required for frame buffer is 0.9375 MB
 Monochrome Video display:
Only one DAC required. 6 planes of memory in frame
buffer gives 26 = 64 level of gray.
RM [1]-18
Frame Buffer
 System with 24 bit color (3 DACs):
Each DAC uses 8 bits/pixel. (Total 24 bits/pixel)
Total color: 28 x 28 x 28 = 224
If the display surface is 1024 x 1280, then the memory
required for frame buffer is 3.75MB
RM
Basis colors: R, G, B
R: Red=[1, 0, 0]
G: Green=[0, 1, 0]
B: Blue=[0, 0, 1]
C: Cyan=[0, 1, 1]
M: Magenta=[1, 0, 1]
Y:Yellow=[1, 1, 0]
W:White=[1,1,1]
K: Black=[0,0,0]
Color Models: RGB Diagram
• RGB Model is used for colored light sources
• RGB Model is additive
RM [1]-20
Complementary Colors: Two colors that combine to form
White. Eg. Red, Cyan.
Gray Values: Every point on the primary diagonal has equal
values for all the components.
Color Models: RGB Cube
RM [1]-21
Basis colors: C, M, Y
C: Cyan=[1, 0, 0]
M: Magenta=[0, 1, 0]
Y: Yellow=[0, 0, 1]
R: Red=[0, 1, 1]
G: Green=[1, 0, 1]
B: Blue=[1, 1, 0]
W:White=[0,0,0]
K: Black=[1,1,1]
Color Models: CMY Diagram
• CMY Model is used for colored pigments
• CMY Model is subtractive
RM [1]-22
Color Models: RGB <-> CMY
(r, g, b)RGB = (1,1,1)  (c, m, y)CMY
Light
A red colored surface
absorbs cyan from a
white light
RM [1]-23
Color Models: HSV HexCone
RM [1]-24
H (Hue): 0 to 360 degrees 0: Red, 60: Yellow ….
S (Saturation): 0 to 1 0: Axis, 1: Boundary
V (Value): 0 to 1 0: Vertex, 1: Base
Examples:
Eg. Yellow: [60, 1.0, 1.0]
Black: [ -, -, 0.0]
White: [-, 0.0, 1.0]
Color Models: HSV
RM [1]-25
RGB Color Definition (OpenGL)
Set a particular color: glColor3f(r,g,b);
Set a background color: glClearColor(r,g,b,1);
Clear the window to background color:
glClear(GL_COLOR_BUFFER_BIT);

901350_S01.ppt

  • 1.
    1 Computer Graphics chapter 1 Dr.Jehad Q. O. Alnihoud Email: jehad@aabu.edu.jo Phone: 3354
  • 2.
    RM [1]-2 Books •F.S. Hill,Computer Graphics Using OpenGL, Prentice-Hall (2001). •Mason Woo, OpenGL Programming Guide, Addison Wesley (2000). •Hearn and Baker, Computer Graphics, Prentice-Hall (1997).
  • 3.
    RM [1]-3 Books (Supplementaryreference)  Foley, V. Dam, Feiner, Hughes, Computer Graphics Principles and Practice, 2/e, Addison Wesley, 1997.  Edward Angel, Interactive Computer Graphics, Addison Wesley, 1997.  Zhigang Xiang, Schaum’s Outlines: Computer Graphics, McGrawHill, 2001.  Shreiner D, OpenGL Reference Manual, Addison-Wesley, 2000.
  • 4.
    RM [1]-4 Course Assessment Coursework 50% First Exam 15%  Second Exam 15% Group Project 10% Lab 10%  Final Exam 50% Attendance in both lecture and lab sessions is compulsory.
  • 5.
    RM [1]-5 Graphics Applications Art and Entertainment Animations Movies Commercials Special Effects
  • 6.
    RM [1]-6 Graphics Applications Image Processing Analysis, Reconstruction Medical Imaging Movies
  • 7.
    RM [1]-7 Graphics Applications Simulation Modeling and Analysis Virtual Environments
  • 8.
    RM [1]-8 Graphics Applications Scientific Visualization Data Representation and Plotting 3D Views
  • 9.
    RM [1]-9 Graphics Applications CAD/CAM Industrial Design Structural Design Surface Modeling
  • 10.
    RM [1]-10 Graphics SoftwarePackages  Early graphics libraries: GKS (Graphical Kernel System)  PHIGS  OpenGL (Silicon Graphics)  Java2D (Sun Microsystems)  Java3D (Sun Microsystems)  VRML (Silicon Graphics)
  • 11.
    RM [1]-11 Graphics: MainComponents  Theory Analytical Geometry Vectors and Matrices  Algorithms Eg: Line drawing, Filling etc.  Implementation Programming (OpenGL)
  • 12.
    RM [1]-12 Graphics Hardware Line Drawing Devices: Eg. Pen Plotters Advantages: Perfect lines, Sharp Diagrams Disadvantages: Not suitable for filled regions.
  • 13.
    RM [1]-13 Graphics Hardware Raster Devices: Create pictures by displaying dots  Eg: Video monitor, dot-matrix printer, laser printer, ink-jet printer, film recorder  Advantages: Filled, shaded regions are easily displayed  Disadvantages: Jaggies Pixel
  • 14.
    RM [1]-14 Pixel Depth Pixel depth refers to the number of bits used to represent a pixel value. 1 bit/pixel: 0 1 2 Levels (Bi-level image) 2 bits/pixel: 0 0 4 Levels 0 1 1 0 1 1
  • 15.
    RM [1]-15 Pixel Depth 1bit per pixel produce 2 levels (bi- level image). 2 bits per pixel produce 4 levels. 8 bits per pixel produce 256 levels. In general, if the pixel depth is n, then it is possible to have 2n levels.
  • 16.
    RM [1]-16 Raster Display Most display used for computer graphics nowadays are raster displays.  Image presented in display surface that contains certain number of pixels. Eg. 480 x 640 (r x c).  Frame buffer is a region of memory sufficiently large to hold all the pixel values for display.
  • 17.
    RM [1]-17 Frame Buffer System with 64 color (3 DACs): Each DAC uses 2 bits/pixel. Total color: 4 x 4 x 4 = 64 If the display surface is 1024 x 1280, then the memory required for frame buffer is 0.9375 MB  Monochrome Video display: Only one DAC required. 6 planes of memory in frame buffer gives 26 = 64 level of gray.
  • 18.
    RM [1]-18 Frame Buffer System with 24 bit color (3 DACs): Each DAC uses 8 bits/pixel. (Total 24 bits/pixel) Total color: 28 x 28 x 28 = 224 If the display surface is 1024 x 1280, then the memory required for frame buffer is 3.75MB
  • 19.
    RM Basis colors: R,G, B R: Red=[1, 0, 0] G: Green=[0, 1, 0] B: Blue=[0, 0, 1] C: Cyan=[0, 1, 1] M: Magenta=[1, 0, 1] Y:Yellow=[1, 1, 0] W:White=[1,1,1] K: Black=[0,0,0] Color Models: RGB Diagram • RGB Model is used for colored light sources • RGB Model is additive
  • 20.
    RM [1]-20 Complementary Colors:Two colors that combine to form White. Eg. Red, Cyan. Gray Values: Every point on the primary diagonal has equal values for all the components. Color Models: RGB Cube
  • 21.
    RM [1]-21 Basis colors:C, M, Y C: Cyan=[1, 0, 0] M: Magenta=[0, 1, 0] Y: Yellow=[0, 0, 1] R: Red=[0, 1, 1] G: Green=[1, 0, 1] B: Blue=[1, 1, 0] W:White=[0,0,0] K: Black=[1,1,1] Color Models: CMY Diagram • CMY Model is used for colored pigments • CMY Model is subtractive
  • 22.
    RM [1]-22 Color Models:RGB <-> CMY (r, g, b)RGB = (1,1,1)  (c, m, y)CMY Light A red colored surface absorbs cyan from a white light
  • 23.
  • 24.
    RM [1]-24 H (Hue):0 to 360 degrees 0: Red, 60: Yellow …. S (Saturation): 0 to 1 0: Axis, 1: Boundary V (Value): 0 to 1 0: Vertex, 1: Base Examples: Eg. Yellow: [60, 1.0, 1.0] Black: [ -, -, 0.0] White: [-, 0.0, 1.0] Color Models: HSV
  • 25.
    RM [1]-25 RGB ColorDefinition (OpenGL) Set a particular color: glColor3f(r,g,b); Set a background color: glClearColor(r,g,b,1); Clear the window to background color: glClear(GL_COLOR_BUFFER_BIT);