COMPUTER
GRAPHICS
 COMPUTER GRAPHICS
 COMPUTER GRAPHICS DEALS WITH ALL ASPECTS OF
CREATING IMAGES WITH A COMPUTER
-HARDWARE
-SOFTWARE
-APPLICATIONS
 BASIC GRAPHIC SYSTEM
INPUT
DEVICES
OUTPUT
DEVICE
S
IMAGE FORMED IN FRAME
 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
COMPUTER
GRAPHICS:
1960-1970
 WIRE FRAME GRAPHICS
-DRAW ONLY LINES
 SKETCHPAD
 DISPLAY PROCESSORS
 STORAGE TUBE
wireframe representation
of sun object
 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
RASTER GRAPHICS
IMAGE PRODUCED AS AN ARRAY (THE
RASTER) OF PICTURE ELEMENTS (PIXELS) IN
THE FRAME BUFFER
COMPUTER GRAPHICS: 1980-1990
 REALISM COMES TO COMPUTER GRAPHICS
smooth shading Environment bump mapping
COMPUTER GRAPHICS: 1990-2000
•COMPLETELY COMPUTER-GENERATED FEATURE-LENGTH
MOVIES (TOY STORY) ARE SUCCESSFUL
•NEW HARDWARE CAPABILITIES
-TEXTURE MAPPING
-BLENDING
-ACCUMULATION, STENCIL BUFFERS
COMPUTER GRAPHICS: 2000-2010
•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
COMPUTER GRAPHICS: 2010 -
PRESENT
•XBOX, PLAYSTATION
-REALISTIC RENDERING, ANIMATION
•KINECT SENSOR
-GESTURE RECOGNITION
•TOUCHSCREEN INTERFACES
-PHONES, TABLETS, WINDOWS 10
•3D SCANNING AND PRINTING
-EDITING TOOLS FOR RAPID PROTOTYPING 3D MODELS
IMAGE FORMATION
•IN COMPUTER GRAPHICS, WE FORM IMAGES WHICH ARE GENERALLY TWO
DIMENSIONAL USING A PROCESS ANALOGOUS TO HOW IMAGES ARE FORMED BY
PHYSICAL IMAGING SYSTEMS
-CAMERAS
-MICROSCOPES
-TELESCOPES
-HUMAN VISUAL SYSTEM
PIXELS
A DISCRETE GRID OF PICTURE ELEMENTS
THE NUMBER OF PIXELS DETERMINES THE RESOLUTION OF THE IMAGE
TYPICAL RESOLUTIONS RANGE FROM 320*200 TO 2000*1500
 FOR A BLACK AND WHITE IMAGE
-CAN BE EXPRESSED BETWEEN 0.0 (BLACK) AND 1.0 (WHITE)
 FOR A COLOR IMAGE
-DESCRIBED BY A TRIPLE OF NUMBERS REPRESENTING THE INTENSITY OF RED,
GREEN AND BLUE
A low-resolution digital image. Left: Black and white. Right: Color.
GRAPHICS
 VISUAL PRESENTATIONS ON A SURFACE
 EXAMPLES ARE PHOTOGRAPHS, DRAWING, GRAPHICS
DESIGNS, MAPS,ENGINEERING DRAWINGS, OR OTHER IMAGES. GRAPHICS
OFTEN COMBINE TEXT AND ILLUSTRATION
 OFTEN COMBINE TEXT AND ILLUSTRATION
 GRAPHIC DESIGN CONSIST OF THE DELIBERATE SELECTION, CREATION,
OR ARRANGEMENT OF TYPOGRAPHY ALONE, AS IN A BROCHURE, FLIER,
POSTER, WEB SITE, OR BOOK WITHOUT ANY OTHER ELEMENT
COMPUTER
ANIMATION
 ART OF CREATING MOVING IMAGES VIA THE
USE OF COMPUTERS
 IT IS A SUBFIELD OF COMPUTER GRAPHICS
AND ANIMATION
 IT IS CREATED BY MEANS OF 3D COMPUTER
GRAPHICS, THOUGH 2D COMPUTER
GRAPHICS ARE STILL WIDELY USED FOR
STYLISTIC, LOW BANDWIDTH, AND
FASTER REAL-TIME RENDERING NEEDS
SOMETIMES THE TARGET OF THE ANIMATION
IS THE COMPUTER ITSELF, BUT SOMETIMES
THE TARGET IS ANOTHERMEDIUM, SUCH
AS FILM
 IT IS ALSO REFERRED TO AS CGI
(COMPUTER-GENERATED IMAGERY OR
COMPUTER-GENERATED IMAGING),
APPLICATIONS
 COMPUTATIONAL BIOLOGY
 COMPUTATIONAL PHYSICS
 COMPUTER-AIDED DESIGN
 COMPUTER SIMULATION
 DIGITAL ART
 EDUCATION
 GRAPHIC DESIGN
 INFOGRAPHICS
 INFORMATION VISUALIZATION
 RATIONAL DRUG DESIGN
 SCIENTIFIC VISUALIZATION
 SPECIAL EFFECTS FOR CINEMA
 VIDEO GAMES
 VIRTUAL REALITY
 WEB DESIGN
 DESIGN

Computer graphics

  • 1.
  • 2.
     COMPUTER GRAPHICS COMPUTER GRAPHICS DEALS WITH ALL ASPECTS OF CREATING IMAGES WITH A COMPUTER -HARDWARE -SOFTWARE -APPLICATIONS
  • 3.
     BASIC GRAPHICSYSTEM INPUT DEVICES OUTPUT DEVICE S IMAGE FORMED IN FRAME
  • 4.
     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
  • 5.
    COMPUTER GRAPHICS: 1960-1970  WIRE FRAMEGRAPHICS -DRAW ONLY LINES  SKETCHPAD  DISPLAY PROCESSORS  STORAGE TUBE wireframe representation of sun object
  • 6.
     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
  • 7.
    RASTER GRAPHICS IMAGE PRODUCEDAS AN ARRAY (THE RASTER) OF PICTURE ELEMENTS (PIXELS) IN THE FRAME BUFFER
  • 8.
    COMPUTER GRAPHICS: 1980-1990 REALISM COMES TO COMPUTER GRAPHICS smooth shading Environment bump mapping
  • 9.
    COMPUTER GRAPHICS: 1990-2000 •COMPLETELYCOMPUTER-GENERATED FEATURE-LENGTH MOVIES (TOY STORY) ARE SUCCESSFUL •NEW HARDWARE CAPABILITIES -TEXTURE MAPPING -BLENDING -ACCUMULATION, STENCIL BUFFERS
  • 10.
    COMPUTER GRAPHICS: 2000-2010 •PHOTOREALISM •GRAPHICSCARDS 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
  • 11.
    COMPUTER GRAPHICS: 2010- PRESENT •XBOX, PLAYSTATION -REALISTIC RENDERING, ANIMATION •KINECT SENSOR -GESTURE RECOGNITION •TOUCHSCREEN INTERFACES -PHONES, TABLETS, WINDOWS 10 •3D SCANNING AND PRINTING -EDITING TOOLS FOR RAPID PROTOTYPING 3D MODELS
  • 12.
    IMAGE FORMATION •IN COMPUTERGRAPHICS, WE FORM IMAGES WHICH ARE GENERALLY TWO DIMENSIONAL USING A PROCESS ANALOGOUS TO HOW IMAGES ARE FORMED BY PHYSICAL IMAGING SYSTEMS -CAMERAS -MICROSCOPES -TELESCOPES -HUMAN VISUAL SYSTEM
  • 13.
    PIXELS A DISCRETE GRIDOF PICTURE ELEMENTS THE NUMBER OF PIXELS DETERMINES THE RESOLUTION OF THE IMAGE TYPICAL RESOLUTIONS RANGE FROM 320*200 TO 2000*1500  FOR A BLACK AND WHITE IMAGE -CAN BE EXPRESSED BETWEEN 0.0 (BLACK) AND 1.0 (WHITE)  FOR A COLOR IMAGE -DESCRIBED BY A TRIPLE OF NUMBERS REPRESENTING THE INTENSITY OF RED, GREEN AND BLUE A low-resolution digital image. Left: Black and white. Right: Color.
  • 14.
    GRAPHICS  VISUAL PRESENTATIONSON A SURFACE  EXAMPLES ARE PHOTOGRAPHS, DRAWING, GRAPHICS DESIGNS, MAPS,ENGINEERING DRAWINGS, OR OTHER IMAGES. GRAPHICS OFTEN COMBINE TEXT AND ILLUSTRATION  OFTEN COMBINE TEXT AND ILLUSTRATION  GRAPHIC DESIGN CONSIST OF THE DELIBERATE SELECTION, CREATION, OR ARRANGEMENT OF TYPOGRAPHY ALONE, AS IN A BROCHURE, FLIER, POSTER, WEB SITE, OR BOOK WITHOUT ANY OTHER ELEMENT
  • 15.
    COMPUTER ANIMATION  ART OFCREATING MOVING IMAGES VIA THE USE OF COMPUTERS  IT IS A SUBFIELD OF COMPUTER GRAPHICS AND ANIMATION  IT IS CREATED BY MEANS OF 3D COMPUTER GRAPHICS, THOUGH 2D COMPUTER GRAPHICS ARE STILL WIDELY USED FOR STYLISTIC, LOW BANDWIDTH, AND FASTER REAL-TIME RENDERING NEEDS SOMETIMES THE TARGET OF THE ANIMATION IS THE COMPUTER ITSELF, BUT SOMETIMES THE TARGET IS ANOTHERMEDIUM, SUCH AS FILM  IT IS ALSO REFERRED TO AS CGI (COMPUTER-GENERATED IMAGERY OR COMPUTER-GENERATED IMAGING),
  • 16.
    APPLICATIONS  COMPUTATIONAL BIOLOGY COMPUTATIONAL PHYSICS  COMPUTER-AIDED DESIGN  COMPUTER SIMULATION  DIGITAL ART  EDUCATION  GRAPHIC DESIGN  INFOGRAPHICS  INFORMATION VISUALIZATION  RATIONAL DRUG DESIGN  SCIENTIFIC VISUALIZATION  SPECIAL EFFECTS FOR CINEMA  VIDEO GAMES  VIRTUAL REALITY  WEB DESIGN  DESIGN