Computer Graphics Panos Trahanias email trahaniacsd uoc gr
















































































































































- Slides: 144
Computer Graphics Panos Trahanias e-mail: trahania@csd. uoc. gr ΗΥ 358 Spring 2009
Ιστορική Αναδρομή Architecture of a Vector Display
Ιστορική Αναδρομή Architecture of a Raster Display
Ιστορική Αναδρομή Random scan versus raster scan
Conceptual Framework of CG
Line Drawing – Midpoint Algorithm
Line Drawing – Midpoint Algorithm
Line Drawing – Midpoint Algorithm
Line Drawing – Midpoint Algorithm
Line Drawing – Midpoint Algorithm
Line Drawing – Midpoint Algorithm
Line Drawing – Midpoint Algorithm
Circle Drawing – Midpoint Algorithm
Circle Drawing – Midpoint Algorithm
Circle Drawing – Midpoint Algorithm Eight-way symmetry
Circle Drawing – Midpoint Algorithm
Circle Drawing – Midpoint Algorithm
Circle Drawing – Midpoint Algorithm
Circle Drawing – Midpoint Algorithm
Circle Drawing – Midpoint Algorithm
Ellipse Drawing – Midpoint Algorithm
Ellipse Drawing – Midpoint Algorithm
Ellipse Drawing – Midpoint Algorithm
Antialiasing – Midpoint Line Algorithm Increasing Resolution
Antialiasing – Midpoint Line Algorithm Unweighted Area Sampling
Antialiasing – Midpoint Line Algorithm Properties of Unweighted Area Sampling: l l l Intensity of a pixel intersected by a line decreases as the distance between the pixel center and the edge increases. A primitive (e. g. line) does not influence a pixel at all if they are not intersected. Equal areas contribute equal intensity, regardless of the distance between the pixel’s center and the area.
Antialiasing – Midpoint Line Algorithm Unweighted Area Sampling: Box Filter
Antialiasing – Midpoint Line Algorithm Weighted Area Sampling: Cone Filter
Antialiasing – Midpoint Line Algorithm Dramatic Effects of the cone filter.
Antialiasing – Midpoint Line Algorithm
Antialiasing – Midpoint Line Algorithm
Antialiasing – Midpoint Line Algorithm
Antialiasing – Midpoint Line Algorithm
Polygon Filling
Polygon Filling
Polygon Filling Calculation of Span Extrema
Polygon Filling
Polygon Filling
Polygon Filling
Polygon Filling
Polygon Filling Algorithm
Polygon Filling
Filling Ellipse Arcs
Clipping Lines
Clipping Lines Cohen-Sutherland Line-Clipping Algorithm
Clipping Lines
Clipping Lines
Clipping Lines
Clipping Lines
Clipping Lines Parametric Line-Clipping Algorithm
Clipping Lines
Clipping Lines
Clipping Lines
Geometrical Transformations 2 D Transformations - Translation
Geometrical Transformations 2 D Transformations - Scaling
Geometrical Transformations 2 D Transformations - Rotation
Geometrical Transformations Homogeneous Coordinates The XYW homogeneous coordinate space, with the W=1 plane and point P(X, Y, W) projected onto the W=1 plane.
Geometrical Transformations 2 D Transformations – Affine Transformations 45 o rotation and then nonuniform scaling of the unit cube. The result is an affine transformation.
Geometrical Transformations 2 D Transformations – Shear Transformations
Geometrical Transformations Composition of 2 D Transformations
Geometrical Transformations 2 D Transformations – the Window-to-Viewport Transformation
Geometrical Transformations 2 D Transformations – the Window-to-Viewport Transformation
Geometrical Transformations 2 D Transformations – the Window-to-Viewport Transformation
Geometrical Transformations 3 D Transformations – Coordinate Systems Right-handed Coordinate System Left-handed Coordinate System
Geometrical Transformations Composition of 3 D Transformations
Geometrical Transformations Composition of 3 D Transformations – 1 st Approach
Geometrical Transformations Composition of 3 D Transformations – 2 nd Approach
Geometrical Transformations Composition of 3 D Transformations
Viewing in 3 D Conceptual model of 3 D viewing
Viewing in 3 D Projections - Projectors
Viewing in 3 D Perspective Projections – 1 -point PP
Viewing in 3 D Perspective Projections – 2 -point PP
Viewing in 3 D Parallel Projections
Viewing in 3 D Parallel Projections – Isometric Projection
Viewing in 3 D Parallel Projections – Oblique Projection
Viewing in 3 D
Viewing in 3 D Specifying an Arbitrary 3 D View
Viewing in 3 D Specifying an Arbitrary 3 D View
Viewing in 3 D
Viewing in 3 D
Viewing in 3 D
Viewing in 3 D
Viewing in 3 D The Mathematics of Planar Geometric Projections
Viewing in 3 D Alternative Perspective Projection
Viewing in 3 D Alternative Perspective Projection
Viewing in 3 D Implementation of Planar Geometric Projections
Viewing in 3 D Implementation of 3 D Viewing
Viewing in 3 D Parallel Projection
Viewing in 3 D Parallel Projection
Viewing in 3 D Parallel Projection
Viewing in 3 D Parallel Projection
Viewing in 3 D Shearing Matrix
Viewing in 3 D Final Translation / Scaling Step
Viewing in 3 D Perspective Projection
Viewing in 3 D Perspective Projection
Viewing in 3 D Perspective Projection
Viewing in 3 D Perspective Projection
Viewing in 3 D Perspective Projection
Viewing in 3 D Perspective Projection Step 4 - Shear
Viewing in 3 D Perspective Projection
Viewing in 3 D Perspective Projection
Viewing in 3 D Perspective Projection
Viewing in 3 D Implementation Summary
Visible Surface Determination Image Precision Approaches for (each pixel in the image) { determine the object closest to the viewer that is pierced by the projector through the pixel; draw the pixel in the appropriate color; } Object Precision Approaches for (each object in the world) { determine those parts of the object whose view is unobstructed by other parts of it or any other object; draw those parts in the appropriate color; }
Techniques for Efficient Visible-surface Algorithms Extents and Bounding Volumes
Techniques for Efficient Visible-surface Algorithms Back-face Culling
Z-Buffer Algorithm
Z-Buffer Algorithm
Z-Buffer Algorithm
Scan-Line Algorithms Much like polygon scanconversion algorithms Each ET entry contains
Scan-Line Algorithms
Scan-Line Algorithms
Scan-Line Algorithms
Scan-Line Algorithms
Scan-Line Algorithms
Scan-Line Algorithms Pseudocode for a general scan-line algorithm
Visible-Surface Ray Tracing
Visible-Surface Ray Tracing Pseudocode for a simple ray tracer
Visible-Surface Ray Tracing
Visible-Surface Ray Tracing Anti-alised ray tracing
List-Priority Algorithms The Depth-Sort Algorithm
List-Priority Algorithms Depth Comparisons
List-Priority Algorithms The Depth-Sort Algorithm – Tests to resolve ambiguities The Depth-Sort Algorithm – Tests with polygons reversed
List-Priority Algorithms The Depth-Sort Algorithm – Results of Tests
List-Priority Algorithms The Depth-Sort Algorithm – Unnecessary polygon split
Illumination and Shading
Illumination and Shading Diffuse Reflection
Illumination and Shading
Illumination and Shading Atmospheric Attenuation
Illumination and Shading Depth Cueing
Illumination and Shading Specular Reflection
Illumination and Shading
Illumination and Shading
Illumination and Shading
Illumination and Shading
Illumination and Shading Surface Normals
Illumination and Shading
Illumination and Shading Normal Vector Interpolation
Illumination and Shading Gouraud Shading – Phong Shading
Illumination and Shading Texture Mapping
Illumination and Shading Scan-line Shadow Algorithm
Illumination and Shading Two-Pass Object Precision Shadow Algorithm
Illumination and Shading Transparency
Illumination and Shading Calculating the refraction vector