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Unit-1 BLC-501

Computer Graphics Lecture-2

Salim Istyaq (Assistant Professor)

Electrical Engineering Section, University Polytechnic, AMU Aligarh

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Computer Graphics- Applications

CAD (Computer Aided Design)

CAD methods are used in design of building, automobiles, aircrafts, motor crafts, computers, textiles and many other products.

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Presentation Graphics

Presentation Graphics are used to summarize financial, statistical, mathematical, scientific and economic data for research reports, managerial reports, and consumer information bulletins.

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Computer art

• Computer Graphics methods are widely used in both fine art and commercial art applications.

• Fine artists use a variety of techniques to produce images.

• Examples include the following:

(I) Paint Brush programs

(ii) Mathematical software packages

• Commercial art makes use of art for logos, TV advertising spots, page layouts etc.

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Entertainment

Computer Graphics methods are used in making motion pictures, music videos and TV shows e.g. graphics developed for use in the Start rack series.

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• Education & Training

Special systems are designed for training e.g. file simulators for aircraft training.

• Visualization

It is used in numerical model of a storm, modeling space shuttle, models of stream surfaces flowing parts, a space shadow, scientific visualizations or a protein structure and so forth.

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• Image Processing

Commercial Art Applications: that involve retouching and rearranging sections of photos and other art works.

• Medical Applications: Image processing and computer graphics are combined. For ex-Computer aided surgeries where 2D section of the body is obtain using imaging techniques.

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• Graphical User Interface

GUIs are now common in software packages to allow fast selection of processing options and parameter values.

A GUI usually comprises of icons, menus, buttons and windows. Advantages of icons are that they take up less space than their textual descriptions.

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Aspect Ratio

Ratio of number of vertical points to horizontal points necessary to produce equal length lines in both directions on the screen.

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Resolution

• Spot intensity has a Gaussian distribution, so two adjacent spots will overlap.

• The 2 adjacent spots will appear distinct if their separation is greater than the diameter at which a spot intensity has fallen to 60% of maximum.

• The maximum number of spots that will be displayed without overlap is known as the resolution of a CRT.

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Modeling

• Many model reps

Bezier, B-spline, box splines, simplex splines, polyhedral splines, quadrics, super-quadrics, implicit, parametric, subdivision, fractal, level sets, etc (not to mention polygonal)

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Modeling

• Physically based

Newton

Behavior as well as geometry

• Materials

Metal, cloth, organic forms, fluids, etc

• Procedural (growth) models

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Modeling... is hard

• Complexity

• Shape

• Specifying

• Realistic constraints

• Detail vs concept

• Tedious, slow

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Modeling is hard

• Mathematical challenge

• Computational challenge

• Interaction challenge

• Display challenge (want 3D)

• Domain knowledge, constraints

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Growth Models

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Models

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Example

• Where did this image come from?

• What hardware/software did we need to produce it?

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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 (Maya is a 3D modeling and animation program that can be used for 3D printing, and animated graphics) for modeling and rendering but Maya is built on top of OpenGL

Hardware: PC with graphics card for modeling and rendering

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Basic Graphics System

Input devices

Output device

Image formed in FB

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CRT

Can be used either as a line-drawing

device (calligraphic) or to display contents of frame buffer (raster mode)

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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

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Computer Graphics: 1960-1970

Wireframe graphics

Draw only lines

• Sketchpad

• Display Processors

• Storage tube

wireframe representation of sun object

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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

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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

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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

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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

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Raster Graphics

• Image produced as an array (the raster) of picture elements (pixels) in the frame

buffer

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Raster Graphics

• Allows us to go from lines and wire frame images to filled polygons

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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

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Computer Graphics: 1980-1990

Realism comes to computer graphics

smooth shading environment mapping

bump mapping

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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)

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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

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Computer Graphics: 2000-2010

• Photorealism

• Graphics cards (GPU) for PCs dominate market

Nvidia, ATI

• Game boxes and game players determine direction of market (Wii, Kinect, etc)

• Computer graphics routine in movie industry: Maya, Lightwave

• Programmable pipelines

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Computer Graphics: 2010-

• Mobile Computing

iPhone

• Cloud Computing

Amazon Web Services (AWS)

• Virtual Reality

Oculus Rift

• Artificial Intelligence

Big Data/Deep Learning Google Car

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Thank you.

• Separate Questions sheet will be provided for the practice.

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