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Graphics System Basics & Models
Book:
Chapter 1 [Ed. Angel, Interactive Computer Graphics]
Computer Graphics
 Computer Graphics: Use of computer in generating
images.
 Computer graphics: concerned with all aspects of
producing pictures or images using a computer.
Applications of Computer Graphics
 Can be roughly divided into four major areas
 Display of Information
 Design
 Simulation and Animation
 User Interfaces
1. Display of Information
 Classic graphics techniques
used as a medium of
conveying information
 Human written/spoken
language
 Historical era:
 Babylonians used to display
floor plans on stones
 Greeks used to display their
architectural plans and language
 Today graphical
representation are generated
by Architects, Designers using
computers.
Display of Information (Contd…)
 Statisticians
 Uses CG to display plots/graphs
of a data set
 Extract information from these
plots
 Very useful in extracting info from
large datasets.
 Medical Imaging
 Graphics used in Computed
Tomography (CT)
 Medical Resonance Imaging
(MRI)
 Ultrasound
 Data Visualization
 Understanding data by placing it
in visual context
2. Design
 Many fields concerned
with design. (Engineering
& Arch)
 With set of specification, a
cost effective and esthetic
design is tried to achieve
using computer graphics.
 Starting 40 years ago,
today Computer Aided
Design (CAD) pervades
many fields.
3. Simulation and Animation
 Simulation is the imitation of the
operation of a real-world process or
system over time.
 Flight simulators - train pilots.
 Safety and Cost reduction
 Architectural designs are tested in many
weather conditions
 Animation - illusion of motion
 Became famous: After successful
simulations
 Artistic effects are achieved.
 Complete movies are made using CG
 Photo-realistic images
 Virtual Reality-replicates an
environment that simulates physical
presence in places in the real world or
imagined worlds and lets the user
interact in that world.
3. Simulation & Animation (Virtual Reality)
4. User Interfaces
 Interaction with computers
increased.
 Desktops, Tablets, Smartphones.
 Use of GUI has overcome CLI
 Microsoft Windows, Mac OS, Linux
 Android, iOS,
 Internet usage increased
 Webpages, applications all are
graphical
 Resources are accessed through
graphical browsers.
 Interaction with UI is so often, that
we have almost forgot that we’re
working with computer graphics.
A Graphics System
 General view of a graphics system
 Generally contains,
1. Input Devices
2. CPU
3. GPU (Graphics Processing Unit)
4. Memory
5. Frame Buffer
6. Output Devices
Pixels, Frame Buffer & Basic Terms
 Pixel: Short for Picture element
 The smallest addressable element of a
display device.
 Basic unit of a digital image.
 Each pixel corresponds to a location or
small area in the image.
 Raster: Array of picture elements or
pixels
 Images seen on displays are raters
produced by graphics sys.
 A raster is a grid of x and y coordinates on
a display space.
Pixels, Frame Buffer & Basic Terms (Contd…)
 Frame Buffer: portion of memory where pixels are
stored
 Core element of graphics system.
 Contains bitmap that is driven to video display
 Resolution: No. of pixels in frame buffer
 Resolution determines the details that can be seen in image
 Higher the resolution  Sharpen the image
 Depth / Precision: No. of bits used per pixel to
determine its properties like color
 1-bit-deep frame buffer  allows only two colors
 8-bit-deep frame buffer  allows 28 (256) colors.
 16-bit (High color)  216 Colors
 24-bit (True color)  224 Colors
 In Simple Sys: Frame Buffer only hold colored pixels that
are displayed
 In most systems, The frame buffer holds far more
information,
 depth information needed for creating images from 3D data.
 In these systems, the frame buffer comprises multiple
buffers,
 one or more of which are color buffers that hold the colored
pixels that are displayed.
 Terms, frame buffer and color buffer can be used
synonymously.
Pixels, Frame Buffer & Basic Terms (Contd…)
CPU and GPU
 In simple system there may be only one CPU
 In early systems, frame buffer was the part of standard
memory
 CPU is responsible for both Normal and Graphical
Processing
 Main graphical processing of CPU is
 Take graphical primitives from application program
 Like (lines, polygons, circles)
 Assign values to the pixels in frame buffer that best
represent those entities.
 Rasterization: Conversion of geometrical entities to
pixel colors and locations in frame buffer. (a.k.a scan
CPU & GPU (Contd…)
 Today, all graphics system are characterized by
special purpose graphics processing unit (GPU).
 GPU: A processing unit custom-tailored to carry out
specific graphics functions
 GPU can either be on the same system board or on
separate graphics card
 Frame buffer usually resides on the same board as GPU
 Frame buffer is accessed through GPU
Output Devices
 Cathode Ray Tube (CRT)
 Most dominant type of display (until, recently)
 Basic Op: When electron strikes the phosphor coating,
light is emitted.
 Deflection plates: to control the direction of the beam
 Computer output is converted from digital(bits) to
analog(voltage) by converters across x and y deflection
plates.
 When sufficiently intense beam of electrons is directed at
the phosphor, light appears on CRT surface
Output Devices (Contd…)
 Refresh rate: No. of times per second the device
retrace the same path/image.
 CRT emits light for short time (few milli seconds)
 To see flickering-free image, same image must be retraced.
 Old systems: Refresh rate = frequency of power system
 50 Hz in US and 60 Hz in most of the world
 Raster System (Fundamental ways of displaying
pixels)
 Non-interlaced: Pixels are displayed row by row at refresh
rate
 Interlaced Display: Odd and even rows are refreshed,
alternatively. 30 Hz instead of 60 Hz.
Output Devices (Contd…)
 Colored CRTs
 Phosphors of three different colors (Red,
Green, Blue)
 Phosphors arranged in small groups.
 Phosphors in triangular groups are called
triads
 Have three electron beams.
 Shadow Mask: a metal sheet with small
holes
 Used to ensure the excitation of proper color
phosphor.
Output Devices (Contd…)
 Flat-panel Technology.
 Flat-panels are inherently raster based.
 Mostly used flat panels are LCD, LED and Plasma
 Generic flat-panel display have
 2-outside plate: containing parallel
grids of wires, oriented
perpendicular to each other.
 Middle plate contains different
material depending upon the
technology.
Output Devices (Contd…)
 Flat-panel Display
 By sending electrical signal to proper wire on both plates.
 Electric field is produced at the point of intersection of two
wires
 Electric field is used to control the corresponding element on
the middle plate.
 Electric field produced can be used in,
 LED, to turn corresponding led on or off
 LCD, to control polarization of liquid crystals to pass light
 Plasma, to energize gases in order to glow or not.
Input Devices
 Input Devices: Devices used for input purposes.
 Common input device Keyboard, mouse
 Other input devices include joy stick, track ball, space ball
 Input Devices (Perspective)
 Physical Device
 Logical Device (application / programmer perspective)
 Their properties are specified in terms of “what they do” from
application perspective.
 For example: cout in C++ outputs the string, the output device
could be printer, display/terminal or a disk file.
 Even the “cout” output could be input for another program.
Input Devices (Physical)
 Two primary types of Input Devices
 Keyboard Devices
 Pointing Devices
 Keyboard generally include physical keyboards or
devices that return character codes.
 ASCII code is used to represent characters.
 ASCII assigns a single unsigned byte to each character.
 Internet application use multiple bytes to represent each
char.
 Mouse & Trackball:
 A mechanical mouse and trackball works on same
principal.
 Motion of the ball is converted to signals by converters.
Input Devices (Physical)
 Signals from encoders might be interpreted as
position (Not necessarily)
 Driver/Program can interpret the signals as two
velocities.
 The Computer can integrate velocities to obtain
position.
 When ball rotates position
changes, otherwise not.
 In this mode, positioning is
relative.
 Motion sensing devices are known as Relative
positioning devices
Input Devices (Physical)
 Data Tablets:
 Absolute positioning
 Position is determined using electromagnetic
interactions between signals traveling through the
wires and sensors in the stylus
 Position sensing devices are known as absolute
positioning devices
 READING: Space ball and Joy stick
Input Devices (Logical)
 Logical Input Devices:
 Addressing of physical input devices as abstract data
types
 ADT: data type defined by its behavior from user view
 Two major characteristics describe logical
behavior of input device:
1. The measurements that the device returns to the
user program
2. The time when the device returns those
measurements.
Input Devices (Logical)
 Logical Input Devices:
 String: Return string of characters from Keyboard, File,
etc
 Locator: Returns a position (in x, y coordinates)
 Pick: Returns a segment name & pick identifier of object
pointed by the user.
 Choice: Represents a choice from a selection of several
possibilities.
 Valuator: Returns a real/analogue value, for example, to
control some sort of analogue device.
 Stroke: series of locations. (Tablets/Touch inputs)
Input Modes
 Input is provided in terms of two entities
 Measure: The returned data from input devices.
 Ex: Data stream from keyboard OR location of pointer from
mouse
 Trigger: Physical input to signal the computer.
 Ex: Pressing of Return (Enter) Key / Esc Key OR clicking the
mouse button.
 Measure of device can be obtained in three (03)
distinct modes
 Each mode is defined by: Relationship b/w measure &
trigger.
Request Mode – Input Modes
 The measure of the device is not returned to the
program until the device is triggered.
 Ex: cin / scanf in C++/C language. (Input Statements)
 Program waits for trigger when input statement is
encountered.
 Take as long as the user wants.
 The measure is only returned upon trigger. (e.g upon
pressing enter/return)
Sample Mode (Input Modes)
 Sample-Mode: Input is immediate. Measure is
returned as the function is encountered in App.
 Position the device or Enter data before the function call.
 Program retrieves “measure” immediately from the
buffer/file/location.
 For example, your application can obtain the location
of the screen cursor at any point in time, through the
use of SAMPLE mode input.
Event Mode – Input Modes
 Case: Multi input devices each with its own measure &
trigger.
 For Example: Flight simulators with multiple inputs.
 Event Mode:
 Application Program & Devices work independently of each other.
 Each time listed device is triggered: measure + id is stored in event
queue
 App. Prog. Retrieves input from event queue whenever required.
 Event Mode (Callback Approach):
 Associate a function call (callback) with events specifically.
 OS queries event queue and calls the associated function.
 Efficient approach in client-server scenarios.
Images – Physically & Synthetic
Elements of Image Formation
 Basic entities of Image Formation
 Objects
 Viewers
 Light
Object(s)
 The object exists in space independent of any
image-formation process and of any viewer.
 Computer Graphics: deals with synthetic objects
 Objects are formed by specifying positions of
geometric primitives(basic shapes) in space like
triangle, polygons etc
 Mostly, set of spatial positions (vertices) are used to
define objects
 For Ex: line can be defined by two vertices
 Triangle can be defined by three vertices.
Viewer(s)
 To form an image, there must be someone or
something that is viewing our objects. Like human, a
camera, etc.
 It is the viewer that forms the image of our objects.
 Human Visual System: Image is formed at back of eye
 Camera: Image is formed in the film plane
 Objects are usually seen from different perspectives.
Light
 Be it physical or synthetic images are in complete
without light.
 No light = dark objects = no image formation
 Light is electromagnetic radiation.
 Light Spectrum: Radio + Infrared + Visual spectrum
 Visual spectrum: 350 – 780 nm
 Around 520 nm: Green
 Near 450 nm: Blue
 Near 650 nm: Red
 Except from recognizing that which frequency
is for which color CG doesn’t deal with light
Light Spectrum
Imaging Systems
 Physical imaging systems to understand imaging in
computers.
 Pin-hole Camera
 Human Visual System
 Pin-hole: To understand basic working principles of
camera.
 Human visual system is complex but obeys the
physical principles of other imaging systems
Pin-hole Camera
 A pinhole camera is a box with a small hole in the
center of one side of the box
 film is on the side opposite the pinhole.
 Hole is so small that only a single ray of light can
enter (assumption)
 For Example: We have point in scene (x, y, z)
 At Image: z = -d
 y = yp
 x = xp (In top view)
 (xp, yp, -d) is called
projection of (x,y,z)
Pin-hole Camera
 Color: In idealized mode, color of the image will be
same as in scene
 Field/Angle of View: is the extent of the observable
world that is seen at any given moment.
 If h is the height of camera (film) then
 Angle is formulated using basic
Trigonometry.
Pin-hole Camera
 Depth of Field: Every object in angle of view is in
focus i.e appears sharply.
 In Ideal pinhole camera depth of field is infinite.
(Assumed)
 Disadvantages of Pinhole camera
 It admits only single ray – almost no light.
 Camera cannot be adjusted to have different angle of
view.
 By replacing hole with lens; problems can be
eliminated
 With proper lens more light can be entered (larger
aperture)
Human Visual System
 Human Visual System is extremely complex.
 Light enters through cornea and lens
 Iris opens/shuts to adjust the amount of light
 Image is formed at retina (back of the eye)
 Cells (Rods and Cones) are sensors
 They excites/responds when light enters eye (350-780
nm)
 Rods: 1 type; Low light sensors; Night vision, not color
sensitive
 Cones: 3 types; responsible for color vision
 Resolution of Visual System
 Resolution: Measure of what size objects can we see.
 Technically: it is a measure of how close we can place
Human Visual System
 Brightness: Brightness is an overall measure of how
we react to the intensity of light
 HVS reacts differently to different wavelengths of light
 HVS is more sensitive to green and less sensitive to red &
blue
 HVS only reacts to three colors instead of whole
visual spectrum due to three types of cones.
 These colors are called primary colors.
 Primary colors are Red, Blue and Green.
Synthetic Camera Model
 The paradigm of emulating image formation by
optical system in computer is known as Synthetic
Camera Model
 Basic Principles:
 As Object & Viewer are independent of each, so CG (API)
should have separate functions for specifications.
 Images can be computed using simple geometric
calculation like in pin hole camera.
Synthetic Camera Model
 In pin hole camera image formed is
flipped.
 In computer, image is retain; by
moving the plane to front (Virtual
image plane)
 A line is drawn called projector from
center of lens/projection (COP) to
the object/point.
 All the light originates from COP
 This virtual image plane is called
projection plane
Synthetic Camera Model
 There is always limitation to the size of the image. In optical
system; field of view expresses the limitation
 Synthetic Camera Model places a Window/Rectangle in
projection plane to cope with the limitation.
 This window / rectangle through which a viewer at COP sees the
world called Clipping window/rectangle
 Given the following
 Location of COP
 Orientation of Projection plane
 Size of clipping window
 We can determine that which
objects will appear in image
Programmer’s Interface
 User interact with graphics system in different ways
like using CAD modules, paint programs etc.
 Programmers interact with GS using graphics library
(API)
 Graphics API: Interface b/w programmer and Graphics
system specified through set of functions.
 Programmers don’t see h/w related details.
 Software Drivers interpret the output of API to the
form that is understood by the specific hardware.
Three Dimensional API
 As per synthetic camera model, 3D API must provide
functions to specify,
 Objects
 Viewer
 Light Sources
 Material properties.
 Objects are specified using vertices.
 Objects are usually specified using geometric
primitives like lines, polygons, triangles etc
 Complex objects may involve multiple ways of
specification.
Three Dimensional API
 Camera can be defined in variety of ways.
 APIs differ in camera selection and methods
 Four types of specification for Camera
 Position: Camera location (COP)
 Orientation: Rotation of camera in axes.
 Focal length: Size of the image/ Angle of view
 Film plane: height & width
 Specifications can be satisfied in various ways
 Most used way is coordinate system transformation
 Transformations convert object positions
represented in coordinate system.
Three Dimensional API
 Light Sources
 Light sources are specified by their
 location, strength, color and direction
 These properties are specified for each light sources
used.
 Material Properties:
 Characteristics or attributes of the objects
 These attributes are specified when the objects are
defined
 Both light and material properties depend upon the
light-material model API supports.
The Modeling–Rendering Paradigm
 Model: Mathematical/Geometrical description of
shapes
 Rendering: Process of generating images from
models
 Modeling can be separated from Rendering.
 Helpful in generating complex images.
 The file/data produced by the modeler is used by the
Renderer.
 This File could be simple; containing info in specific
format
The Modeling–Rendering Paradigm
 Different hardware and software at both blocks.
 Modeler, as well as Rendered are both
customizable
 Use diff: modeler with same renderer
 Use same modeler with diff: renderer
 Most popular approach now a days.
 Models, lights, camera etc are place in special data
structure called scene graph
 Scene graph is then passed to renderer or game
engine.
Graphics Architectures
 Early graphics system: general-purpose computer of
von Neumann architecture
 Single processor system (Single instruction
Execution)
 Calligraphic CRT display
 Generate a line segment by connecting two points.
 Host used to Run app & compute end points and
send them to CRT
 Info needs to be sent at high speed (to avoid flicker)
 Refreshing was slow that even small image
would burden expensive computer.
Display Processors
 Earliest special purpose graphics system
 To separate the process of continuous display of
refreshing
 Display processor included instruction to display
CRT primitives
 Host generate image (Using instructions)
 Send to Display processor
 Display processor store program in memory
(as display file / display list)
 Display processor runs
program iteratively
Pipeline Architecture
 Process/Operation divided into several independent /
dependent segments.
 a + (b ∗ c)
 Pipelining increases throughput of the computer.
Graphics Pipeline
 Sets of Object  Objects (Set of primitives) 
vertices
 Complex objects may contain millions of vertices
 To make process of imaging fast we use pipeline
 Graphical pipeline consists of
 Vertex Processing
 Clipping and Primitive Assembly
 Rasterization
 Fragment Processing
1. Vertex Processing
 Two major functions of this block
 Coordinate transformation
 Compute color of each vertex
Clipping and Primitive Assembly
 Vertices are assembled into primitives (shapes)
 No camera can see the whole world
 Clipping must be done.
 Clipping window/volume is considered
 Clipping is done primitive by primitive.
 Output: set of primitives which will appear in clipping
image.

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computer Graphics

  • 1. Graphics System Basics & Models Book: Chapter 1 [Ed. Angel, Interactive Computer Graphics]
  • 2. Computer Graphics  Computer Graphics: Use of computer in generating images.  Computer graphics: concerned with all aspects of producing pictures or images using a computer.
  • 3. Applications of Computer Graphics  Can be roughly divided into four major areas  Display of Information  Design  Simulation and Animation  User Interfaces
  • 4. 1. Display of Information  Classic graphics techniques used as a medium of conveying information  Human written/spoken language  Historical era:  Babylonians used to display floor plans on stones  Greeks used to display their architectural plans and language  Today graphical representation are generated by Architects, Designers using computers.
  • 5. Display of Information (Contd…)  Statisticians  Uses CG to display plots/graphs of a data set  Extract information from these plots  Very useful in extracting info from large datasets.  Medical Imaging  Graphics used in Computed Tomography (CT)  Medical Resonance Imaging (MRI)  Ultrasound  Data Visualization  Understanding data by placing it in visual context
  • 6. 2. Design  Many fields concerned with design. (Engineering & Arch)  With set of specification, a cost effective and esthetic design is tried to achieve using computer graphics.  Starting 40 years ago, today Computer Aided Design (CAD) pervades many fields.
  • 7. 3. Simulation and Animation  Simulation is the imitation of the operation of a real-world process or system over time.  Flight simulators - train pilots.  Safety and Cost reduction  Architectural designs are tested in many weather conditions  Animation - illusion of motion  Became famous: After successful simulations  Artistic effects are achieved.  Complete movies are made using CG  Photo-realistic images  Virtual Reality-replicates an environment that simulates physical presence in places in the real world or imagined worlds and lets the user interact in that world.
  • 8. 3. Simulation & Animation (Virtual Reality)
  • 9. 4. User Interfaces  Interaction with computers increased.  Desktops, Tablets, Smartphones.  Use of GUI has overcome CLI  Microsoft Windows, Mac OS, Linux  Android, iOS,  Internet usage increased  Webpages, applications all are graphical  Resources are accessed through graphical browsers.  Interaction with UI is so often, that we have almost forgot that we’re working with computer graphics.
  • 10. A Graphics System  General view of a graphics system  Generally contains, 1. Input Devices 2. CPU 3. GPU (Graphics Processing Unit) 4. Memory 5. Frame Buffer 6. Output Devices
  • 11. Pixels, Frame Buffer & Basic Terms  Pixel: Short for Picture element  The smallest addressable element of a display device.  Basic unit of a digital image.  Each pixel corresponds to a location or small area in the image.  Raster: Array of picture elements or pixels  Images seen on displays are raters produced by graphics sys.  A raster is a grid of x and y coordinates on a display space.
  • 12. Pixels, Frame Buffer & Basic Terms (Contd…)  Frame Buffer: portion of memory where pixels are stored  Core element of graphics system.  Contains bitmap that is driven to video display  Resolution: No. of pixels in frame buffer  Resolution determines the details that can be seen in image  Higher the resolution  Sharpen the image  Depth / Precision: No. of bits used per pixel to determine its properties like color  1-bit-deep frame buffer  allows only two colors  8-bit-deep frame buffer  allows 28 (256) colors.  16-bit (High color)  216 Colors  24-bit (True color)  224 Colors
  • 13.  In Simple Sys: Frame Buffer only hold colored pixels that are displayed  In most systems, The frame buffer holds far more information,  depth information needed for creating images from 3D data.  In these systems, the frame buffer comprises multiple buffers,  one or more of which are color buffers that hold the colored pixels that are displayed.  Terms, frame buffer and color buffer can be used synonymously. Pixels, Frame Buffer & Basic Terms (Contd…)
  • 14. CPU and GPU  In simple system there may be only one CPU  In early systems, frame buffer was the part of standard memory  CPU is responsible for both Normal and Graphical Processing  Main graphical processing of CPU is  Take graphical primitives from application program  Like (lines, polygons, circles)  Assign values to the pixels in frame buffer that best represent those entities.  Rasterization: Conversion of geometrical entities to pixel colors and locations in frame buffer. (a.k.a scan
  • 15. CPU & GPU (Contd…)  Today, all graphics system are characterized by special purpose graphics processing unit (GPU).  GPU: A processing unit custom-tailored to carry out specific graphics functions  GPU can either be on the same system board or on separate graphics card  Frame buffer usually resides on the same board as GPU  Frame buffer is accessed through GPU
  • 16. Output Devices  Cathode Ray Tube (CRT)  Most dominant type of display (until, recently)  Basic Op: When electron strikes the phosphor coating, light is emitted.  Deflection plates: to control the direction of the beam  Computer output is converted from digital(bits) to analog(voltage) by converters across x and y deflection plates.  When sufficiently intense beam of electrons is directed at the phosphor, light appears on CRT surface
  • 17. Output Devices (Contd…)  Refresh rate: No. of times per second the device retrace the same path/image.  CRT emits light for short time (few milli seconds)  To see flickering-free image, same image must be retraced.  Old systems: Refresh rate = frequency of power system  50 Hz in US and 60 Hz in most of the world  Raster System (Fundamental ways of displaying pixels)  Non-interlaced: Pixels are displayed row by row at refresh rate  Interlaced Display: Odd and even rows are refreshed, alternatively. 30 Hz instead of 60 Hz.
  • 18. Output Devices (Contd…)  Colored CRTs  Phosphors of three different colors (Red, Green, Blue)  Phosphors arranged in small groups.  Phosphors in triangular groups are called triads  Have three electron beams.  Shadow Mask: a metal sheet with small holes  Used to ensure the excitation of proper color phosphor.
  • 19. Output Devices (Contd…)  Flat-panel Technology.  Flat-panels are inherently raster based.  Mostly used flat panels are LCD, LED and Plasma  Generic flat-panel display have  2-outside plate: containing parallel grids of wires, oriented perpendicular to each other.  Middle plate contains different material depending upon the technology.
  • 20. Output Devices (Contd…)  Flat-panel Display  By sending electrical signal to proper wire on both plates.  Electric field is produced at the point of intersection of two wires  Electric field is used to control the corresponding element on the middle plate.  Electric field produced can be used in,  LED, to turn corresponding led on or off  LCD, to control polarization of liquid crystals to pass light  Plasma, to energize gases in order to glow or not.
  • 21. Input Devices  Input Devices: Devices used for input purposes.  Common input device Keyboard, mouse  Other input devices include joy stick, track ball, space ball  Input Devices (Perspective)  Physical Device  Logical Device (application / programmer perspective)  Their properties are specified in terms of “what they do” from application perspective.  For example: cout in C++ outputs the string, the output device could be printer, display/terminal or a disk file.  Even the “cout” output could be input for another program.
  • 22. Input Devices (Physical)  Two primary types of Input Devices  Keyboard Devices  Pointing Devices  Keyboard generally include physical keyboards or devices that return character codes.  ASCII code is used to represent characters.  ASCII assigns a single unsigned byte to each character.  Internet application use multiple bytes to represent each char.  Mouse & Trackball:  A mechanical mouse and trackball works on same principal.  Motion of the ball is converted to signals by converters.
  • 23. Input Devices (Physical)  Signals from encoders might be interpreted as position (Not necessarily)  Driver/Program can interpret the signals as two velocities.  The Computer can integrate velocities to obtain position.  When ball rotates position changes, otherwise not.  In this mode, positioning is relative.  Motion sensing devices are known as Relative positioning devices
  • 24. Input Devices (Physical)  Data Tablets:  Absolute positioning  Position is determined using electromagnetic interactions between signals traveling through the wires and sensors in the stylus  Position sensing devices are known as absolute positioning devices  READING: Space ball and Joy stick
  • 25. Input Devices (Logical)  Logical Input Devices:  Addressing of physical input devices as abstract data types  ADT: data type defined by its behavior from user view  Two major characteristics describe logical behavior of input device: 1. The measurements that the device returns to the user program 2. The time when the device returns those measurements.
  • 26. Input Devices (Logical)  Logical Input Devices:  String: Return string of characters from Keyboard, File, etc  Locator: Returns a position (in x, y coordinates)  Pick: Returns a segment name & pick identifier of object pointed by the user.  Choice: Represents a choice from a selection of several possibilities.  Valuator: Returns a real/analogue value, for example, to control some sort of analogue device.  Stroke: series of locations. (Tablets/Touch inputs)
  • 27. Input Modes  Input is provided in terms of two entities  Measure: The returned data from input devices.  Ex: Data stream from keyboard OR location of pointer from mouse  Trigger: Physical input to signal the computer.  Ex: Pressing of Return (Enter) Key / Esc Key OR clicking the mouse button.  Measure of device can be obtained in three (03) distinct modes  Each mode is defined by: Relationship b/w measure & trigger.
  • 28. Request Mode – Input Modes  The measure of the device is not returned to the program until the device is triggered.  Ex: cin / scanf in C++/C language. (Input Statements)  Program waits for trigger when input statement is encountered.  Take as long as the user wants.  The measure is only returned upon trigger. (e.g upon pressing enter/return)
  • 29. Sample Mode (Input Modes)  Sample-Mode: Input is immediate. Measure is returned as the function is encountered in App.  Position the device or Enter data before the function call.  Program retrieves “measure” immediately from the buffer/file/location.  For example, your application can obtain the location of the screen cursor at any point in time, through the use of SAMPLE mode input.
  • 30. Event Mode – Input Modes  Case: Multi input devices each with its own measure & trigger.  For Example: Flight simulators with multiple inputs.  Event Mode:  Application Program & Devices work independently of each other.  Each time listed device is triggered: measure + id is stored in event queue  App. Prog. Retrieves input from event queue whenever required.  Event Mode (Callback Approach):  Associate a function call (callback) with events specifically.  OS queries event queue and calls the associated function.  Efficient approach in client-server scenarios.
  • 31. Images – Physically & Synthetic Elements of Image Formation  Basic entities of Image Formation  Objects  Viewers  Light
  • 32. Object(s)  The object exists in space independent of any image-formation process and of any viewer.  Computer Graphics: deals with synthetic objects  Objects are formed by specifying positions of geometric primitives(basic shapes) in space like triangle, polygons etc  Mostly, set of spatial positions (vertices) are used to define objects  For Ex: line can be defined by two vertices  Triangle can be defined by three vertices.
  • 33. Viewer(s)  To form an image, there must be someone or something that is viewing our objects. Like human, a camera, etc.  It is the viewer that forms the image of our objects.  Human Visual System: Image is formed at back of eye  Camera: Image is formed in the film plane  Objects are usually seen from different perspectives.
  • 34. Light  Be it physical or synthetic images are in complete without light.  No light = dark objects = no image formation  Light is electromagnetic radiation.  Light Spectrum: Radio + Infrared + Visual spectrum  Visual spectrum: 350 – 780 nm  Around 520 nm: Green  Near 450 nm: Blue  Near 650 nm: Red  Except from recognizing that which frequency is for which color CG doesn’t deal with light
  • 36. Imaging Systems  Physical imaging systems to understand imaging in computers.  Pin-hole Camera  Human Visual System  Pin-hole: To understand basic working principles of camera.  Human visual system is complex but obeys the physical principles of other imaging systems
  • 37. Pin-hole Camera  A pinhole camera is a box with a small hole in the center of one side of the box  film is on the side opposite the pinhole.  Hole is so small that only a single ray of light can enter (assumption)  For Example: We have point in scene (x, y, z)  At Image: z = -d  y = yp  x = xp (In top view)  (xp, yp, -d) is called projection of (x,y,z)
  • 38. Pin-hole Camera  Color: In idealized mode, color of the image will be same as in scene  Field/Angle of View: is the extent of the observable world that is seen at any given moment.  If h is the height of camera (film) then  Angle is formulated using basic Trigonometry.
  • 39. Pin-hole Camera  Depth of Field: Every object in angle of view is in focus i.e appears sharply.  In Ideal pinhole camera depth of field is infinite. (Assumed)  Disadvantages of Pinhole camera  It admits only single ray – almost no light.  Camera cannot be adjusted to have different angle of view.  By replacing hole with lens; problems can be eliminated  With proper lens more light can be entered (larger aperture)
  • 40. Human Visual System  Human Visual System is extremely complex.  Light enters through cornea and lens  Iris opens/shuts to adjust the amount of light  Image is formed at retina (back of the eye)  Cells (Rods and Cones) are sensors  They excites/responds when light enters eye (350-780 nm)  Rods: 1 type; Low light sensors; Night vision, not color sensitive  Cones: 3 types; responsible for color vision  Resolution of Visual System  Resolution: Measure of what size objects can we see.  Technically: it is a measure of how close we can place
  • 41. Human Visual System  Brightness: Brightness is an overall measure of how we react to the intensity of light  HVS reacts differently to different wavelengths of light  HVS is more sensitive to green and less sensitive to red & blue  HVS only reacts to three colors instead of whole visual spectrum due to three types of cones.  These colors are called primary colors.  Primary colors are Red, Blue and Green.
  • 42. Synthetic Camera Model  The paradigm of emulating image formation by optical system in computer is known as Synthetic Camera Model  Basic Principles:  As Object & Viewer are independent of each, so CG (API) should have separate functions for specifications.  Images can be computed using simple geometric calculation like in pin hole camera.
  • 43. Synthetic Camera Model  In pin hole camera image formed is flipped.  In computer, image is retain; by moving the plane to front (Virtual image plane)  A line is drawn called projector from center of lens/projection (COP) to the object/point.  All the light originates from COP  This virtual image plane is called projection plane
  • 44. Synthetic Camera Model  There is always limitation to the size of the image. In optical system; field of view expresses the limitation  Synthetic Camera Model places a Window/Rectangle in projection plane to cope with the limitation.  This window / rectangle through which a viewer at COP sees the world called Clipping window/rectangle  Given the following  Location of COP  Orientation of Projection plane  Size of clipping window  We can determine that which objects will appear in image
  • 45. Programmer’s Interface  User interact with graphics system in different ways like using CAD modules, paint programs etc.  Programmers interact with GS using graphics library (API)  Graphics API: Interface b/w programmer and Graphics system specified through set of functions.  Programmers don’t see h/w related details.  Software Drivers interpret the output of API to the form that is understood by the specific hardware.
  • 46. Three Dimensional API  As per synthetic camera model, 3D API must provide functions to specify,  Objects  Viewer  Light Sources  Material properties.  Objects are specified using vertices.  Objects are usually specified using geometric primitives like lines, polygons, triangles etc  Complex objects may involve multiple ways of specification.
  • 47. Three Dimensional API  Camera can be defined in variety of ways.  APIs differ in camera selection and methods  Four types of specification for Camera  Position: Camera location (COP)  Orientation: Rotation of camera in axes.  Focal length: Size of the image/ Angle of view  Film plane: height & width  Specifications can be satisfied in various ways  Most used way is coordinate system transformation  Transformations convert object positions represented in coordinate system.
  • 48. Three Dimensional API  Light Sources  Light sources are specified by their  location, strength, color and direction  These properties are specified for each light sources used.  Material Properties:  Characteristics or attributes of the objects  These attributes are specified when the objects are defined  Both light and material properties depend upon the light-material model API supports.
  • 49. The Modeling–Rendering Paradigm  Model: Mathematical/Geometrical description of shapes  Rendering: Process of generating images from models  Modeling can be separated from Rendering.  Helpful in generating complex images.  The file/data produced by the modeler is used by the Renderer.  This File could be simple; containing info in specific format
  • 50. The Modeling–Rendering Paradigm  Different hardware and software at both blocks.  Modeler, as well as Rendered are both customizable  Use diff: modeler with same renderer  Use same modeler with diff: renderer  Most popular approach now a days.  Models, lights, camera etc are place in special data structure called scene graph  Scene graph is then passed to renderer or game engine.
  • 51. Graphics Architectures  Early graphics system: general-purpose computer of von Neumann architecture  Single processor system (Single instruction Execution)  Calligraphic CRT display  Generate a line segment by connecting two points.  Host used to Run app & compute end points and send them to CRT  Info needs to be sent at high speed (to avoid flicker)  Refreshing was slow that even small image would burden expensive computer.
  • 52. Display Processors  Earliest special purpose graphics system  To separate the process of continuous display of refreshing  Display processor included instruction to display CRT primitives  Host generate image (Using instructions)  Send to Display processor  Display processor store program in memory (as display file / display list)  Display processor runs program iteratively
  • 53. Pipeline Architecture  Process/Operation divided into several independent / dependent segments.  a + (b ∗ c)  Pipelining increases throughput of the computer.
  • 54. Graphics Pipeline  Sets of Object  Objects (Set of primitives)  vertices  Complex objects may contain millions of vertices  To make process of imaging fast we use pipeline  Graphical pipeline consists of  Vertex Processing  Clipping and Primitive Assembly  Rasterization  Fragment Processing
  • 55. 1. Vertex Processing  Two major functions of this block  Coordinate transformation  Compute color of each vertex
  • 56. Clipping and Primitive Assembly  Vertices are assembled into primitives (shapes)  No camera can see the whole world  Clipping must be done.  Clipping window/volume is considered  Clipping is done primitive by primitive.  Output: set of primitives which will appear in clipping image.