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CSC 406:CSC 406:
Computer GraphicsComputer Graphics
Lecture1:
IntroductionIntroduction
January 2008 CSC 406 : Computer Graphics 2
Lecture 1:
 Scope:
 Introduction.
 Historic overview.
 Graphics hardware and software
 CG components
 Study question:
 What is computer graphics?
 State three landmark events in the development of computer
graphics.
 State the components of computer graphics.
January 2008 CSC 406 : Computer Graphics 3
What is Computer Graphics:
 Technically, it’s about the production,
manipulation and display of images using
computers
 Practically, it’s about movies, games, art,
training, advertising, communication, design,
…
January 2008 CSC 406 : Computer Graphics 4
January 2008 CSC 406 : Computer Graphics 5
Historic Overview:Historic Overview:
 The development of computer graphics can
be viewed in three aspects:
 Pre-historic events that are useful in this
development.
 Development in Software and Algorithms.
 Development in hardware, and graphics
technology.
 We look at details in later lectures…
January 2008 CSC 406 : Computer Graphics 6
Pre-History:- Before
graphics:
 The foundations of computer graphics can be traced
to artistic and mathematical ``inventions,'' for
example,
 Euclid (circa 300 - 250 BC) who's formulation of
geometry provides a basis for graphics concepts.
 Filippo Brunelleschi (1377 - 1446) architect, goldsmith,
and sculptor who is noted for his use of perspective.
January 2008 CSC 406 : Computer Graphics 7
Pre-history…
 Rene Descartés (1596-1650) who developed analytic geometry, in
particular coordinate systems which provide a foundation for describing
the location and shape of objects in space.
 Gottfried Wilhelm Leibniz (1646 - 1716) and Issac Newton (1642 -
1727) who co-invented calculus that allow us to describe dynamical
systems.
 James Joseph Sylvester (1814 - 1897) who invented matrix notation. A
lot of graphics can be done with matrices.
 I. Schoenberg who discovered splines, a fundamental type of curve.
 J. Presper Mauchly (1919 - 1995) and John William Mauchly (1907 -
1980) who build the ENIAC computer.
January 2008 CSC 406 : Computer Graphics 8
The Early history:
 The history of computer graphics can be dated back to the days of the
Whirlwind Project and the SAGE computer system, which were
designed to support military preparedness.
 The Whirlwind Project started as an effort to build a flight simulator and
SAGE was to provide a air defense system in the United States to guard
against the threat of a nuclear attack.
 The SAGE workstation had a vector display and light pens that operators
would use pinpoint planes flying over regions of the United States.
 Besides being the age of the first vacuum tube computers, the 1940's
was when the transistor was invented at Bell Labs (1947).
 In 1956, the first transistorized computer was built at MIT.
January 2008 CSC 406 : Computer Graphics 9
Hardware and Technology:Hardware and Technology:
 The age of Sutherlands:
 In the early 1960's IBM, Sperry-Rand, Burroughs and a few
other computer companies existed.
 The computers of the day had a few kilobytes of memory,
no operating systems to speak of and no graphical display
monitors.
 The peripherals were punch cards, line printers, and roll-
paper plotters.
 The only programming languages supported were
assembler, FORTRAN, and Algol.
 Function graphs and ``Snoopy'' calendars were about the
only graphics done.
January 2008 CSC 406 : Computer Graphics 10
History – Hardware…
 In 1963 Ivan Sutherland presented his paper
Sketchpad at the Summer Joint Computer
Conference.
 Sketchpad allowed interactive design on a vector
graphics display monitor with a light pen input
device.
 Most people mark this event as the origin of
computer graphics.
January 2008 CSC 406 : Computer Graphics 11
Early 70’s…
 An Evans & Sutherland Picture System was
the high-end graphics computer.
 It was a vector display with hardware support for
clipping and perspective.
 Xerox PARC introduced the Altos personal
computer, and
 An 8 bit computer was invented at Intel.
January 2008 CSC 406 : Computer Graphics 12
Later in the 70’s…
 The Apple I and II computers became the first
commercial successes for personal computing.
 The DEC VAX computer was the mainframe (mini)
computer of choice.
 Arcade games such as Pong and Pac Mac became
popular.
 Laser printers were invented at Xerox PARC.
January 2008 CSC 406 : Computer Graphics 13
The early 80’s…
 The IBM PC was marketed in 1981 The Apple
MacIntosh started production in 1984, and
microprocessors began to take off, with the Intel
x86 chipset, but these were still toys.
 Computers with a mouse, bitmapped (raster)
display, and Ethernet became the standard in
academic and science and engineering settings.
January 2008 CSC 406 : Computer Graphics 14
Later in the 80’s…
 Sun workstations, with the Motorola 680x0 chipset became
popular as advanced workstation a in the mid 80's.
 The Video Graphics Array (VGA) card was invented at
IBM.
 Silicon Graphics (SGI) workstations that supported real-
time raster line drawing and later polygons became the
computer graphicists desired.
 The data glove, a precursor to virtual reality, was invented
at NASA.
 VLSI for special purpose graphics processors and parallel
processing became hot research areas.
January 2008 CSC 406 : Computer Graphics 15
The 90’s…
 The computer at this time was an SGI workstation
with at least 16 MB of memory, at 24-bit raster
display with hardware support for Gouraud shading
and z-buffering for hidden surface removal.
 Laser printers and single frame video recorders
were standard.
 Unix, X and Silicon Graphics GL were the
operating systems, window system and application
programming interface (API) that graphicist used.
January 2008 CSC 406 : Computer Graphics 16
The 90’s…
 Shaded raster graphics were starting to be
introduced in motion pictures.
 PCs started to get decent, but still they could
not support 3-D graphics, so most
programmer's wrote software for scan
conversion (rasterization) used the painter's
algorithm for hidden surface removal, and
developed ``tricks'' for real-time animation.
January 2008 CSC 406 : Computer Graphics 17
The 90’s…
 Hand-held computers were invented at Hewlett-Packard about 1991.
 Zip drives were invented at Iomega.
 The Intel 486 chipset allowed PC to get reasonable floating point
performance.
 In 1994, Silicon Graphics produced the Reality Engine:
 It had hardware for real-time texture mapping.
 The Ninetendo 64 game console hit the market providing Reality
Engine-like graphics for the masses of games players.
 Scanners were introduced.
January 2008 CSC 406 : Computer Graphics 18
Later in the 90’s…
 PC graphics cards, for example 3dfx and Nvidia,
were introduced.
 Laptops were introduced to the market.
 The Pentium chipset made PCs almost as powerful
as workstations.
 Motion capture, begun with the data glove,
becomes a primary method for generating
animation sequences.
January 2008 CSC 406 : Computer Graphics 19
The 90’s…
 3-D video games become very popular: DOOM
(which uses BSP trees), Quake, Mario Brothers, etc.
 Graphics effects in movies becomes pervasive:
Terminator 2, Jurassic Park, Toy Story, Titanic,
Star Wars I. Virtual reality and the Virtual Reality
Meta (Markup) Language (VRML) become hot
areas for research.
 PDA's, the Palm Pilot, and flat panel displays hit
the market.
January 2008 CSC 406 : Computer Graphics 20
The ’00’s…
 Today most graphicist want an Intel PC with at least 256 MB of memory
and a 10 GB hard drive.
 Their display should have graphics board that supports real-time texture
mapping.
 A flatbed scanner, color laser printer, digital video camera, DVD, and
MPEG encoder/decoder are the peripherals one wants.
 The environment for program development is most likely Windows and
Linux, with Direct 3D and OpenGL, but Java 3D might become more
important.
 Programs are typically written in C++ or Java.
January 2008 CSC 406 : Computer Graphics 21
Software and Algorithms:Software and Algorithms:
The 60’s
 Jack Bresenham taught us how to draw lines on a raster
device.
 He later extended this to circles. Anti-aliased lines and curve
drawing is a major topic in computer graphics.
 Larry Roberts pointed out the usefulness of homogeneous
coordinates, matrices and hidden line detection algorithms.
 Steve Coons introduced parametric surfaces and developed
early computer aided geometric design concepts.
January 2008 CSC 406 : Computer Graphics 22
The 60’s…
 The earlier work of Pierre Bézier on parametric
curves and surfaces also became public.
 Author Appel at IBM developed hidden surface and
shadow algorithms that were pre-cursors to ray
tracing.
 The fast Fourier transform was discovered by
Cooley and Tukey.
 This algorithm allow us to better understand signals and
is fundamental for developing antialiasing techniques.
 It is also a precursor to wavelets.
January 2008 CSC 406 : Computer Graphics 23
The 70’s…
 Rendering (shading) were discovered by Gouraud and
Phong at the University of Utah.
 Phong also introduced a reflection model that included specular
highlights.
 Keyframe based animation for 3-D graphics was
demonstrated.
 Xerox PARC developed a ``paint'' program.
 Ed Catmull introduced parametric patch rendering, the z-
buffer algorithm, and texture mapping.
 BASIC, C, and Unix were developed at Dartmouth and Bell
Labs.
January 2008 CSC 406 : Computer Graphics 24
 Turned Whitted developed recursive ray
tracing and it became the standard for
photorealism.
 Pascal was the programming language
everyone learned.
January 2008 CSC 406 : Computer Graphics 25
The 80’s…
 Jim Blinn introduces blobby models and texture
mapping concepts.
 Binary space partitioning (BSP) trees were
introduced as a data structure.
 Loren Carpenter started exploring fractals in
computer graphics.
 Postscript was developed by John Warnock and
Adobe was formed.
 Steve Cook introduced stochastic sampling to ray
tracing.
January 2008 CSC 406 : Computer Graphics 26
The 80’s…
 Radiosity was introduced by the Greenberg and folks at
Cornell.
 Photoshop was marketed by Adobe.
 Video arcade games took off, many people/organizations
started publishing on the desktop.
 Unix and X windows were the platforms of choice with
programming in C and C++, but MS-DOS was starting to
rise.
January 2008 CSC 406 : Computer Graphics 27
The 80’s…
 Mosaic, the first graphical Internet browser was
written by xxx at the University of Illinois, National
Center for Scientific Applications (NCSA).
 MPEG standards for compressed video began to be
promulgated.
 Dynamical systems (physically based modeling)
that allowed animation with collisions, gravity,
friction, and cause and effects were introduced.
January 2008 CSC 406 : Computer Graphics 28
The 80’s…
 In 1992 OpenGL became the standard for
graphics APIs
 In 1993, the World Wide Web took off.
 Surface subdivision algorithms were
rediscovered.
 Wavelets begin to be used in computer
graphics.
January 2008 CSC 406 : Computer Graphics 29
The 90’s…
 Image based rendering became the area for
research in photo-realistic graphics.
 Linux and open source software become
popular.
January 2008 CSC 406 : Computer Graphics 30
Future???…
 You should expect 3-D modeling and video
editing for the masses, computer vision for
robotic devices and capture facial
expressions, and realistic rendering of
difficult things like a human face, hair, and
water.
January 2008 CSC 406 : Computer Graphics 31
Graphics Software
 Two general classifications of graphics
software:
 General programming packages
 Special purpose application packages
January 2008 CSC 406 : Computer Graphics 32
Graphics Software…
Many application programs are
available to produce computer graphics,
either as 2D images, 3D models, or
animated sequences.
 These include Corel Draw, Photoshop,
AutoCAD, Maya, SoftImage, etc.
January 2008 CSC 406 : Computer Graphics 33
Graphics Software…
 Several 'common' graphics
languages/libaries/APIs (Application
Programming Interfaces.)
o GKS
o DirectX
o X
o Postscript
o OpenGL
January 2008 CSC 406 : Computer Graphics 34
Why study computer graphics?
 Graphics is cool
 I like to see what I’m doing
 I like to show people what I’m doing
 Graphics is interesting
 Involves simulation, AI, algorithms, architecture…
 I’ll never get an Oscar for my acting
 But maybe I’ll get one for my CG special effects
 Graphics is fun
January 2008 CSC 406 : Computer Graphics 35
Component of Computer Graphics
 Modeling: Defining objects in terms of primitives, coordinates and
characteristics
 Storing: storing scenes and images in memory and on disk
 Manipulating: changing the shape, position and characteristics of
objects
 Rendering: applying physically based procedures to generate
(photorealistic) images from scenes (using lighting and shading)
 Viewing: displaying images from various viewpoints on various devices
January 2008 CSC 406 : Computer Graphics 36
Next Lecture…
 Graphics Hardware

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lecture1 introduction to computer graphics(Computer graphics tutorials)

  • 1. CSC 406:CSC 406: Computer GraphicsComputer Graphics Lecture1: IntroductionIntroduction
  • 2. January 2008 CSC 406 : Computer Graphics 2 Lecture 1:  Scope:  Introduction.  Historic overview.  Graphics hardware and software  CG components  Study question:  What is computer graphics?  State three landmark events in the development of computer graphics.  State the components of computer graphics.
  • 3. January 2008 CSC 406 : Computer Graphics 3 What is Computer Graphics:  Technically, it’s about the production, manipulation and display of images using computers  Practically, it’s about movies, games, art, training, advertising, communication, design, …
  • 4. January 2008 CSC 406 : Computer Graphics 4
  • 5. January 2008 CSC 406 : Computer Graphics 5 Historic Overview:Historic Overview:  The development of computer graphics can be viewed in three aspects:  Pre-historic events that are useful in this development.  Development in Software and Algorithms.  Development in hardware, and graphics technology.  We look at details in later lectures…
  • 6. January 2008 CSC 406 : Computer Graphics 6 Pre-History:- Before graphics:  The foundations of computer graphics can be traced to artistic and mathematical ``inventions,'' for example,  Euclid (circa 300 - 250 BC) who's formulation of geometry provides a basis for graphics concepts.  Filippo Brunelleschi (1377 - 1446) architect, goldsmith, and sculptor who is noted for his use of perspective.
  • 7. January 2008 CSC 406 : Computer Graphics 7 Pre-history…  Rene Descartés (1596-1650) who developed analytic geometry, in particular coordinate systems which provide a foundation for describing the location and shape of objects in space.  Gottfried Wilhelm Leibniz (1646 - 1716) and Issac Newton (1642 - 1727) who co-invented calculus that allow us to describe dynamical systems.  James Joseph Sylvester (1814 - 1897) who invented matrix notation. A lot of graphics can be done with matrices.  I. Schoenberg who discovered splines, a fundamental type of curve.  J. Presper Mauchly (1919 - 1995) and John William Mauchly (1907 - 1980) who build the ENIAC computer.
  • 8. January 2008 CSC 406 : Computer Graphics 8 The Early history:  The history of computer graphics can be dated back to the days of the Whirlwind Project and the SAGE computer system, which were designed to support military preparedness.  The Whirlwind Project started as an effort to build a flight simulator and SAGE was to provide a air defense system in the United States to guard against the threat of a nuclear attack.  The SAGE workstation had a vector display and light pens that operators would use pinpoint planes flying over regions of the United States.  Besides being the age of the first vacuum tube computers, the 1940's was when the transistor was invented at Bell Labs (1947).  In 1956, the first transistorized computer was built at MIT.
  • 9. January 2008 CSC 406 : Computer Graphics 9 Hardware and Technology:Hardware and Technology:  The age of Sutherlands:  In the early 1960's IBM, Sperry-Rand, Burroughs and a few other computer companies existed.  The computers of the day had a few kilobytes of memory, no operating systems to speak of and no graphical display monitors.  The peripherals were punch cards, line printers, and roll- paper plotters.  The only programming languages supported were assembler, FORTRAN, and Algol.  Function graphs and ``Snoopy'' calendars were about the only graphics done.
  • 10. January 2008 CSC 406 : Computer Graphics 10 History – Hardware…  In 1963 Ivan Sutherland presented his paper Sketchpad at the Summer Joint Computer Conference.  Sketchpad allowed interactive design on a vector graphics display monitor with a light pen input device.  Most people mark this event as the origin of computer graphics.
  • 11. January 2008 CSC 406 : Computer Graphics 11 Early 70’s…  An Evans & Sutherland Picture System was the high-end graphics computer.  It was a vector display with hardware support for clipping and perspective.  Xerox PARC introduced the Altos personal computer, and  An 8 bit computer was invented at Intel.
  • 12. January 2008 CSC 406 : Computer Graphics 12 Later in the 70’s…  The Apple I and II computers became the first commercial successes for personal computing.  The DEC VAX computer was the mainframe (mini) computer of choice.  Arcade games such as Pong and Pac Mac became popular.  Laser printers were invented at Xerox PARC.
  • 13. January 2008 CSC 406 : Computer Graphics 13 The early 80’s…  The IBM PC was marketed in 1981 The Apple MacIntosh started production in 1984, and microprocessors began to take off, with the Intel x86 chipset, but these were still toys.  Computers with a mouse, bitmapped (raster) display, and Ethernet became the standard in academic and science and engineering settings.
  • 14. January 2008 CSC 406 : Computer Graphics 14 Later in the 80’s…  Sun workstations, with the Motorola 680x0 chipset became popular as advanced workstation a in the mid 80's.  The Video Graphics Array (VGA) card was invented at IBM.  Silicon Graphics (SGI) workstations that supported real- time raster line drawing and later polygons became the computer graphicists desired.  The data glove, a precursor to virtual reality, was invented at NASA.  VLSI for special purpose graphics processors and parallel processing became hot research areas.
  • 15. January 2008 CSC 406 : Computer Graphics 15 The 90’s…  The computer at this time was an SGI workstation with at least 16 MB of memory, at 24-bit raster display with hardware support for Gouraud shading and z-buffering for hidden surface removal.  Laser printers and single frame video recorders were standard.  Unix, X and Silicon Graphics GL were the operating systems, window system and application programming interface (API) that graphicist used.
  • 16. January 2008 CSC 406 : Computer Graphics 16 The 90’s…  Shaded raster graphics were starting to be introduced in motion pictures.  PCs started to get decent, but still they could not support 3-D graphics, so most programmer's wrote software for scan conversion (rasterization) used the painter's algorithm for hidden surface removal, and developed ``tricks'' for real-time animation.
  • 17. January 2008 CSC 406 : Computer Graphics 17 The 90’s…  Hand-held computers were invented at Hewlett-Packard about 1991.  Zip drives were invented at Iomega.  The Intel 486 chipset allowed PC to get reasonable floating point performance.  In 1994, Silicon Graphics produced the Reality Engine:  It had hardware for real-time texture mapping.  The Ninetendo 64 game console hit the market providing Reality Engine-like graphics for the masses of games players.  Scanners were introduced.
  • 18. January 2008 CSC 406 : Computer Graphics 18 Later in the 90’s…  PC graphics cards, for example 3dfx and Nvidia, were introduced.  Laptops were introduced to the market.  The Pentium chipset made PCs almost as powerful as workstations.  Motion capture, begun with the data glove, becomes a primary method for generating animation sequences.
  • 19. January 2008 CSC 406 : Computer Graphics 19 The 90’s…  3-D video games become very popular: DOOM (which uses BSP trees), Quake, Mario Brothers, etc.  Graphics effects in movies becomes pervasive: Terminator 2, Jurassic Park, Toy Story, Titanic, Star Wars I. Virtual reality and the Virtual Reality Meta (Markup) Language (VRML) become hot areas for research.  PDA's, the Palm Pilot, and flat panel displays hit the market.
  • 20. January 2008 CSC 406 : Computer Graphics 20 The ’00’s…  Today most graphicist want an Intel PC with at least 256 MB of memory and a 10 GB hard drive.  Their display should have graphics board that supports real-time texture mapping.  A flatbed scanner, color laser printer, digital video camera, DVD, and MPEG encoder/decoder are the peripherals one wants.  The environment for program development is most likely Windows and Linux, with Direct 3D and OpenGL, but Java 3D might become more important.  Programs are typically written in C++ or Java.
  • 21. January 2008 CSC 406 : Computer Graphics 21 Software and Algorithms:Software and Algorithms: The 60’s  Jack Bresenham taught us how to draw lines on a raster device.  He later extended this to circles. Anti-aliased lines and curve drawing is a major topic in computer graphics.  Larry Roberts pointed out the usefulness of homogeneous coordinates, matrices and hidden line detection algorithms.  Steve Coons introduced parametric surfaces and developed early computer aided geometric design concepts.
  • 22. January 2008 CSC 406 : Computer Graphics 22 The 60’s…  The earlier work of Pierre Bézier on parametric curves and surfaces also became public.  Author Appel at IBM developed hidden surface and shadow algorithms that were pre-cursors to ray tracing.  The fast Fourier transform was discovered by Cooley and Tukey.  This algorithm allow us to better understand signals and is fundamental for developing antialiasing techniques.  It is also a precursor to wavelets.
  • 23. January 2008 CSC 406 : Computer Graphics 23 The 70’s…  Rendering (shading) were discovered by Gouraud and Phong at the University of Utah.  Phong also introduced a reflection model that included specular highlights.  Keyframe based animation for 3-D graphics was demonstrated.  Xerox PARC developed a ``paint'' program.  Ed Catmull introduced parametric patch rendering, the z- buffer algorithm, and texture mapping.  BASIC, C, and Unix were developed at Dartmouth and Bell Labs.
  • 24. January 2008 CSC 406 : Computer Graphics 24  Turned Whitted developed recursive ray tracing and it became the standard for photorealism.  Pascal was the programming language everyone learned.
  • 25. January 2008 CSC 406 : Computer Graphics 25 The 80’s…  Jim Blinn introduces blobby models and texture mapping concepts.  Binary space partitioning (BSP) trees were introduced as a data structure.  Loren Carpenter started exploring fractals in computer graphics.  Postscript was developed by John Warnock and Adobe was formed.  Steve Cook introduced stochastic sampling to ray tracing.
  • 26. January 2008 CSC 406 : Computer Graphics 26 The 80’s…  Radiosity was introduced by the Greenberg and folks at Cornell.  Photoshop was marketed by Adobe.  Video arcade games took off, many people/organizations started publishing on the desktop.  Unix and X windows were the platforms of choice with programming in C and C++, but MS-DOS was starting to rise.
  • 27. January 2008 CSC 406 : Computer Graphics 27 The 80’s…  Mosaic, the first graphical Internet browser was written by xxx at the University of Illinois, National Center for Scientific Applications (NCSA).  MPEG standards for compressed video began to be promulgated.  Dynamical systems (physically based modeling) that allowed animation with collisions, gravity, friction, and cause and effects were introduced.
  • 28. January 2008 CSC 406 : Computer Graphics 28 The 80’s…  In 1992 OpenGL became the standard for graphics APIs  In 1993, the World Wide Web took off.  Surface subdivision algorithms were rediscovered.  Wavelets begin to be used in computer graphics.
  • 29. January 2008 CSC 406 : Computer Graphics 29 The 90’s…  Image based rendering became the area for research in photo-realistic graphics.  Linux and open source software become popular.
  • 30. January 2008 CSC 406 : Computer Graphics 30 Future???…  You should expect 3-D modeling and video editing for the masses, computer vision for robotic devices and capture facial expressions, and realistic rendering of difficult things like a human face, hair, and water.
  • 31. January 2008 CSC 406 : Computer Graphics 31 Graphics Software  Two general classifications of graphics software:  General programming packages  Special purpose application packages
  • 32. January 2008 CSC 406 : Computer Graphics 32 Graphics Software… Many application programs are available to produce computer graphics, either as 2D images, 3D models, or animated sequences.  These include Corel Draw, Photoshop, AutoCAD, Maya, SoftImage, etc.
  • 33. January 2008 CSC 406 : Computer Graphics 33 Graphics Software…  Several 'common' graphics languages/libaries/APIs (Application Programming Interfaces.) o GKS o DirectX o X o Postscript o OpenGL
  • 34. January 2008 CSC 406 : Computer Graphics 34 Why study computer graphics?  Graphics is cool  I like to see what I’m doing  I like to show people what I’m doing  Graphics is interesting  Involves simulation, AI, algorithms, architecture…  I’ll never get an Oscar for my acting  But maybe I’ll get one for my CG special effects  Graphics is fun
  • 35. January 2008 CSC 406 : Computer Graphics 35 Component of Computer Graphics  Modeling: Defining objects in terms of primitives, coordinates and characteristics  Storing: storing scenes and images in memory and on disk  Manipulating: changing the shape, position and characteristics of objects  Rendering: applying physically based procedures to generate (photorealistic) images from scenes (using lighting and shading)  Viewing: displaying images from various viewpoints on various devices
  • 36. January 2008 CSC 406 : Computer Graphics 36 Next Lecture…  Graphics Hardware