A roadmap to the Course



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EECE 478

Lecture notes for January 3, 2001



A Roadmap to the Course


1. Introduction

- computer graphics system (Hardware/Software) and applications

- vector versus raster architecture and clipping

- mathematics transformation

- aliasing / antiliasing

2. 3D viewing

3. Lighting and Shading

4. Colour

5. Graphical User Interface (GUI)

6. Moving targets (objects), animation

7. other topics
Visualization : The principal purpose for using graphics
1. Graphical User Interfaces (GUIs)

windows, icons, direct manipulation interfaces

2. Viewing, analyzing and iterating with data 2D, 3D and N-Dimensional

3. Scientific Visualization

4. Engineering and Architectural design systems CAD

5. Medical images and models

6. Cartography and GIS (Geographic Information System)

7. Graphic Design

8. Communication for Advertising

9. Communication for Education



10. Communication for Entertainment

Advances in Computer Graphics


1960’s and 70’s

1980’s

1990’s

  • Expensive specialized hardware (mainframes)

  • Specialized software

  • Light pen, keyboard

  • Cheaper/faster more accessible hardware (mainframe to PC)

  • High-level, device independent graphics

  • Tablets, mouse, keyboard

  • Even faster/cheaper, parallel hardware (PCs and Workstations)

  • Graphics and GUI

  • Dataglove, head mounted display

Real-Time




Real-Time

  • Moving polygons

  • 100000’s triangles

  • Gouraud/Phong Shaded

  • Hidden Surface

  • Effects(texture mapping, antialiasing, fog,….)

Overview of Computer Graphics and Applications
Related Fields:

  • Image processing and display

  • Video

  • Computer Vision

  • Human-machine interaction (HMI or HCI : human-computer interaction)

  • Multimedia

  • Geographic information systems



Image Characteristics


  • 2D versus 3D

  • Line drawing / Wireframe

  • Flat Shaded

  • Shaded

  • Shadows

  • Reflection and Transparency



Systems That Depend on Computer Graphics


  • Multimedia Systems

  • Animation

  • Computer Games

  • Virtual Reality



Vector versus Raster Display Technology


Vector (1960’s, 70’s, 80’s)

Raster (1980’s, 90’s)

  • Vector, stroke, line drawing

  • Single Phosphor (monochrome)

  • Display list

  • No aliasing

  • Wireframe

  • Set of horizontal scan lines (raster)

  • 1 or 3 (colour) beams

  • refresh/frame buffer

  • Aliasing

  • Filled polygons












Computer Graphics Versus Image Processing

  • Computer Graphics is for pictorial synthesis of real or imaginary objects from their computer-based models

  • Image Processing operations are used to help synthesize the image of the model. It deals with the analysis of pictures, on the reconstruction of the model of objects from their pictures.

  • Image Processing is for enhancement, restoration, coding, pattern recognition, computer vision, etc.



Aliasing problem


The jaggles or aliasing on the picture on the left can become less noticeable by increasing the resolution. Even the one on the righ has twice as many jaggles as the original one, but the jaggles are much less noticeable. The disadvantage is that it is expensive since 4x the memory and extra time for scan conversion



Mathematics Transformation (2D or 3D)


The most common and primitive mathematics transformation are : translation, scaling, rotation, shearing.

Translation Rotation




Clipping


2D and 3D clipping – to clip away any part outside a viewport


Before Clipping After Clipping

Depth Sorting




Curve Generation

Original Step 1 Step2




The operation above can be represented by mathematical transformation matrix.

Colour Models

There are many colour models, like RGB, CMYK, HSV, etc.


RGB Model


HSV Model


Other Topics

  1. 2D/3D Viewing

  2. Texture Mapping

  3. Image Morphing

….etc

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