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University of North Carolina

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Flat-panel technologies. 9/30/09. University of North Carolina Chapel Hill. COMP 136 ... nVIDIA/ATI. GLUT/FLTK/Java. Drivers. 9/30/09. University of North ... – PowerPoint PPT presentation

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Title: University of North Carolina


1
Chapter 1 Graphics Systems and Models
  • Overview of semester
  • (more or less)

2
Announcements
  • Anyone having troubles re Hurricane Katrina?
  • Prequiz questions?
  • New people need forms?

3
Computer Graphics System
  • Creating and manipulating 2D images
  • One of few subjects in Computer Science where YOU
    interface with the user in easy ways

4
Pixels and the Frame Buffer I
  • Most current systems are raster
  • Old systems could be vector
  • This leads to a pixilated world

5
Pixels and the Frame Buffer II
  • The Frame Buffer is a special piece of memory set
    aside to store per pixel information about images
  • On most modern machines, this is a separate piece
    of memory on the Graphics Card (GPU) and it
    stores 32 bits
  • RGBA

6
Output Devices I
  • Cathode-ray Tubes (CRT)

7
Output Devices II
  • Vector Devices
  • The ray drew uninterrupted lines from a start
    position to an end position
  • Did anyone here use LOGO in elementary school?
  • Positives
  • Smooth lines/curves
  • Negatives
  • Hard to draw a full image
  • Two values ON/OFF

8
Output Devices III
  • Modern use Oscilloscope

9
Output Devices IV
  • Pen plotter
  • Old style Printer

10
Output Devices V
  • Shadow-mask CRT
  • AKA color TV, modern computer monitor

11
Output Devices VI
  • Interlaced v. Non-interlaced
  • TV screen v. Computer Monitor
  • Interlacing fools the eye into thinking that the
    refresh rate is doubled

12
Output Devices VII
  • Flat-panel technologies

13
Output Devices VIII
  • The wires on the outside set the (X, Y)
    coordinate for the pixel to be set
  • LED
  • Middle panel has Light Emitting Diodes
  • LCD
  • Controls polarization of liquid crystals
  • Plasma
  • Excitable gases turn into glowing plasma

14
Output Devices IX
  • Which is better?
  • Plasma has better color and intensity
  • Plasma has quicker burn in
  • LCDs never burn in
  • LCDs have a lower maximum resolution
  • LED is promising but still maturing
  • CRTs are BIG
  • CRTs are on their way out

15
Creating Images
  • Visible Light

16
Human Visual System I
  • We need to fool the human eye
  • How does the eye function?

17
Human Visual System II
  • Rods
  • Intensity only
  • Essentially night vision and peripheral vision
    only
  • Since we are trying to fool the center of field
    of view of human eye (under well lit conditions)
    we ignore rods

18
Human Visual System III
  • Cones
  • Three types perceive different portions of the
    visible light spectrum

19
Human Visual System IV
  • Because there are only 3 types of cones in human
    eyes, we only need 3 stimulus values to fool the
    human eye
  • Note Chickens have 4 types of cones

20
Imaging Systems I
  • Make a camera that acts similar to the human eye

21
Imaging Systems II
  • Field of View
  • In Humans, its limited to the spread of the
    cones at the back of the eye, the diameter of the
    eye and the shape of the lens
  • In pinhole cameras, its limited to the size of
    the back plane and distance from the pinhole to
    the back plane

22
Imaging Systems III
  • Note that the image is upside-down on the film
    (and retina)
  • Since we make a synthetic camera, we can put the
    film in front of the camera and leave it
    right-side up
  • Similar triangles

23
Overview of (OpenGL) Graphics Programming
Drivers
You write this
Open GL
nVIDIA/ATI
GLUT/FLTK/Java
24
Whats our job? (OpenGL)
  • Objects
  • Where they are
  • What material properties they have
  • Lights
  • Where they are
  • Attributes they have
  • Viewer
  • Location
  • Which direction he faces
  • Field of view, etc.

25
Modeling v. Rendering
26
Graphics Hardware I
  • Parallelism
  • The modern CPU is (generally) a single thread,
    one instruction on one input
  • The graphics problem is highly parallelizable
  • Each triangle that does not overlap is
    independent
  • Each final fragment is independent of its
    neighbors

27
Graphics Hardware II
  • This is the reason for a separate GPU
  • Also allows a separate piece of hardware to worry
    about screen refreshing

28
Rasterization
  • Geometry v. Image

29
Graphics Hardware III
  • 1) Manipulation of vertices (geometry)
  • First job of a GPU
  • Transform vertex location (3D?2D)
  • Interaction between light and vertex (color)
  • 2) Manipulation of fragments (pixels)
  • Last job of GPU
  • Is this fragment visible?
  • Does it receive a texture?
  • Performance of both parts reported as part of
    rendering speed

30
Class Schedule I
  • Just finished Chapter 1
  • OpenGL and UIs
  • Chapter 2 Getting started with 2D coding
  • 1 week
  • Chapter 3 Interactive user input
  • 1 week

31
Class Schedule II
  • Chapter 4 Geometry and Math in Graphics
  • 1.5 weeks
  • Chapter 5 Camera location and viewing (3D)
  • 1 week
  • Chapter 6 Getting the color right
  • 1.5 weeks

32
Class Schedule III
  • Chapter 7 What the hardware does I
  • 1.5 weeks
  • Chapter 8 What the hardware does II
  • 1 week
  • This is where the overview begins
  • Chapter 9 Programming GPUs
  • 1 week

33
Class Schedule IV
  • Chapter 11 CAGD Graphics of Design
  • 1 week
  • Chapter 12 Ray-tracing and other advanced
    rendering
  • 1 week
  • Chapter 10 Modeling
  • If we get to it

34
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