Computer Graphics - PowerPoint PPT Presentation

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Computer Graphics

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Title: Reactive Robot Navigation based on a Combination of Central and Peripheral Vision Author: Panos Trahanias Last modified by: Panos Trahanias – PowerPoint PPT presentation

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Title: Computer Graphics


1
Computer Graphics
  • Panos Trahanias
  • e-mail trahania_at_csd.uoc.gr

??358 Spring 2009
2
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Architecture of a Vector Display
3
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Architecture of a Raster Display
4
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Random scan versus raster scan
5
Conceptual Framework of CG
6
Line Drawing Midpoint Algorithm
7
Line Drawing Midpoint Algorithm
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Line Drawing Midpoint Algorithm
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Line Drawing Midpoint Algorithm
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Line Drawing Midpoint Algorithm
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Line Drawing Midpoint Algorithm
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Line Drawing Midpoint Algorithm
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Circle Drawing Midpoint Algorithm
14
Circle Drawing Midpoint Algorithm
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Circle Drawing Midpoint Algorithm
Eight-way symmetry
16
Circle Drawing Midpoint Algorithm
17
Circle Drawing Midpoint Algorithm
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Circle Drawing Midpoint Algorithm
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Circle Drawing Midpoint Algorithm
20
Circle Drawing Midpoint Algorithm
21
Ellipse Drawing Midpoint Algorithm
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Ellipse Drawing Midpoint Algorithm
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Ellipse Drawing Midpoint Algorithm
24
Antialiasing Midpoint Line Algorithm
Increasing Resolution
25
Antialiasing Midpoint Line Algorithm
Unweighted Area Sampling
26
Antialiasing Midpoint Line Algorithm
  • Properties of Unweighted Area Sampling
  • Intensity of a pixel intersected by a line
    decreases as the distance between the pixel
    center and the edge increases.
  • A primitive (e.g. line) does not influence a
    pixel at all if they are not intersected.
  • Equal areas contribute equal intensity,
    regardless of the distance between the pixels
    center and the area.

27
Antialiasing Midpoint Line Algorithm
Unweighted Area Sampling Box Filter
28
Antialiasing Midpoint Line Algorithm
Weighted Area Sampling Cone Filter
29
Antialiasing Midpoint Line Algorithm
Dramatic Effects of the cone filter.
30
Antialiasing Midpoint Line Algorithm
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Antialiasing Midpoint Line Algorithm
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Antialiasing Midpoint Line Algorithm
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Antialiasing Midpoint Line Algorithm
34
Polygon Filling
35
Polygon Filling
36
Polygon Filling
Calculation of Span Extrema
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Polygon Filling
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Polygon Filling
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Polygon Filling
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Polygon Filling
41
Polygon Filling
Polygon Filling Algorithm
42
Polygon Filling
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Filling Ellipse Arcs
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Clipping Lines
45
Clipping Lines
Cohen-Sutherland Line-Clipping Algorithm
46
Clipping Lines
47
Clipping Lines
48
Clipping Lines
49
Clipping Lines
50
Clipping Lines
Parametric Line-Clipping Algorithm
51
Clipping Lines
52
Clipping Lines
53
Clipping Lines
54
Geometrical Transformations
2D Transformations - Translation
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Geometrical Transformations
2D Transformations - Scaling
56
Geometrical Transformations
2D Transformations - Rotation
57
Geometrical Transformations
Homogeneous Coordinates
The XYW homogeneous coordinate space, with the
W1 plane and point P(X,Y,W) projected onto the
W1 plane.
58
Geometrical Transformations
2D Transformations Affine Transformations
45o rotation and then nonuniform scaling of the
unit cube. The result is an affine transformation.
59
Geometrical Transformations
2D Transformations Shear Transformations
60
Geometrical Transformations
Composition of 2D Transformations
61
Geometrical Transformations
2D Transformations the Window-to-Viewport
Transformation
62
Geometrical Transformations
2D Transformations the Window-to-Viewport
Transformation
63
Geometrical Transformations
2D Transformations the Window-to-Viewport
Transformation
64
Geometrical Transformations
3D Transformations Coordinate Systems
Left-handed Coordinate System
Right-handed Coordinate System
65
Geometrical Transformations
Composition of 3D Transformations
66
Geometrical Transformations
Composition of 3D Transformations 1st Approach
67
Geometrical Transformations
Composition of 3D Transformations 2nd Approach
68
Geometrical Transformations
Composition of 3D Transformations
69
Viewing in 3D
Conceptual model of 3D viewing
70
Viewing in 3D
Projections - Projectors
71
Viewing in 3D
Perspective Projections 1-point PP
72
Viewing in 3D
Perspective Projections 2-point PP
73
Viewing in 3D
Parallel Projections
74
Viewing in 3D
Parallel Projections Isometric Projection
75
Viewing in 3D
Parallel Projections Oblique Projection
76
Viewing in 3D
77
Viewing in 3D
Specifying an Arbitrary 3D View
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Viewing in 3D
Specifying an Arbitrary 3D View
79
Viewing in 3D
80
Viewing in 3D
81
Viewing in 3D
82
Viewing in 3D
83
Viewing in 3D
The Mathematics of Planar Geometric Projections
84
Viewing in 3D
Alternative Perspective Projection
85
Viewing in 3D
Alternative Perspective Projection
86
Viewing in 3D
Implementation of Planar Geometric Projections
87
Viewing in 3D
Implementation of 3D Viewing
88
Viewing in 3D
Parallel Projection
89
Viewing in 3D
Parallel Projection
90
Viewing in 3D
Parallel Projection
91
Viewing in 3D
Parallel Projection
92
Viewing in 3D
Shearing Matrix
93
Viewing in 3D
Final Translation / Scaling Step
94
Viewing in 3D
Perspective Projection
95
Viewing in 3D
Perspective Projection
96
Viewing in 3D
Perspective Projection
97
Viewing in 3D
Perspective Projection
98
Viewing in 3D
Perspective Projection
99
Viewing in 3D
Perspective Projection Step 4 - Shear
100
Viewing in 3D
Perspective Projection
101
Viewing in 3D
Perspective Projection
102
Viewing in 3D
Perspective Projection
103
Viewing in 3D
Implementation Summary
104
Visible Surface Determination
Image Precision Approaches
Object Precision Approaches
for (each pixel in the image) determine the
object closest to the viewer that is pierced by
the projector through the pixel draw the pixel
in the appropriate color
for (each object in the world) determine those
parts of the object whose view is unobstructed by
other parts of it or any other object draw
those parts in the appropriate color
105
Techniques for Efficient Visible-surface
Algorithms
Extents and Bounding Volumes
106
Techniques for Efficient Visible-surface
Algorithms
Back-face Culling
107
Z-Buffer Algorithm
108
Z-Buffer Algorithm
109
Z-Buffer Algorithm
110
Scan-Line Algorithms
Much like polygon scan-conversion
algorithms Each ET entry contains
111
Scan-Line Algorithms
112
Scan-Line Algorithms
113
Scan-Line Algorithms
114
Scan-Line Algorithms
115
Scan-Line Algorithms
116
Scan-Line Algorithms
Pseudocode for a general scan-line algorithm
117
Visible-Surface Ray Tracing
118
Visible-Surface Ray Tracing
Pseudocode for a simple ray tracer
119
Visible-Surface Ray Tracing
120
Visible-Surface Ray Tracing
Anti-alised ray tracing
121
List-Priority Algorithms
The Depth-Sort Algorithm
122
List-Priority Algorithms
Depth Comparisons
123
List-Priority Algorithms
The Depth-Sort Algorithm Tests to resolve
ambiguities
The Depth-Sort Algorithm Tests with polygons
reversed
124
List-Priority Algorithms
The Depth-Sort Algorithm Results of Tests
125
List-Priority Algorithms
The Depth-Sort Algorithm Unnecessary polygon
split
126
Illumination and Shading
127
Illumination and Shading
Diffuse Reflection
128
Illumination and Shading
129
Illumination and Shading
Atmospheric Attenuation
130
Illumination and Shading
Depth Cueing
131
Illumination and Shading
Specular Reflection
132
Illumination and Shading
133
Illumination and Shading
134
Illumination and Shading
135
Illumination and Shading
136
Illumination and Shading
Surface Normals
137
Illumination and Shading
138
Illumination and Shading
Normal Vector Interpolation
139
Illumination and Shading
Gouraud Shading Phong Shading
140
Illumination and Shading
Texture Mapping
141
Illumination and Shading
Scan-line Shadow Algorithm
142
Illumination and Shading
Two-Pass Object Precision Shadow Algorithm
143
Illumination and Shading
Transparency
144
Illumination and Shading
Calculating the refraction vector
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