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Intro To Computer Graphics

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Title: Intro To Computer Graphics


1
Intro To Computer Graphics
  • Geb Thomas

2
Learning Objectives
  • Learn the differences between image-order,
    object-order and volume rendering.
  • Learn how the eye perceives color and how
    monitors present color.
  • Learn how light and objects interact and how to
    mathematically define ambient, diffuse and
    specular reflections.
  • Learn the difference between flat and Gouraud
    shading.

3
How Does a VR System Use Graphics?
  • Processor talks to graphics card about geometry
    and lighting
  • Graphics card crunches geometry and lighting
    calculations
  • Stores this in a buffer
  • Another circuit converts the buffer to the video
    signal

4
Illustrated Graphics Card
5
The Graphics Pipeline
6
How Do We See Things?
7
Ray Tracing
8
Object Order
9
Volume Rendering
  • Similar to ray-tracing, but instead of being
    obstructed by intervening objects, the ray may
    just be attenuated, or color-filtered.

10
Color
  • Light hits the eye in a continuous spectrum of
    color from different frequencies.
  • Our eyes have three different types of cones to
    receive data. Each cone is sensitive to
    different frequencies.
  • The signals from our color-sensitive cones
    provide the perception of color.
  • By providing emitters designed to stimulate each
    type of cone, the monitor can fool our eye into
    believing it is perceiving natural color.

11
Eye Details
12
Light Is Reflected/Absorbed in All Spectra
13
The Absorption Characteristic of the 3 Types of
Cones
14
Simulating Colors
15
For Example
Natural Reflected Light
Cone response Blue -gt .8 Red -gt .7
Green -gt .5
Intensity
Wavelength
Simulated with a Monitor
Cone response Blue -gt .8 Red -gt .7
Green -gt .5
Blue -gt .8 Red -gt .7 Green -gt .5
16
Lights
  • Infinitely distant point light creates parallel
    rays
  • Constant direction across field of view
  • No radiant energy drop-off
  • Local light sources
  • 1/R2 energy drop-off
  • Radial directions from source
  • Even more complex if the source is distributed
    rather than point-like

17
Ambient Light
  • A general surround light that represents the
    random light rays resulting from multiple
    reflections.
  • Generally provides the colors of objects in
    shadows.
  • Rc Lc Oc
  • Where Rc is resultant color, Lc is the light
    intensity curve, and Oc is the object intensity
    curve.
  • Also works Rc ambientRGBo where ambient ranges
    from 0-1 and RGBo is the RGB values of the object
    color.

18
Diffuse Light(Lambertian reflection)
  • This is light from the light source, determined
    by the angle of incidence.
  • Objects are brighter when they directly face the
    light
  • Rc Lc Oc(-Ln.On)
  • Where Ln On are the light normal and object
    normal, respectively (normalized length).
  • Gouraud shading interpolates the object normal
    across adjacent faces to make the object look
    smooth.
  • http//www.wiley.com/legacy/compbooks/vrml2sbk/toc
    /ch20.htm

19
Specular Reflection
  • Add hot spots characteristic of shiny objects.

Ln
Light
On
S
-Ln
Cn
-Cn
Object
Camera
RcLcOcS . (-Cn)Osp
S 2On.(-Ln) On Ln
20
Exercise 1
  • Given an object with RGB values of .5 .2 .1 and
    an ambient light of .5, what is the color of a
    pixel containing the object (assuming no other
    light sources).

21
Exercise 2
  • Try to calculate color in 2D. Assume that a
    bright white light (intensity 1) reflects off a
    plane oriented at 35 degrees with a color of RGB
    values 1 0 0. What is the color of a pixel
    showing the plane, if the camera is off to the
    right?

22
Exercise 3
  • Same situation as Exercise 2, but calculate the
    specular reflection, if the specular power is .08

35o
23
Learning Objectives
  • Learn the differences between image-order,
    object-order and volume rendering.
  • Learn how the eye perceives color and how
    monitors present color.
  • Learn how light and objects interact and how to
    mathematically define ambient, diffuse and
    specular reflections.
  • Learn the difference between flat and Gouraud
    shading.

24
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