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Vector Graphics Digital Multimedia Chap.4

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Vector Graphics Digital Multimedia Chap.4 2006. 4. 4 icebyung_at_hufs.ac.kr – PowerPoint PPT presentation

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Title: Vector Graphics Digital Multimedia Chap.4


1
Vector GraphicsDigital Multimedia Chap.4
  • 2006. 4. 4
  • ???
  • icebyung_at_hufs.ac.kr

2
Vector Graphics
  • Vector Graphics
  • Compact
  • Scaleable
  • Resolution-independent
  • Easy to edit
  • Attractive for networked multimedia

3
Coordinates and Vectors
  • Coordinates
  • Image is stored as a rectangular array of pixels
  • Rectangular array of pixels, each pixel is
    identified by row and column numbers (r,c)
    ?coordinates
  • Coordinates of pixels in an image must be integer
    values between zero and the horizontal or
    vertical
  • Coordinate transformation
  • Coordinates in one system are transformed into a
    different one
  • Vector
  • Specify a displacement by movements in x and y
    directions
  • Displacement is also a pair of numbers
  • P2 - P1 (x2-x1, y2-y1), displacement (movement)
    from P1 to P2
  • P2 - P1 ? P1 - P2

lt Vector gt
4
Rendering
  • Represent lines, curves, shapes,... by parameters
    of their defining equations
  • e.g. equation of straight line y mx c,
    store m and c (or endpoints)
  • Compute pixels which must be set in order to draw
    the object
  • Pixels coordinates are always integers
  • Cant set the value of just part of a pixel
  • The pixel image can only ever approximate the
    ideal mathematical object
  • Result exhibit jaggies or staircasing

Figure 4.4 Approximating a straight line
5
Anti-aliasing
  • Rendering is sampling and reconstruction
  • Abstract continuous line c must be approximated
    by discrete pixels of finite size
  • Jaggies are form of aliasing caused by
    undersampling
  • Anti-aliasing
  • Anti-aliasing is used to reduce aliasing impact
  • Mitigate effect by coloring pixels in shades of
    grey (for a black line), brightness varies
    according to extent of intersection with an
    idealized 1 pixel wide line

Figure 4.6 Anti-aliased line
6
Shapes
  • Drawing programs and vector graphics languages
    provide basic repertoire of shapes that can
    easily be represented mathematically
  • Rectangles and squares
  • Ellipses and circles
  • Straight lines, polylines and polygons
  • Smooth (Bézier) curves
  • Shapes built up out of these elements can be
    filled with color, patterns or gradients

polyline
7
Carves
  • Bézier Curves
  • A class of curve
  • Bézier curves (smooth curves) completely
    specified by four points
  • 2 endpoints (P1, P2)
  • 2 direction points (P3, P4)
  • Sweep of the curve is determined by length and
    direction of lines from endpoints to direction
    points
  • Constructing a Bézier curves
  • Figure 4.10

figure 4.8 Bézier Curves (p.92)
8
Paths
  • Bézier curves can be combined to make elaborate
    curves and irregular shapes
  • Joining two Bézier curves
  • Path
  • Collection of lines and curves
  • Closed path joins up on itself, open path doesnt

Open path
Closed path
9
Stroke and Fill
  • Path is an abstract mathematical entity
  • Path is infinitesimally thin
  • Apply stroke to make path visible (like tracing
    with ink)
  • Specify width and color etc
  • Line cap subtle feature of stroke (shape of
    end)
  • Butt cap, round cap, projecting cap
  • Apply fill to closed path or shape (like coloring
    it in)
  • Specify color or a gradient or pattern
  • Gradients may be linear or radial

figure 4.20 Gradient fills
figure 4.22 pattern fills
10
Transformations
  • The objects that make up a vector image are
    stored in the form of a few values
  • Manipulate vector objects in certain ways by
    changing stored values that describe them
  • Translation (liner movement)
  • Scaling
  • Reflection
  • Rotation
  • Shearing (skewing)

Original shape
scaling
reflection
rotation
shearing
11
3-D Graphics
  • 3-D Vector Graphics
  • Conceptually simple extension of 2-D
  • Add z-axis at right angles to x- and y-axes
  • Point is defined by (x, y, z) coordinates, vector
    is triple of values
  • 3-D Rendering
  • Start with mathematical model of objects in 3-D
    space, need a 2-D picture, usually in perspective
  • Need to consider viewpoint ( or camera position)
  • Need to consider lighting (position of light
    source)
  • Surfaces appearance (texture, diffuse) can be
    determine by position and lighting condition

12
3D-Models
  • Three general approaches to modeling 3-D object
  • Constructive solid geometry
  • Free form modeling
  • Procedural modeling
  • Constructive solid geometry
  • Simplest approach
  • Build 3-D models out of a few primitive objects
    such as cube, cylinder, sphere and pyramid
  • Apply distortions such as squashing or stretching
  • Combine objects using spatial equivalents of set
    operations
  • Union, intersection, difference

difference
union
intersection
13
3D-Models
  • Free form modeling
  • Use representation of an objects boundary
    surface to define it
  • Build surfaces out of flat polygons or curved
    patches
  • Construct surface as mesh of flat polygons
  • Can generalize Bézier curves to 3-D surfaces
  • Generate objects by sweeping 2-D cross section
    along a path
  • Extrusion and lathing
  • Procedural modeling
  • Define an object by giving algorithm for
    constructing it
  • Fractals
  • Exhibit same structure at all level of detail
  • Model landscape features, clouds
  • Metaballs

Figure 4.38 constructing a well-known fractal
curve
14
3D-Rendering
  • 3D models only exist inside computer
  • When working on a model in 3D application, a
    rendering operation is needed
  • Rendering high quality images is time consuming
  • Necessary to compromise on quality
  • Wire frame
  • Used as preview images in modeling program
  • Absence of any surfaces
  • Hidden surface removal
  • Necessary to determine which surfaces of objects
    are visible

Figure 4.45 wire frame
15
3D-Rendering
  • Shading algorithms
  • Interpolate color across each polygon to disguise
    discontinuities
  • gouraud shading and phong shading
  • Paong shading takes account of specular
    reflection
  • Only deal with each object in isolation
  • Ray tracing
  • Works by tracing the path of a ray of light
  • Radiosity
  • Interactions between objects
  • Attempts to model the complex reflections that
    occur between surfaces
  • Texture mapping
  • Adding surface details to 3D models
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