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CS433 Lecture 3

1) The document discusses graphics pipelines and their implementation in both software and hardware. It introduces concepts like the application programmer interface, transformations, clipping, projection, and rasterization that are part of a basic graphics pipeline. 2) Key components of an interactive graphics system include an API that allows programmers to specify objects, materials, lights and views. The pipeline processes objects through transformations, clipping, projection and rasterization to render them for display. 3) The pipeline architecture allows graphics operations to be implemented efficiently in hardware on a graphics card through parallel processing of objects from different stages.

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0% found this document useful (0 votes)
25 views15 pages

CS433 Lecture 3

1) The document discusses graphics pipelines and their implementation in both software and hardware. It introduces concepts like the application programmer interface, transformations, clipping, projection, and rasterization that are part of a basic graphics pipeline. 2) Key components of an interactive graphics system include an API that allows programmers to specify objects, materials, lights and views. The pipeline processes objects through transformations, clipping, projection and rasterization to render them for display. 3) The pipeline architecture allows graphics operations to be implemented efficiently in hardware on a graphics card through parallel processing of objects from different stages.

Uploaded by

alvaro_chang1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

Models and Architectures

Ed Angel
Professor of Computer Science,
Electrical and Computer
Engineering, and Media Arts
University of New Mexico
Objectives

• Learn the basic design of a graphics


system
• Introduce pipeline architecture
• Examine software components for an
interactive graphics system

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 2


Image Formation Revisited

• Can we mimic the synthetic camera


model to design graphics hardware
software?
• Application Programmer Interface (API)
- Need only specify
• Objects
• Materials
• Viewer
• Lights

• But how is the API implemented?


Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 3
Physical Approaches
• Ray tracing: follow rays of light from center of
projection until they either are absorbed by
objects or go off to infinity
- Can handle global effects
• Multiple reflections
• Translucent objects
- Slow
- Need whole data base

• Radiosity: Energy based approach


- Very slow

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 4


Practical Approach

• Process objects one at a time in the order


they are generated by the application
- Can consider only local lighting
• Pipeline architecture

application display
program
• All steps can be implemented in hardware
on the graphics card

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 5


The Programmer’s Interface

• Programmer sees the graphics system


through a software interface: the
Application Programmer Interface (API)

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 6


API Contents

• Functions that specify what we need to


form an image
- Objects
- Viewer
- Light Source(s)
- Materials
• Other information
- Input from devices such as mouse and keyboard
- Capabilities of system

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 7


Object Specification

• Most APIs support a limited set of


primitives including
- Points (0D object)
- Line segments (1D objects)
- Polygons (2D objects)
- Some curves and surfaces
• Quadrics
• Parametric polynomials
• All are defined through locations in space
or vertices
Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 8
Example

type of object
location of vertex
glBegin(GL_POLYGON)
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
glVertex3f(0.0, 0.0, 1.0);
glEnd( );

end of object definition

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 9


Camera Specification

• Six degrees of freedom


- Position of center of lens
- Orientation
• Lens
• Film size
• Orientation of film plane

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 10


Lights and Materials

• Types of lights
- Point sources vs distributed sources
- Spot lights
- Near and far sources
- Color properties
• Material properties
- Absorption: color properties
- Scattering
• Diffuse
• Specular

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 11


Following the Pipeline:
Transformations
• Much of the work in the pipeline is in
converting object representations from
one coordinate system to another
- World coordinates
- Camera coordinates
- Screen coordinates
• Every change of coordinates is equivalent
to a matrix transformation

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 12


Clipping

• Just as a real camera cannot “see” the


whole world, the virtual camera can only
see part of the world space
- Objects that are not within this volume are said
to be clipped out of the scene

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 13


Projection

• Must carry out the process that combines


the 3D viewer with the 3D objects to
produce the 2D image
- Perspective projections: all projectors meet at
the center of projection
- Parallel projection: projectors are parallel,
center of projection is replaced by a direction of
projection

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 14


Rasterization

• If an object is visible in the image, the


appropriate pixels in the frame buffer
must be assigned colors
- Vertices assembled into objects
- Effects of lights and materials must be
determined
- Polygons filled with interior colors/shades
- Must have also determine which objects are in
front (hidden surface removal)

Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 15

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