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Graphics Systems and OpenGL

Date post: 01-Jan-2016
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Graphics Systems and OpenGL. Business of Generating Images. Images are made up of pixels. RGB. RGB Color cube (what we use in computer graphics). Other color spaces include HSV, YUV, YCrCb, and YIQ. The “goal” of computer graphics. Solve the function Red @ a pixel is f(i,j)=… - PowerPoint PPT Presentation
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Graphics Systems and OpenGL
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Page 1: Graphics Systems and OpenGL

Graphics Systems and OpenGL

Page 2: Graphics Systems and OpenGL

Business of Generating Images

• Images are made up of pixels

Page 3: Graphics Systems and OpenGL

RGB

RGB Color cube (what we use in computer graphics)

Other color spaces include HSV, YUV, YCrCb, and YIQ

Page 4: Graphics Systems and OpenGL

The “goal” of computer graphics

• Solve the function– Red @ a pixel is f(i,j)=…

– Green @ a pixel is f(i,j)=…

– Blue @ a pixel is f(i,j)=…

Page 5: Graphics Systems and OpenGL

Two Dimensional Images

• Images (at least the ones in this class) are two dimensional shapes.

• The two axes we will label as X (horizontal), and Y (vertical).

X Axis

Y

Axis

(0,0) +X

+Y

Page 6: Graphics Systems and OpenGL

Hardware Pipeline

Input OutputComputation

We want to draw a rectangle, how do we describe it to a computer?

Model (n) - object description that a

computer understands.

Page 7: Graphics Systems and OpenGL

Partition the space

(7,3)

(7,9)

(14,3)

(14,9)

Vertex (pl. Vertices) - a point in 2 or 3 dimensional space.

1. Define a set of points (vertices) in

2D space.

2. Given a set of vertices, draw lines between consecutive

vertices.

Page 8: Graphics Systems and OpenGL

Record every position

Bitmap - a rectangular array of bits mapped one-to-one with pixels.

Page 9: Graphics Systems and OpenGL

Representing Objects

• Most common method is the VERTEX method. Define the object as a set of points with connectivity information.

• Why is connectivity important?

Connectivity - information that defines which vertices are connected to which other vertices via edges.

Edge - connects two vertices

Page 10: Graphics Systems and OpenGL

A Simple ProgramGenerate a square on a solid background

Page 11: Graphics Systems and OpenGL

simple.c#include <GL/glut.h>void mydisplay(){ glClear(GL_COLOR_BUFFER_BIT);

glBegin(GL_QUADS); glVertex2f(-0.5, -0.5); glVertex2f(-0.5, 0.5); glVertex2f(0.5, 0.5); glVertex2f(0.5, -0.5);

glEnd();glFlush();

}int main(int argc, char** argv){

glutCreateWindow("simple"); glutDisplayFunc(mydisplay); glutMainLoop();

}

Page 12: Graphics Systems and OpenGL

How do we do this?

Page 13: Graphics Systems and OpenGL

Practical Approach• Process objects one at a time in the order they

are generated by the application• Pipeline architecture:

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

application program

display

Input OutputComputation

Page 14: Graphics Systems and OpenGL

simple.c#include <GL/glut.h>void mydisplay(){ glClear(GL_COLOR_BUFFER_BIT);

glBegin(GL_QUADS); glVertex2f(-0.5, -0.5); glVertex2f(-0.5, 0.5); glVertex2f(0.5, 0.5); glVertex2f(0.5, -0.5);

glEnd();glFlush();

}int main(int argc, char** argv){

glutCreateWindow("simple"); glutDisplayFunc(mydisplay); glutMainLoop();

}

Page 15: Graphics Systems and OpenGL

Synthetic Camera Model

center of projection

image plane

projector

p

projection of p

Page 16: Graphics Systems and OpenGL

Vertex Processing• Much of the work in the pipeline is in converting

object representations from one coordinate system to another– Object coordinates

– Camera (eye) coordinates

– Screen coordinates

• Every change of coordinates is equivalent to a matrix transformation

• Vertex processor also computes vertex colors

Page 17: Graphics Systems and OpenGL

Projection• Projection is 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

Page 18: Graphics Systems and OpenGL

Primitive Assembly

Vertices must be collected into geometric objects before clipping and rasterization can take place– Line segments– Polygons– Curves and surfaces

Page 19: Graphics Systems and OpenGL

ClippingJust as a real camera cannot “see” the whole

world, the virtual camera can only see part of the world or object space– Objects that are not within this volume are said

to be clipped out of the scene

Page 20: Graphics Systems and OpenGL

Rasterization• If an object is not clipped out, the appropriate pixels

in the frame buffer must be assigned colors

• Rasterizer produces a set of fragments for each object

• Fragments are “potential pixels”– Have a location in frame bufffer

– Color and depth attributes

• Vertex attributes are interpolated over objects by the rasterizer

Page 21: Graphics Systems and OpenGL

Fragment Processing

• Fragments are processed to determine the color of the corresponding pixel in the frame buffer

• Colors can be determined by texture mapping or interpolation of vertex colors

• Fragments may be blocked by other fragments closer to the camera – Hidden-surface removal


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