UT CS 302 - Chapter 10: Computer Graphics

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PowerPoint PresentationChapter 10: Computer Graphics2D Versus 3D GraphicsFigure 10.1 A “photograph” of a virtual world produced using 3D graphics (from Toy Story by Walt Disney Pictures/Pixar Animation Studios) © Corbis/SygmaFigure 10.2 The 3D graphics paradigmModeling ObjectsFigure 10.3 A polygonal mesh for a sphereFigure 10.4 A Bezier curveFigure 10.5 Growing a polygonal mesh for a mountain rangeFigure 10.6 A scene from Shrek 2 by Dreamworks SKG (© Dreamworks/The Kobal Collection)Reflection Versus RefractionFigure 10.7 Reflected lightFigure 10.8 Specular versus diffuse lightFigure 10.9 Refracted lightRenderingFigure 10.10 Identifying the region of the scene that lies inside the view volumeFigure 10.11 The scan conversion of a triangular patchShading TechniquesFigure 10.12 A sphere as it might appear when rendered by flat shadingFigure 10.13 A conceptual view of a polygonal mesh with normal vectors at its verticesFigure 10.14 A sphere as it might appear when rendered using bump mappingRendering PipelineLocal Versus Global LightingFigure 10.15 Ray tracingAnimationSimulating MotionCopyright © 2012 Pearson Education, Inc. Chapter 10:Computer GraphicsComputer Science: An OverviewEleventh Editionby J. Glenn BrookshearCopyright © 2012 Pearson Education, Inc. 0-2Chapter 10: Computer Graphics•10.1 The Scope of Computer Graphics•10.2 Overview of 3D Graphics•10.3 Modeling•10.4 Rendering•10.5 Dealing with Global Lighting•10.6 AnimationCopyright © 2012 Pearson Education, Inc. 0-32D Versus 3D Graphics•2D Graphics: Deals with manipulating two-dimensional images•3D Graphics: Deals with producing and displaying images of three-dimensional virtual scenes.Copyright © 2012 Pearson Education, Inc. 0-4Figure 10.1 A “photograph” of a virtual world produced using 3D graphics (from Toy Story by Walt Disney Pictures/Pixar Animation Studios) © Corbis/SygmaCopyright © 2012 Pearson Education, Inc. 0-5Figure 10.2 The 3D graphics paradigmCopyright © 2012 Pearson Education, Inc. 0-6Modeling Objects•Shape: Represented by a polygonal mesh obtained from–Traditional mathematical equations–Berzier curves and surfaces–Procedural models–Other methods being researched•Surface: Can be represented by a texture mapCopyright © 2012 Pearson Education, Inc. 0-7Figure 10.3 A polygonal mesh for a sphereCopyright © 2012 Pearson Education, Inc. 0-8Figure 10.4 A Bezier curveCopyright © 2012 Pearson Education, Inc. 0-9Figure 10.5 Growing a polygonal mesh for a mountain rangeCopyright © 2012 Pearson Education, Inc. 0-10Figure 10.6 A scene from Shrek 2 by Dreamworks SKG (© Dreamworks/The Kobal Collection)Copyright © 2012 Pearson Education, Inc. 0-11Reflection Versus Refraction•Reflection: Light rays bounce off surface.–Specular light–Diffuse light–Ambient light•Refraction: Light rays penetrate surface.Copyright © 2012 Pearson Education, Inc. 0-12Figure 10.7 Reflected lightCopyright © 2012 Pearson Education, Inc. 0-13Figure 10.8 Specular versus diffuse lightCopyright © 2012 Pearson Education, Inc. 0-14Figure 10.9 Refracted lightCopyright © 2012 Pearson Education, Inc. 0-15Rendering•Clipping: Restricts attention to objects within view volume•Scan Conversion: Associates pixel positions with points in scene•Shading: Determines appearance of points associated with pixelsCopyright © 2012 Pearson Education, Inc. 0-16Figure 10.10 Identifying the region of the scene that lies inside the view volumeCopyright © 2012 Pearson Education, Inc. 0-17Figure 10.11 The scan conversion of a triangular patchCopyright © 2012 Pearson Education, Inc. 0-18Shading Techniques•Flat Shading: Creates faceted appearance•Gouraud and Phong Shading: Creates smooth, rounded appearance•Bump Mapping: Creates bumpy, rounded appearanceCopyright © 2012 Pearson Education, Inc. 0-19Figure 10.12 A sphere as it might appear when rendered by flat shadingCopyright © 2012 Pearson Education, Inc. 0-20Figure 10.13 A conceptual view of a polygonal mesh with normal vectors at its verticesCopyright © 2012 Pearson Education, Inc. 0-21Figure 10.14 A sphere as it might appear when rendered using bump mappingCopyright © 2012 Pearson Education, Inc. 0-22Rendering Pipeline•Consists of traditional algorithms for clipping, scan conversion, and shading•Often implemented in firmware•Used as an abstract tool in graphics applicationsCopyright © 2012 Pearson Education, Inc. 0-23Local Versus Global Lighting•Local Lighting Model: Does not account for light interactions among objects•Global Lighting Model: Accounts for light interactions among objects–Ray Tracing–RadiosityCopyright © 2012 Pearson Education, Inc. 0-24Figure 10.15 Ray tracingCopyright © 2012 Pearson Education, Inc. 0-25Animation•Storyboard: A sequence of sketches summarizing the entire animation•Frame: One of many images used to create animation•Key Frames: Frames capturing the scene at specified points in time•In-betweening: Producing frames to fill the gaps between key framesCopyright © 2012 Pearson Education, Inc. 0-26Simulating Motion•Dynamics: Applies laws of physics to determine position of objects•Kinematics: Applies characteristics of joints and appendages to determine position of objects–Avars–Motion


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