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3D Computer

3D Computer

Graphics in a

Graphics in a

Nutshell

Nutshell

Guillaume Caumon, January

Guillaume Caumon, January

(2)

Introduction

Introduction

Computer graphics is concerned

Computer graphics is concerned

with all the aspects of “drawing” on

with all the aspects of “drawing” on

computers

computers

Performance is critical

Performance is critical

3D Computer Graphics deals with

3D Computer Graphics deals with

the generation images from 3D

the generation images from 3D

(3)

The Rendering Pipeline

The Rendering Pipeline

Application

Application

Geometry

Geometry

Rasterization

Rasterization

Pipeline = Linear succession of operations

Pipeline = Linear succession of operations

Rendering speed = speed of the slowest step (bottleneck)

(4)

Application

Application

Software-based processing / modifications Software-based processing / modifications

3D Model

3D Model Rendering Rendering

primitives primitives meshing

meshing

decimation decimation

animation animation

collision detection collision detection

(5)

Geometry

Geometry

Transforms

(6)

Geometry : Transforms

Geometry : Transforms

Model Coordinates

Model Coordinates World CoordinatesWorld Coordinates Model Transform

Model Transform Scaling, etc.

Scaling, etc.

View Transform

View Transform

(7)

Geometry: lighting and

Geometry: lighting and

shading

shading

Simulate interaction of light with matter: Simulate interaction of light with matter:

- Emission - Emission

- Absorption - Absorption

(8)

Geometry: A Lightning

Geometry: A Lightning

Equation

Equation

N N L L α α β

β II

R R(())

ν

ν : r, g or b : r, g or b

Ambient light coefficient Ambient light coefficient

Ex: (.1, .1, .1)

Ex: (.1, .1, .1) Material color Material color

Ex: (1, 0, 0) Ex: (1, 0, 0)

Shininess (s > 1) Shininess (s > 1) Specular Coeficient Specular Coeficient

(9)

Geometry: Shading

Geometry: Shading

Flat shading

Flat shading: each triangle has : each triangle has the same color

the same color

Gouraud shading

Gouraud shading: colors are : colors are interpolated between vertices interpolated between vertices

Phong shading

Phong shading: normal are : normal are

interpolated and colors computed interpolated and colors computed for each pixel

(10)

Geometry: Projection

Geometry: Projection

Virtual Device Coordinates Virtual Device Coordinates Viewing Coordinates

Viewing Coordinatesnormalizationnormalization Perspective/

Perspective/

parallel

(11)
(12)

Geometry: Device

Geometry: Device

Coordinates

Coordinates

My Window

My Window

(13)

Rasterization

Rasterization

Per-pixel operations: ray-tracing

Per-pixel operations: ray-tracing Screen = matrixScreen = matrix

Texturing Texturing Aliasing / antialiasing Aliasing / antialiasing

Scan conversion of lines: Scan conversion of lines:

naive version naive version

Bresenham algorithm Bresenham algorithm

(14)

Graphics Hardware

Graphics Hardware

Quickly evolving Quickly evolving

Main principle: use of

Main principle: use of buffersbuffers

Color buffer :

Color buffer :

1 byte per pixel (256) + lookup tables 1 byte per pixel (256) + lookup tables 2 bytes per pixel (65 536) “high color” 2 bytes per pixel (65 536) “high color”

3+1 bytes per pixel bpp (16 millions) “true color” + alpha channel 3+1 bytes per pixel bpp (16 millions) “true color” + alpha channel

Depth buffer :

Depth buffer :

(15)

Graphics Hardware (II)

Graphics Hardware (II)

Double buffering :

Double buffering :

• show the front buffer while rasterizing the show the front buffer while rasterizing the back buffer

back buffer

• swap buffers in synchronization with the swap buffers in synchronization with the screen refresh

screen refresh

to get the new frame to get the new frame Stencil buffer :

Stencil buffer :

allows high-level operations (antialiasing, filtering, etc.) allows high-level operations (antialiasing, filtering, etc.)

(16)

Conclusion

Conclusion

3D Graphics require intensive computations 3D Graphics require intensive computations

Yet, 3D Graphics are time-critical Yet, 3D Graphics are time-critical

Bottlenecks Bottlenecks Display lists Display lists

Only low-level graphics have been described. Only low-level graphics have been described.

Scene Graphs Scene Graphs Selection and Selection and

tools

tools

}

}

(17)

References and further

References and further

reading

reading

 Foley, van Dam, Feiner, Hughes,Foley, van Dam, Feiner, Hughes, Computer Graphics Computer Graphics

Principle and practice,

Principle and practice, 22ndnd edition edition. Addisson Wesley, 1997. Addisson Wesley, 1997

 Moller, Haines,Moller, Haines, Real-Time Rendering. Real-Time Rendering. AK Peters, 1999 ( AK Peters, 1999 ( http://www.realtimerendering.com

http://www.realtimerendering.com))

 The The Graphic GemsGraphic Gems series, Academic Press. series, Academic Press.

 Neider, Davis, Woo, Neider, Davis, Woo, OpenGL Programming GuideOpenGL Programming Guide. . Addisson Wesley, 1993

Addisson Wesley, 1993

 Wernecke, Wernecke, The Inventor Mentor, release 2, The Inventor Mentor, release 2, Addisson Addisson Wesley,1994

Wesley,1994

 Schroeder, Martin, Lorensen, Schroeder, Martin, Lorensen, The Visualization Toolkit, The Visualization Toolkit,

2

2ndnd edition. edition. Prenctice Hall, 1998Prenctice Hall, 1998

 Proceedings of Siggraph, Visualization, Eurographics, Proceedings of Siggraph, Visualization, Eurographics, etc.

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