计算机图形学(一)Graphics Systems and Models
课本:Iteractive Computer Graphics (sixth)
1. Applications Areas 应用领域
- Showing photos, pictures
- Presenting Information
- Animation 仿真和动画
- GUI 用户界面
- CAD, Computer Aided Design
2. What is Computer Graphics?
Relative Disciplines
- Image Processing – 2D
- Pattern Recognize – picture
- Computer Graphics – 3D
- Geometry Computing
graph LR; A[Image]--Pattern Recognize-->B[Data and Geometry Model]; B--Computer Graphics-->A; A--Image Processing-->A; B--Geometry Computing-->B;
Graphics System
六个元素:
- 输入设备(input Device)
- 中央处理单元(CPU)
- 图形处理单元(GPU):Graphics Cards
- Operating geometry data: vector, matrix, normal product
- Rasterization Processing
- Shader Language for programming
- With graphics memory – Frame Buffer
- 存储器(Memory)
- 帧缓存(Frame Buffer):Screen
- 输出设备(Output Device)
结构:
一些术语
- 像素(pixel):Picture Element
- 光栅(raster):像素阵列
- 帧缓存(frame buffer):存储像素的存储区域
- 分辨率(resolution):帧缓存中像素的数目,决定了从图像中可以分辨出多少细节。
- 帧缓存的深度(depth)或精度(precision):每个像素所用的比特数,决定了可以表示多少颜色之类的性质。全彩色,24个比特(或更多);真彩色,RGB;高动态范围(HDR)系统,每种原色12或更多的比特数。
- 光栅化(rasterization)或扫描转换(scan conversion):从几何实体到帧缓存中像素的颜色和位置的转换。
3. History
- 1960s, Sketchpad
- 1970s, Raster Graphics
- 1980s, Computer Graphics, Realism
- 1990s, OpenGL API
- 2000-, Photorealism, Graphics Cards, Game, Movie, Programmable Pipelines
4. The Graphics Pipeline
计算机图形学的两个阶段:
- Modeling 从几何模型到屏幕空间
- 在屏幕空间创建目标图像
图形流水线的两个部分:
- Modeling Pipeline
- Rendering Pipeline
Modeling Pipeline
- 流水线体系结构
- Projection:透视 Perspective,梯形;正则 Orthographic,长方体
Rendering Pipeline**
- 渲染流水线
- Vertices Shader, Primitives, Rasterization, Fragments Shader, Pixels(Frame Buffer)
- 顶点处理(坐标变换和计算每个顶点的颜色值)、剪裁和图元组装、光栅化、片元处理(更新帧缓存中的像素)
5. Image Formation
- 元素:Objects, Viewer, Light sources, 材质信息
- Imaging System
- Cameras
- Microscopes
- Telescopes
- Human Visual System
- 3D film