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