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Computer Graphics Primer

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specular, diffuse, translucent. Light. point, spot, distance lights ... Phong shading can better imitate specular effects (normals are interpolated) Texture Mapping ... – PowerPoint PPT presentation

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Title: Computer Graphics Primer


1
Computer Graphics Primer
  • Jyun-Ming Chen

2
Contents
  • Rendering
  • Light and Shading
  • Phong and Gouraud Shading
  • Texture Mapping
  • Hidden Surface Removal
  • Color Models (HSB, RGB, )

3
Rendering
  • The computation required to convert 3D scene to
    2D display photo-realistically

4
Shading
  • the gradation (of color) that give the 2D images
    the appearance of being 3D
  • light-material interaction
  • specular, diffuse, translucent

5
Light
  • point, spot, distance lights
  • ambient light to account for uniform level room
    lighting
  • describe a light source through a three-component
    (RGB) intensity

6
Phong Illumination Model
  • L light source property R reflection property
  • ambient reflection
  • diffuse reflection
  • specular reflection (more later)
  • final result

7
Phong Model (cont)
  • For multiple light sources
  • More on Specular

a?
8
Shading Modes
  • Flat vs. Smooth
  • Flat single color per face
  • Gouraud (intensity interpolation)
  • Phong (normal interpolation)
  • Local vs. Global

9
Gouraud and Phong
  • Most h/w implement Gouraud shading
  • Phong shading can better imitate specular
    effects (?normals are interpolated)

10
Texture Mapping
  • A way to render realistic picture w/o using too
    many polygons

11
Texture Coordinate System
  • Texture a 2D array of color values, each unit is
    called texel
  • Every texture map has (s,t) coordinates 0,0 to
    1,1
  • Each vertex in a polygon specifies its texture
    coordinates (s,t), then map to the given image to
    determine the corresponding texture

12
Example
13
Example
14
HSR (Hidden Surface Removal)
  • Painters algorithm
  • Depth-sorting Back-to-front rendering
  • Sort based on some points on the polygon
  • Problem can not resolve this

15
HSR (cont)
  • Z-buffer Algorithm
  • For each pixel, we keep track of the
    corresponding depth or distance.
  • This is called the z-buffer.
  • If a new object is drawn, only replace the pixels
    in the frame-buffer if the new pixels value is
    less than the pixels value in the z-buffer.

16
Color Models (Ref from Adobe)
  • RGB
  • additive color
  • CMY
  • subtractive colors

17
Color Models (cont)
  • HSB
  • Hue defines the color from Red-Green-Blue
  • Saturation how the hue differs from natural grey
  • Brightness the level of illumination
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