Introduction
Tom Kelliher, CS 320
Jan. 24, 2000
Terminology.
- Terminology.
- Graphics system architecture, CRT structure.
- Graphics: a synthetic world.
OpenGL programming.
- Interlaced, non-interlaced.
- Bitmap, pixmap.
- Transparent, opaque.
- Aliasing.
- Persistence.
Overall architecture:
Hardware components:
- Processor.
- Memory.
- Frame buffer.
- Input, output devices.
Monochrome:
- Electron Gun.
- Focus.
- X-, y-deflection coils.
- phosphor.
Multiple intensities available.
Color:
- Electron gun s: R, G, B.
- Shadow mask.
- Triads on the phosphor.
- Color mixing: intensity.
- Additive effects of RGB.
- Monitors are analog, but frame buffers are digital. ``True color.''
Here, we take a high-level view of computer graphics.
Name two necessary components for image formation:
- Object.
- Viewer.
Is an image an object? Why or why not?
Are object and viewer sufficient? What about light? How do we model
light?
Simplifications:
- Point light sources. How good a model? Properties of light sources:
- Position.
- Intensity.
- Color.
- Directionality.
- Monochromatic light. Not a restriction, due to additive properties
of light.
Rays radiate from light sources in all directions. They can:
- Travel directly to viewer.
- Travel to infinity, not being viewed.
- Reflect from object and travel to viewer.
- Pass through object and travel to viewer.
- Interact with several objects before traveling to viewer.
- Etc.
Material properties of object:
- Transparent/Opaque.
- Reflect/Diffuse.
- Refract.
Ray tracing is a scene illuminating technique based on these ideas.
A problem: the computational complexity.
Thomas P. Kelliher
Mon Jan 24 08:28:15 EST 2000
Tom Kelliher