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Computer Graphics chapter 1

Computer Graphics chapter 1. Dr. Jehad Q. O. Alnihoud Email: jehad @aabu.edu.jo Phone: 3354. Books. F.S. Hill, Computer Graphics Using OpenGL , Prentice-Hall (2001). Mason Woo, OpenGL Programming Guide , Addison Wesley (2000).

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Computer Graphics chapter 1

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  1. Computer Graphicschapter 1 Dr. Jehad Q. O. Alnihoud Email: jehad@aabu.edu.jo Phone: 3354

  2. Books • F.S. Hill, Computer Graphics Using OpenGL, Prentice-Hall (2001). • Mason Woo, OpenGL Programming Guide, Addison Wesley (2000). • Hearn and Baker, Computer Graphics, Prentice-Hall (1997).

  3. Books (Supplementary reference) • Foley, V. Dam, Feiner, Hughes, Computer Graphics Principles and Practice, 2/e, Addison Wesley, 1997. • Edward Angel, Interactive Computer Graphics, Addison Wesley, 1997. • Zhigang Xiang, Schaum’s Outlines: Computer Graphics, McGrawHill, 2001. • Shreiner D, OpenGL Reference Manual, Addison-Wesley, 2000.

  4. Course Assessment • Coursework 50% • First Exam 15% • Second Exam 15% • Group Project 10% • Lab 10% • Final Exam 50% Attendance in both lecture and lab sessions is compulsory.

  5. Graphics Applications • Art and Entertainment • Animations • Movies • Commercials • Special Effects

  6. Graphics Applications • Image Processing • Analysis, Reconstruction • Medical Imaging • Movies

  7. Graphics Applications • Simulation • Modeling and Analysis • Virtual Environments

  8. Graphics Applications • Scientific Visualization • Data Representation and Plotting • 3D Views

  9. Graphics Applications • CAD/CAM • Industrial Design • Structural Design • Surface Modeling

  10. Graphics Software Packages • Early graphics libraries: • GKS (Graphical Kernel System) • PHIGS • OpenGL (Silicon Graphics) • Java2D (Sun Microsystems) • Java3D (Sun Microsystems) • VRML (Silicon Graphics)

  11. Graphics: Main Components • Theory • Analytical Geometry • Vectors and Matrices • Algorithms • Eg: Line drawing, Filling etc. • Implementation • Programming (OpenGL)

  12. Graphics Hardware • Line Drawing Devices: • Eg. Pen Plotters • Advantages: Perfect lines, Sharp Diagrams • Disadvantages: Not suitable for filled regions.

  13. Graphics Hardware • Raster Devices: Create pictures by displaying dots • Eg: Video monitor, dot-matrix printer, laser printer, ink-jet printer, film recorder • Advantages: Filled, shaded regions are easily displayed • Disadvantages: Jaggies Pixel

  14. Pixel Depth • Pixel depth refers to the number of bits used to represent a pixel value. 1 bit/pixel: 0 2 Levels (Bi-level image) 1 2 bits/pixel: 0 0 4 Levels 0 1 1 0 1 1

  15. Pixel Depth • 1 bit per pixel produce 2 levels (bi-level image). • 2 bits per pixel produce 4 levels. • 8 bits per pixel produce 256 levels. • In general, if the pixel depth is n, then it is possible to have 2n levels.

  16. Raster Display • Most display used for computer graphics nowadays are raster displays. • Image presented in display surface that contains certain number of pixels. Eg. 480 x 640 (r x c). • Frame buffer is a region of memory sufficiently large to hold all the pixel values for display.

  17. Frame Buffer • System with 64 color (3 DACs): • Each DAC uses 2 bits/pixel. • Total color: 4 x 4 x 4 = 64 • If the display surface is 1024 x 1280, then the memory required for frame buffer is 0.9375 MB • Monochrome Video display: • Only one DAC required. 6 planes of memory in frame buffer gives 26 = 64 level of gray.

  18. Frame Buffer • System with 24 bit color (3 DACs): • Each DAC uses 8 bits/pixel. (Total 24 bits/pixel) • Total color: 28 x 28 x 28 = 224 • If the display surface is 1024 x 1280, then the memory required for frame buffer is 3.75MB

  19. Color Models: RGB Diagram • RGB Model is used for colored light sources • RGB Model is additive Basis colors: R, G, B R: Red=[1, 0, 0] G: Green=[0, 1, 0] B: Blue=[0, 0, 1] C: Cyan=[0, 1, 1] M: Magenta=[1, 0, 1] Y:Yellow=[1, 1, 0] W:White=[1,1,1] K: Black=[0,0,0]

  20. Color Models: RGB Cube Complementary Colors: Two colors that combine to form White. Eg. Red, Cyan. Gray Values: Every point on the primary diagonal has equal values for all the components.

  21. Color Models: CMY Diagram • CMY Model is used for colored pigments • CMY Model is subtractive Basis colors: C, M, Y C: Cyan=[1, 0, 0] M: Magenta=[0, 1, 0] Y: Yellow=[0, 0, 1] R: Red=[0, 1, 1] G: Green=[1, 0, 1] B: Blue=[1, 1, 0] W:White=[0,0,0] K: Black=[1,1,1]

  22. Color Models: RGB <-> CMY (r, g, b)RGB = (1,1,1)  (c, m, y)CMY Light A red colored surface absorbs cyan from a white light

  23. Color Models: HSV HexCone

  24. Color Models: HSV H (Hue): 0 to 360 degrees 0: Red, 60: Yellow …. S (Saturation): 0 to 1 0: Axis, 1: Boundary V (Value): 0 to 1 0: Vertex, 1: Base Examples: Eg. Yellow: [60, 1.0, 1.0] Black: [ -, -, 0.0] White: [-, 0.0, 1.0]

  25. RGB Color Definition (OpenGL)

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