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3D Computer Graphics in a Nutshell

3D Computer Graphics in a Nutshell Guillaume Caumon, January 2002 Introduction Computer graphics is concerned with all the aspects of “drawing” on computers Performance is critical 3D Computer Graphics deals with the generation images from 3D objects. The Rendering Pipeline

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3D Computer Graphics in a Nutshell

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  1. 3D Computer Graphics in a Nutshell Guillaume Caumon, January 2002

  2. Introduction • Computer graphics is concerned with all the aspects of “drawing” on computers • Performance is critical • 3D Computer Graphics deals with the generation images from 3D objects.

  3. The Rendering Pipeline Pipeline = Linear succession of operations Rendering speed = speed of the slowest step (bottleneck) Application Geometry Rasterization

  4. meshing decimation collision detection animation … Application Software-based processing / modifications Rendering primitives 3D Model

  5. Geometry Transforms Lightning Projection Clipping

  6. Geometry : Transforms Model Transform Model Coordinates World Coordinates Scaling, etc. View Transform Viewing Coordinates

  7. Geometry: lighting and shading Simulate interaction of light with matter: - Emission - Absorption - Reflection

  8. L α N β IR(l) Ambient light coefficient Ex: (.1, .1, .1) Material color Ex: (1, 0, 0) Specular Coeficient Ex: (1, 1, 1) ν : r, g or b Shininess (s > 1) Geometry: A Lightning Equation

  9. Geometry: Shading Flat shading: each triangle has the same color Gouraud shading: colors are interpolated between vertices Phong shading: normal are interpolated and colors computed for each pixel

  10. Geometry: Projection normalization Viewing Coordinates Virtual Device Coordinates Perspective/ parallel

  11. Geometry: Clipping

  12. Geometry: Device Coordinates My Window Unit Cube

  13. Rasterization Screen = matrix Per-pixel operations: ray-tracing Scan conversion of lines: naive version Bresenham algorithm Scan conversion of polygons Aliasing / antialiasing Texturing

  14. Graphics Hardware Quickly evolving Main principle: use of buffers Color buffer : 1 byte per pixel (256) + lookup tables 2 bytes per pixel (65 536) “high color” 3+1 bytes per pixel bpp (16 millions) “true color” + alpha channel Depth buffer : 16 to 32 bit per pixel

  15. Graphics Hardware (II) • Double buffering : • show the front buffer while rasterizing the back buffer • swap buffers in synchronization with the screen refresh • to get the new frame Stencil buffer : allows high-level operations (antialiasing, filtering, etc.) See OpenGL programmer’s reference for more details

  16. Conclusion 3D Graphics require intensive computations Yet, 3D Graphics are time-critical Bottlenecks Display lists Only low-level graphics have been described. } Scene Graphs Selection and tools See OpenInventor, VTK, etc.

  17. References and further reading • Foley, van Dam, Feiner, Hughes, Computer Graphics Principle and practice,2nd edition. Addisson Wesley, 1997 • Moller, Haines, Real-Time Rendering. AK Peters, 1999 (http://www.realtimerendering.com) • The Graphic Gems series, Academic Press. • Neider, Davis, Woo, OpenGL Programming Guide. Addisson Wesley, 1993 • Wernecke, The Inventor Mentor, release 2, Addisson Wesley,1994 • Schroeder, Martin, Lorensen, The Visualization Toolkit, 2nd edition. Prenctice Hall, 1998 • Proceedings of Siggraph, Visualization, Eurographics, etc.

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