CG 01 Intro 2023 2024
CG 01 Intro 2023 2024
Lecture 1
Course Outlines
1. Introduction to Computer Graphics
3. Output Primitives
4. 2D Transformations
5. 3D Transformations
2.Design
4.User Interfaces
4
1- Display of Information
5
• The field of scientific visualization provides
graphical tools that help researchers to interpret
the vast quantity of data that they generate.
8
• Professions such as engineering an architecture
are concerned with design.
9
• Design problems are either overdetermined,
such that they possess no solution that satisfies
1. Architecture
11
12
3- Simulation and Animation
13
• Once graphics systems evolved to be capable of
generating sophisticated images in real time,
designers and researchers began to use them as
simulators.
17
• Our interaction with computers has become
dominated by a visual paradigm that includes
windows, icons, menus, and a pointing device,
such as a mouse.
18
• More recently, millions of people have
become users of the Internet.
19
• The GUI consists of different icons such as:
1. Program icons.
2. Object icons.
3. Menu icons.
4. Check-Box icons
5. Spinner icons.
20
Program Icons 21
Object Icons 22
Menu Icons 23
Check-box Icons 24
Spinner Icons
25
Graphic System
• A computer graphic system is a computer
system; as such, it must have all the
components of a general-purpose computer
system.
26
A graphics system 27
• There are six major elements in our
system:
1. Input devices
4. Memory
5. Frame buffer
6. Output devices
28
Pixels and the Frame Buffer
• The image we see on the output device is an
array—the raster—of picture elements, or pixels,
produced by the graphics system.
each pixel. 29
30
These picture elements (known as pels or, more
commonly, pixels) can be either on or off, as in the 1-bit
bitmap.
44
The electromagnetic spectrum
Imaging Systems
• We now introduce two imaging systems:
46
47
Pinhole camera
48
Side view of the pinhole camera
49
50
Camera Specifications
Camera Specifications
– Position
– Orientation
– Focal length
– Film plane
51
The Human Visual System
• Our extremely complex visual system has
all the components of a physical imaging
system, such as a camera or a microscope.
53
• The lens forms an image on a two-
dimensional structure called the retina at the
back of the eye.
• The rods and cones are light sensors and
are located on the retina.
• The sizes of the rods and cones determine
the resolution of our visual systems
• Rods are responsible for vision at low light
levels (scotopic vision). Cones are active at
higher light levels (photopic vision)
54
The Programmer’s Interface
• In a typical application, such as the
painting program in the Figure, the user
sees menus and icons that represent
possible actions.
57
Three-Dimensional APIs
• If we are to follow the synthetic-camera
model, we need functions in the API to
specify the following:
– Objects
– A viewer
– Light sources
– Material properties 58