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1-Introduction

The document provides an overview of a course on Computer Graphics, detailing its structure, topics, and applications. It covers fundamental concepts such as graphics systems, rendering techniques, and the history of computer graphics, along with its relevance in various fields like design, simulation, and user interfaces. The document also emphasizes the importance of visualization and the advancements in technology that have shaped the field.

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© © All Rights Reserved
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0% found this document useful (0 votes)
5 views

1-Introduction

The document provides an overview of a course on Computer Graphics, detailing its structure, topics, and applications. It covers fundamental concepts such as graphics systems, rendering techniques, and the history of computer graphics, along with its relevance in various fields like design, simulation, and user interfaces. The document also emphasizes the importance of visualization and the advancements in technology that have shaped the field.

Uploaded by

debiyandraniska
Copyright
© © All Rights Reserved
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 79

UPI YPTK - Padang

Introduction to Computer
Graphics

Eko Syamsuddin Hasrito, PhD

204481 Computer Graphics February 2, 2025 1


Lecture Outline

 Course Information: Format, Resources


 Overview
 Topics covered
 What is computer graphics?
 Applications

204481 Foundation of Computer Graphics February 2, 2025 2


Resources

204481 Foundation of Computer Graphics February 2, 2025 3


Course Overview (1/2)

 Graphics Systems and


Techniques
 2-D, 3-D models: surfaces,
visible surface identification,
illumination
 Photorealistic rendering :
shading models, ray tracing,
radiosity
 Operations
 Surface modeling, mapping
 Pipelines for display,
transformation, illumination

204481 Foundation of Computer Graphics February 2, 2025 4


Course Overview (2/2)

 Mathematical Review
 Review of mathematical foundations of CG:
analytic geometry, linear algebra
 Line and polygon rendering
 Matrix transformations

204481 Foundation of Computer Graphics February 2, 2025 5


Relevant Disciplines
Rendering Hardware CAD
Immersive Training
VR Systems CAE / CASE
 Analytic Geometry Portable/Embedded CG CAM
Tutoring Interfaces
 Art and Graphic Design
 Cognitive Science Color/Optical Models
CG/Vision Duality
 Computer Engineering Interface Design

 Engineering Design Layout


CG Design
 Education Visualization
 Film
Parametric Equations
 Human Factors Conics Computer
Polygon Rendering
 Linear Algebra Graphics
 Numerical Analysis (CG)
Surface Modeling
Physically-Based Modeling
Stat/Info Visualization

Transformations
Change of Coordinate Systems
User Modeling Animation
Ergonomic Interfaces, I/O Large-Scale CG

204481 Foundation of Computer Graphics February 2, 2025 6


What is Computer Graphics?

204481 Foundation of Computer Graphics February 2, 2025 7


This is not Computer Graphics
18%
9%
1
2
3

46% 4
27%

 [ 29:[email protected] ] Re: Future development of P


EX/PHIGS]
 [ 9:bthompso@reed] What is a good book for Dig
ital Image Processing]
 [ 15:[email protected]] Help! ASCII picture needed

 [ 14:rcj2@cbnewsd.] Re: 3D igitizers… again
 [240:[email protected]] Call For Papers -- ACM Multi
media '93

204481 Foundation of Computer Graphics February 2, 2025 8


What is Computer Graphics ?

 Computer graphics is commonly un


derstood to mean the creation, stor
age and manipulation of models an
d images. (Andries van Dam)
 Computer graphic is concerned with
 all aspects of producing pictures or ima
ges using a computer.
 the pictorial synthesis or real or imagin
ary objects from their computer based
model

204481 Foundation of Computer Graphics February 2, 2025 9


Computer Graphics

 Computer Graphics
 Synthesis of graphical images
 Visualization :

creating an image from an abstract, symbolic
description.
 Generation of Synthesis Image

using graphical primitives

data from real world phenomena

204481 Foundation of Computer Graphics February 2, 2025 10


Image Processing

 Image Processing
 the transformation of an existing image into a
more desirable or useful image.

image enhancement, pattern detection

The following images represent how noise affects images

204481 Foundation of Computer Graphics February 2, 2025 11


Image Analysis

 Image Analysis (Computer Vision)


 extracting symbolic information from the
image.

Computer Graphics Data => Picture


Image Processing Picture => Picture
Image Analysis Picture => Data
204481 Foundation of Computer Graphics February 2, 2025 12
What is Interactive Computer Graphics?

 User controls contents, structure, and appearanc


e of objects and their displayed images via rapid v
isual feedback
 Basic components of an interactive graphics syst
em
 input (e.g., mouse, tablet and stylus, force feedback de
vice,scanner…)
 processing (and storage)
 display/output (e.g., screen, paper-based printer, video
recorder…)

204481 Foundation of Computer Graphics February 2, 2025 13


Why Computer Graphics? (1/5)

 Humans communicate well with images


 1/3 of your brain is devoted to visual
processing
 A picture is worth a few hundred
megabytes

204481 Foundation of Computer Graphics February 2, 2025 14


Why Computer Graphics? (2/5)

 Developing Computational Capability


 Rendering: synthesizing realistic-looking,
useful, or interesting images
 Animation: creating visual impression of motion
 Image processing: analyzing, transforming,
displaying images efficiently

204481 Foundation of Computer Graphics February 2, 2025 15


Why Computer Graphics? (3/5)

 Better Understanding of Data, Objects,


Processes through Visualization
 Visual summarization, description,
manipulation
 Virtual environments (VR), visual monitoring,
interactivity
 Human-computer intelligent interaction (HCII):
training, tutoring, analysis, control systems
204481 Foundation of Computer Graphics February 2, 2025 16
Why Computer Graphics? (4/5)

 Time is Right
 Recent progress in algorithms and theory
 Rapidly emergence of new I/O (display and data
acquisition) technologies
 Available computational power, improving price-
performance-ratio of hardware
 Growth and interest of graphics industries (e.g.,
information visualization, entertainment CAD)

204481 Foundation of Computer Graphics February 2, 2025 17


Why Computer Graphics? (5/5)

 advances in the last decade due mostly to the mic


rochip
 software advances, especially in object-oriented p
rogramming and real-time rendering algorithms
 Hardware advances continue to benefit graphics:
 faster inexpensive microprocessors and dedicated grap
hics chips
 screen technology: High-definition television (HDTV), c
olour LCD
 virtual reality interfaces (corneal implants?)

204481 Foundation of Computer Graphics February 2, 2025 18


Image Synthesis Pipeline
Graphics
Database
Editing

Front-End

Graphics
Database
(Geometry Processing)

Back-End

Display
Traversal
Modeling
Transformation
Viewing
Operation
 (Rasterization)

• Visible-Surface
Determination
• Scan Conversion Image
• Shading /
Illumination

204481 Foundation of Computer Graphics February 2, 2025 19


A Brief History

 teletype printouts were first graphical output devices lightpe


ns were an early input device CAD applications began in th
e 1960's plotters also a 60's development: high-resolution,
but slow main bottlenecks of computer graphics back then

 cost of graphics hardware


 expense of computer resources
batch systems weren't suitable f
or interactive graphics
non-portability of hardware and
software
a new field: technology was pri
mitive
204481 Foundation of Computer Graphics February 2, 2025 20
History of Computer Graphics (1
/5)
 1950 MIT’s Whirlwind co
mputer had computer ge
nerated CRTs mid 1950
s SAGE command and c
ontrol
 1960s Ivan Sutherland’s
thesis - Sketchpad
 introduced data structure
s and interactive techniqu
es
http://www.computer.org/history/development/1951.htm

204481 Foundation of Computer Graphics February 2, 2025 21


History of Computer Graphics
(2/5)

 1960s GM (general Motor)


 developed CAD (Computer Aided Design) and
CAM
 1968 Tektronix storage tubes
 1970s Boeing CAD CAM

204481 Foundation of Computer Graphics February 2, 2025 22


History of Computer Graphics (3
/5)
 Mid 1970s engineering workstations and person
al computers emerged separately
 1980s new algorithms and techniques
 new standards
 ever more powerful system
 transition from specialized field
 1990s widespread use
 low cost, but powerful personal workstations
 networks
 essential part of systems
 now part of multimedia

204481 Foundation of Computer Graphics February 2, 2025 23


History of Computer Graphics
(4/5)
At first - progress was slow because
 cost of equipment was high (specially mem

ory)
 significant computing resources needed

 difficulty in writing software ( harder than it l

ooks)
 lack of standard and thus portability

 lack of software tools

204481 Foundation of Computer Graphics February 2, 2025 24


History of Computer Graphics
(5/5)
Now - previous use
 cost of equipment is low.

 Most computer have necessary compu

ting resources for graphics


 established standards, implementation

s and tools
 still difficulty in writing software ( still h

arder than it looks)


204481 Foundation of Computer Graphics February 2, 2025 25
Some of Historical Picture (1/2)
 First truly interactive graphics
system, Sketchpad, pioneered
at MIT by Ivan Sutherland for h
is 1963 Ph.D. thesis. Sketchpad
, A Man-Machine Graphical Comm
unication System:
 Sketchpad in 1963. Note the u
se of a CRT monitor, light pen
and function-key panel.

204481 Foundation of Computer Graphics February 2, 2025 26


Some of Historical Picture (2/2)

http://www.man.ac.uk/Science_Engineering/CHSTM/nahc.htm
John VonNeuman

http://ei.cs.vt.edu/~history/VonNeumann.html Mark I

204481 Foundation of Computer Graphics February 2, 2025 27


Applications of Computer
Graphics

Applications of Computer Graphics


 divided in 4 majors area

 Display of Information
 Design

 Simulation

 User Interface

204481 Foundation of Computer Graphics February 2, 2025 28


Display of Information

 Geographic informat
ion system (GIS)
 Computerized Tomo
graphy (CT)
 Magnetic resonance
imaging (MRI) http://www.soest.hawaii.edu/soest/about.ftp.html

 Ultrasound
 positron-emission to
mography (PET)

http://www.queens.org/qmc/services/imaging/ct.htm

204481 Foundation of Computer Graphics February 2, 2025 29


Design

 Computer-Aided Design (CAD)


 Architecture
 Design of Mechanical part

 VLSI

 etc...

http://www.memagazine.org/contents/current/features/push/push.html

204481 Foundation of Computer Graphics February 2, 2025 30


Simulation

 Graphical flight simulator


 reduce training process
 Robotic simulation
The Concorde Panel.
 TV, Movie, advertising industries
 generate photo realistic images
 Virtual Reality (VR)
 reduce risk of training
 surgery
 astronaut

http://www.motionshop.com/pr/festocosimirlg.shtml

204481 Foundation of Computer Graphics February 2, 2025 31


User Interfaces

 Window system
 Window 2003
 X window

 MAC OS

 Graphical Network browsers


 Netscape
 Internet Explorer

204481 Foundation of Computer Graphics February 2, 2025 32


Areas of research in Graphics (1/
2)

 mathematical modeling:
 interpolation, curve and surface fitting
 computational geometry: algorithmic applicatio
ns in geometry
 study of light and optical phenomenon: colour, t
exture, shades
 modelling the characteristics of physical object
s (bouncing Jello)

204481 Foundation of Computer Graphics February 2, 2025 33


Areas of research in Graphics (2/
2)

 Software technology
 standardized graphics languages and libraries
 graphics tools and interfaces
 algorithm design
 Hardware
 specialized graphics chips, monitors, interface
devices

204481 Foundation of Computer Graphics February 2, 2025 34


Graphics Applications

 Entertainment: Cinema
Pixar: Geri’s Game

Universal: Jurassic Park

Antz

A bug’s Life
204481 Foundation of Computer Graphics February 2, 2025 35
Graphics Applications (1/4)

 Entertainment: Games

Aki Ross : Final Fantasy

Star Wars Jedi Outcast: Jedi Knight II

Quake III
204481 Foundation of Computer Graphics February 2, 2025 36
Graphics Applications (2/4)

 Medical Visualization

The Visible Human Project


http://www.ercim.org/publication/Ercim_News/enw44/koenig.html

204481 Foundation of Computer Graphics February 2, 2025 37


Graphics Applications (3/4)

 Computer Aided Design (CAD)

204481 Foundation of Computer Graphics February 2, 2025 38


Graphics Applications (4/4)

 Scientific Visualization

204481 Foundation of Computer Graphics February 2, 2025 39


Hypermedia User Interfaces
(1/2)
NCSA D2K:
http://chili.ncsa.uiuc.edu
Visual programming system for
high-performance knowledge
discovery in databases (KDD)

 Hypermedia
 Database format (similar to hypertext) that provides display-based
access to (internetworked) multimedia (text, image, audio, video,
etc.) documents
 Chimera: http://www.ics.uci.edu/pub/chimera/

204481 Foundation of Computer Graphics February 2, 2025 40


Hypermedia User Interfaces
(2/2)

 Virtual Environments
 Immersion: interactive
training, tutoring systems
 Entertainment hypermedia
 Visualization and Computer-
Aided Design and Engineering
(CAD/CAE)
 Visualization: scientific,
data/information, statistics
 User interfaces for
CAD/CAE/CAM/CASE:
http://www.isii.com
http://www.psl.cs.columbia.edu/chime/

204481 Foundation of Computer Graphics February 2, 2025 41


Curve and Surface Modeling
1 http://www.geocities.com/SiliconValley/Lakes/2057/nurbs.html
2
3
4

8 7

204481 Foundation of Computer Graphics February 2, 2025 42


Photorealistic Illumination
Models
http://www.pixar.com

http://www.ktx.com/3dsmaxr3/ http://www.aliaswavefront.com

204481 Foundation of Computer Graphics February 2, 2025 43


Fractal Systems pola yang sama & berulang-ulang)
(

http://sprott.physics.wisc.edu/fractals.htm

204481 Foundation of Computer Graphics February 2, 2025 44


Information Visualization

Visible Decisions SeeIT (http://www.vdi.com)


204481 Foundation of Computer Graphics February 2, 2025 45
Interesting Industrial
Applications
6500 news stories
from the WWW
in 1997

Cartia ThemeScapes – http://www.cartia.com

Hypermedia and Statistical Visualization

Destroyed
Normal
Extinguished
Ignited
Fire Alarm
Engulfed
Flooding

Virtual Environments for


DC-ARM – http://www-kbs.ai.uiuc.edu Immersive Training
204481 Foundation of Computer Graphics February 2, 2025 46
Overview of Programmer’s Model (
1/2)
 Pixel - smallest addressable unit of display
 Hardware (I/O)
 output display device (normally raster scan)
 on the order of a million pixels displayed
 image stored in memory by pixel
(how much memory?)
 video controller
 scans the memory periodically (30-72 times a second) produce
s video signal to drive a video monitor (or flat screen display)
 input devices - keyboard, mouse (track ball), tablet, voice etc.

204481 Foundation of Computer Graphics February 2, 2025 47


Overview of Programmer’s Model (2
/2)

Software
 application data

 application program

 graphics interface

 operating system

204481 Foundation of Computer Graphics February 2, 2025 48


Graphical System And Standard
(1/5)

 Graphical Systems
 High level language interface to graphical
devices.
 Intended for development of portable code.
 Standard graphical systems include

CORE,

Graphical Kernel System (GKS), GKS+

Programmers Hierarchical Interactive Graphics
System (PHIGS), PHIGS+

OpenGL, DirectX, Quickdraw 3D, VRML,
Open Inventor, X-Windows.

204481 Foundation of Computer Graphics February 2, 2025 49


Graphical System And Standard
(2/5)

 Requirements of Graphical Systems


 Portability

Device Independence
Concept of a logical device.

Language Independence
Language Bindings for graphical systems.

Computer Independence
Trade-off between standard hardware and high
performance hardware.
 Programmer Independence
 Flexibility - In conflict with portability.

204481 Foundation of Computer Graphics February 2, 2025 50


Graphical System And Standard
(3/5)

 Graphical Kernel System (GKS)


 Workstation


GKS has concept of a workstation.
 Device Normalisation

World Coordinates, Window in World Coordinates

Clipping to the window

Normalised Device Coordinates [0,1]x[0,1]

Normalisation Transformation

Viewports in normalised device coordinates

204481 Foundation of Computer Graphics February 2, 2025 51


Graphical System And Standard
(4/5)

 Output Functions

Line-Drawing Primitives

Area-filling primitives

Text Output
 Input Functions

Logical input types : Locator, Valuator, Choice,
String, Pick, Stroke.

204481 Foundation of Computer Graphics February 2, 2025 52


Graphical System And Standard
(5/5)

 Input Modes

Request mode: waits for a request for an event.

Sample mode: continually samples value of input
device.

Event mode: unsolicited input stored on a stack,
made available for processing in FIFO order.

Mixed mode.

204481 Foundation of Computer Graphics February 2, 2025 53


Professional Societies

ACM SIGGRAPH
- Association for Computing M
achinery Special Interest Gro
up in Graphics
IEEE
- The Institute of Electrical and
Electronics Engineers, Techn
ical Committee on Computer
Graphics

204481 Foundation of Computer Graphics February 2, 2025 54


Software Portability and graphic
s standards
STANDARD ORGANIZATI
ON
 ANSI = American National

Standard Institute (private,


non government)
 ISO = International Standa

rds Organization(voluntary
, non treaty)
 ANSI is a member of ISO

204481 Foundation of Computer Graphics February 2, 2025 55


History: graphics libraries

 initially, low-level device-dependent packag


es were the norm
 movement towards high-level device-indep
endent packages, in order to promote appli
cation program portability
 requires standardization:

204481 Foundation of Computer Graphics February 2, 2025 56


Official Standards

 1977 and 1979 - 3D SIGGRAPH CORE (ACM SI


GGRAPH)
 3D Core Graphics System ("Core") dev'd in late 7
0's as unofficial std
 GKS (Graphical Kernel System, 1985): official 2D
standard built from Core
 GKS-3D (1988): 3d objects ANSI X3.124-1985
 PHIGS (Programmer's Hierarchical Interactive Gr
aphics System, 1988) 3D nested objects
 PHIGS+ (1988): rendering enhancements

204481 Foundation of Computer Graphics February 2, 2025 57


Emerging Standards in APIs

 OpenGL (developed by Silicon Graphics)


 open standard
 available on all platforms
 intended for professional-level graphics like
CAD
 Direct3D
 developed by Microsoft
 Windows only
 intended for games

204481 Foundation of Computer Graphics February 2, 2025 58


Some Notable Systems
 Tektronix commands in BASIC (mid-1970s)
 HP commands (Hewlett Packard)
 Microsoft BASIC (for PCs) graphics comma
nds (early 1980s)
 QuickDraw (Apple Macintosh)
 X (MIT)
 OpenGL (Silicon Graphics)
 SRGP (Simple Raster Graphics Package)
 SPHIGS (Simple PHIGS)
 MS Windows
 Java AWT

204481 Foundation of Computer Graphics February 2, 2025 59


Good graphics requires ? (1/3)
 ability to control every dot (pixel) of display
 ability to control primitive shapes on the screen
 models to deal with images as a whole
 use of color, lighting, and shading
 construction of "languages" or "packages" to ext
end languages
 knowledge of hardware
 systems work

204481 Foundation of Computer Graphics February 2, 2025 60


Good Graphics requires ? (2/3)

 mathematical transformations and represe


ntations
 transmission of pictures and commands to
make pictures
 ability to store lots of information
 high performance computers
 algorithms such as visible surface algorith
ms

204481 Foundation of Computer Graphics February 2, 2025 61


Good Graphics requires ? (3/3)

 understanding and manipulation of dat


a structures
 good software engineering principles

 human factors engineering

 some feeling for artistic principles

 lots of effort - harder than it looks

204481 Foundation of Computer Graphics February 2, 2025 62


Lecture Topics
 Introduction Visible Surface
 Mathematical Determination
Foundation Algorithm efficiency
 Coordinate Systems Z-buffer algorithm
 Introduction to Scan line algorithms
Graphics in 2D
Visible-surface Ray Tracing
 Windows and Clipping
 Introduction to
Other algorithms
Graphics in 3D  Color Models
 Viewing in 3D  Illumination and Shading
204481 Foundation of Computer Graphics February 2, 2025 63
Mathematical foundation

 Mathematical appears throughout 3D graphics


Example:
 Object surfaces can be represented as polygons
whose vertex position are specified by vectors
 Rendering requires testing whether vertices lie in
front of or behind various planes.
 The test involves a dot product with the plane’s n
ormal vector.

204481 Foundation of Computer Graphics February 2, 2025 64


Geometric transformation

 Goal: specify object’s position and orie


ntations in a 3D world
 Use Linear transformations that rotate

and translate objects’ vertices.


 Apply these transformations in matrix f

orm

204481 Foundation of Computer Graphics February 2, 2025 65


Viewing

 Goal: map the visible part of a 3D worl


d to a 2 D image
 Use camera-like parameters to define

a 3D view volume
 Project the view voulme onto a 2D ima

ge plane
 Map viewport on the image plane to th

e screen

204481 Foundation of Computer Graphics February 2, 2025 66


OpenGL

 OpenGL is strictly defined as “a software int


erface to graphics hardware”.
 It is a 3D graphics and modeling library
 variety purposes, CAD engineering, archite
ctural applications, computer-generated dia
nosaurs in blockbuster movies
 Developed by SGI

204481 Foundation of Computer Graphics February 2, 2025 67


Clipping

 Goal: cut off the part of objects outside


the view volume to avoid rendering the
m

204481 Foundation of Computer Graphics February 2, 2025 68


Scan Conversion

 Goal: convert a project, clipped object i


nto pixels on raster lines.
 Use efficient incremental methods

204481 Foundation of Computer Graphics February 2, 2025 69


Antialiasing

 Raster displays produce blocky aliasin


g artifacts
 Antialiasing techniques reduces the pr

oblem by applying the theory of sampli


ng and signal processing

204481 Foundation of Computer Graphics February 2, 2025 70


Color

 Various color spaces provide ways to


specify colors in term of components:
 red, green, blue

 hue, saturation, value

 Different output devices display differe

nt subsets of the perceptible colors

204481 Foundation of Computer Graphics February 2, 2025 71


Hidden Surface Removal

 When several overlapping polygons are


drawn on the screen, which one is on
top?
Which is
right?

204481 Foundation of Computer Graphics February 2, 2025 72


Z-buffering

 A fast hardware solution is This pixel is


drawn on
the Z-buffer
screen
 The “depth” of each pixel
relative to the screen is Screen
calculated and saved in a Polygons
buffer
 The pixel with the smallest
depth is the one that is
displayed
 The other pixels are on Z
surfaces that are hidden

204481 Foundation of Computer Graphics February 2, 2025 73


Lighting Models and Shading

 For visual realism, lighting


Ambient lighting:
models have been developed
to illuminate the surfaces of
solid models
 These models incorporate
reflected light
 ambient lighting and illumination incident
light
 diffuse reflection of directional
lighting
 specular reflection of directional
reflected light
lighting incident
light

204481 Foundation of Computer Graphics February 2, 2025 74


Ray Tracing
Light Source

Shadow Ray
Eye
Object
Eye Ray

Shadow Ray
Object
Light Source
 Ray tracing traces a ray of
light from the eye to a light
source
 Ray tracing realistically
renders scenes with shiny
and transparent objects

204481 Foundation of Computer Graphics February 2, 2025 75


Radiosity

 Diffuse illumination
results from the
absorption and reflection
of diffuse light from
many objects in the
scene
 Radiosity uses thermal
models of emission and
reflection of radiation to Radiosity is very good at
accurately calculate rendering architectural
interiors
diffuse lighting

204481 Foundation of Computer Graphics February 2, 2025 76


Texture Mapping

 For realism, photographic textures are


“mapped” onto the surfaces of objects
 Example textures: texture
mapping
 woodgrain
 concrete
 grass reflections

 marble shadows

 Texture mapping is very computationally


intensive

204481 Foundation of Computer Graphics February 2, 2025 77


Example of Shading

Wireframe Flat Shaded

Smooth Shaded Shadows

204481 Foundation of Computer Graphics February 2, 2025 78


Course Source :

 Instructor: Pradondet Nilagupta



E-mail: [email protected]
 Phone: 9428555 ext. 1415 (office)

Office hours: after class; 1-2pm Monday or by
appointment
 Web Page
 Course Homepage:
http://www.cpe.ku.ac.th/~pom/courses/204481/2
04481.html
 Course Syllabus:
http://www.cpe.ku.ac.th/~pom/courses/204481/sy
llabus.html

204481 Foundation of Computer Graphics February 2, 2025 79

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