Lecture 1_ Introduction to Computer Graphics
Lecture 1_ Introduction to Computer Graphics
Introduction to Computer
Graphics
What is Computer Graphics?
• A graphic is an image or visual representation of an object.
• Computer Graphics is an art of drawing pictures on computer
screens.
• Creation, Manipulation, and Storage of geometric objects
(modeling) and their images (rendering)
• Typical graphics system comprises of a host computer with
support of fast processor, large memory, frame buffer and
• Display devices (colour monitors),
• Input devices (mouse, keyboard, joystick, touch screen, trackball)
• Output devices (LCD panels, laser printers, colour printers. Plotters
etc.)
• Interfacing devices such as, video I/O, TV interface etc.
Graphics Definitions
• Point: a location in space, 2D or 3D sometimes denotes
one pixel
• Line: straight path connecting two points
• Vertex: point in 3D
• Edge: line in 3D connecting two vertices
• Polygon/Face/Facet: arbitrary shape formed by connected
vertices, fundamental unit of 3D computer graphics
• Mesh : set of connected polygons forming a surface (or
object)
19/05/2025 Lecture 1 3
Graphics Definitions
• Rendering : is the process of generating an image from a 2D or
3D model (or models in what collectively could be called a
scene file), by means of computer programs. Also, the results
of such a model can be called a rendering.
19/05/2025 Lecture 1 4
What drives computer graphics?
• Movie Industry
• Leaders in quality and artistry
• Big budgets and tight schedules
• Defines our expectations
• Game Industry
• The newest driving force in CG due to volume and
Profit
• Focus on interactivity
• Cost effective solutions
What drives computer graphics?
• Medical Imaging and Scientific Visualization
• Tools for teaching and diagnosis
• No cheating or tricks allowed
• New data representations and modalities
• Drive issues of precision and correctness
• Focus on presentation and interpretation of data
• Construction of models from acquired data
• Computer Art
• Fine and commercial art
• Performance Art
• Aesthetic Computing
Historical Milestones
• 1960’s:
• Early theoretical development, mainly limited to research and military
• 1962: Sketchpad (Ivan Sutherland)
• 1970’s:
• ‘Traditional’ graphics pipeline developed
• Driven by money from military simulation and automotive design industries
• 1980’s:
• Many important core algorithms developed
• Visual quality improved driven by demands from entertainment (movie) industry
• 1985: Rendering Equation (James Kajiya)
• 1990’s:
• Advanced algorithms developed as graphics theory matured
• Broader focus on animation, data acquisition, NPR, physics…
• 1995: Photon Mapping (Henrik Jensen)
• 2000’s:
• Photoreal rendering evolves to the point of being able to render convincing images of
arbitrarily complex scenes on consumer hardware
• Merging of computer graphics and computer vision
• Cheap graphics hardware with vast capabilities, driven largely by video game industry
Image Processing
• Some computer graphics operations involve
manipulating 2D images (bitmaps)
• Image processing applies directly to the pixel grid and
includes operations such as color correction, scaling,
blurring, sharpening, etc.
• Common example include digital photo processing
and digital ‘painting’ programs (Adobe Photoshop…)
Image Synthesis
• Raster displays
• CRT (cathode ray tube)
• LCD (liquid crystal display)
• TFT (thin film transistor)
• OLED (organic light emitting diode)
• Light valve
• Plasma
• HDR (high dynamic range: TFT / white LED hybrid)
• Film
• Print
Raster Graphics
• Modern graphics displays are raster based
• They display a grid of pixels, where each pixel color can be set
independently
• Individual pixels are usually formed from smaller red, green,
and blue subpixels. If you look very closely at a TV screen or
computer monitor, you will notice the pattern of subpixels
• Older style vector displays didn’t display a grid of pixels, but
instead drew lines directly with an electron beam
• Raster graphics are also sometimes called bitmapped graphics
Interlacing
• Older video formats (NTSC, PAL) and some HD formats (1080i)
use a technique called interlacing
• With this technique, the image is actually displayed twice, once
showing the odd scanlines, and once showing the even
scanlines (slightly offset)
• This is a trick for achieving higher vertical resolution at the
expense of frame rate (cuts effective frame rate in half)
• The two different displayed images are called fields
• NTSC video, for example, is 720 x 480 at 30 frames per second,
but is really 720 x 240 at 60 fields per second
• Interlacing is an important issue to consider when working with
video, especially in animation as in TV effects and video games
• Computer monitors are generally not interlaced
Framebuffer
• The framebuffer refers to the memory dedicated to storing the
image
• It would generally be a 2D array of pixels, where each pixel
stores a color (Note: pixel = picture element)
• Color is typically stored as a 24 bit RGB value. This offers 8 bits
(256 levels) for red, green, and blue, for a total of 16,777,216
different colors
• Very often, additional data is stored per pixel such as depth (z),
or other info
• A framebuffer can just be a block of main memory, but many
graphics systems have dedicated framebuffer memory with a
direct connection to video scan-out hardware and other special
features
Primitives
• Complex scenes are usually built up from simpler objects
• Objects are built from individual primitives
• The most common and general purpose 3D primitive is the
triangle
• Points and lines are also useful primitives