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Giáo trình đồ họa

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Giáo trình đồ họa

(c) SE/FIT/HUT 2002Lesson 1:Kӻ thuұt ÿӗ hӑavàHiӋnthӵc ҧoComputer Graphics And Virtual RealityKӻ Thuұt ÿӗ hӑacѫ sӣKӻ Thuұt ÿӗ hӑatiêntiӃnHiӋnthӵc ҧo-VRMLLe Tan Hunghunglt@it-hut.edu.vn(c) SE/FIT/HUT 20032Tәng quan vӅ kӻ thuұt ÿӗ hoҥCác khái niӋm tәng quan cӫa kӻ thuұt ÿӗ hoҥ máy tínhCác kӻ thuұt ÿӗ hoҥPhân loҥi các lƭnh vӵc cӫa kӻ thuұt ÿӗ hoҥHӋÿӗhӑa tѭѫng tác (interactive)Phҫn cӭng ÿӗ hoҥ (Graphics Hardware)(c) SE/FIT/HUT 20033A Brief History of Computer Graphics1885 - CRT (Cathode Ray Tube)1887 - Edison patents motion picture camera1888 - Edisonand Dickson record motion picture photos on a wax cylinder(c) SE/FIT/HUT 20034A Brief History of Computer Graphics1926 – J.L. Bairdinvents the television.30 line vertical, black and red scan.(c) SE/FIT/HUT 20035A Brief History of Computer Graphics1963IBM creates the 360 modelsOne of the First General Purpose MainframesSRI develops the mouse.(c) SE/FIT/HUT 20036A Brief History of Computer Graphics1966Ralph Baer creates the 1stcomsumer CG product:Odyssey Pinball (c) SE/FIT/HUT 20037A Brief History of Computer Graphics1967GE introduces first full colour real time flight simulator for NASA(c) SE/FIT/HUT 20038A Brief History of Computer Graphics1968John Whitney: PermutationsIn "Permutations," (1968) he delineates a marvellous and exciting new world. One senses a choreographer. The movements are reminiscent of traditional ballet. The shapes follow the dictates of formal geometry more than those of abstract painting. Movement is three-dimensional and the ambition for a more polished three-dimensional shaded space is apparent. (c) SE/FIT/HUT 20039A Brief History of Computer Graphics1973Michael Crichton’s“Westworld” uses 2D graphics First time computer is used for image manipulation.Featured scenes that showed audiences the world viewed by the eye circuitry of a synthetic human (played by a very real Yul Brenner) in a future Western theme park. This effect was achieved with 2D computer graphics tools mostly derived from image processing techniques. (c) SE/FIT/HUT 200310A Brief History of Computer Graphics1974Intel develop the 8080 processor.1975Mandelbrot plots fractalsBill Gates starts Microsoft(c) SE/FIT/HUT 200311A Brief History of Computer Graphics1976Steve Jobs and Steve Wozniak start Apple.1977Academy of Motion Pictures Art and Sciences introduces Visual Effects category for Oscars.(c) SE/FIT/HUT 200312A Brief History of Computer Graphics1977Star Wars wins oscar for special effects.1978•Superman wins oscar for special effects. (c) SE/FIT/HUT 200313A Brief History of Computer Graphics1979Alien wins oscar for visual effects.1980•The Empire Strikes Back wins oscar for visual effects.(c) SE/FIT/HUT 200314A Brief History of Computer Graphics1980Disney’s TRON is the first live action film with over 20 mins of computer animations.Seagate Technology releases the HDD for PCs(c) SE/FIT/HUT 200315A Brief History of Computer Graphics1981IBM introduces the first IBM PC (16 bit 8088 chip)•Raiders of the Lost Ark wins an oscar for visual effects.(c) SE/FIT/HUT 200316A Brief History of Computer Graphics1982The Genesis Effect (ILM) for Startrek II is the first all computer animated visual effects shot for film.(c) SE/FIT/HUT 200317A Brief History of Computer Graphics1983First Coke Polar Bears Commercial1984 PIXAR Opens(c) SE/FIT/HUT 200318A Brief History of Computer Graphics1985The Last Starfighter is the first live action feature film with realistic computer animation of highly detailed models. (c) SE/FIT/HUT 200319A Brief History of Computer Graphics1989The Abyss is the first movie to include convincing 3D character animation.(c) SE/FIT/HUT 200320A Brief History of Computer Graphics1990Windows 3.0 ships1993Myst1994Playstation and N64 released(c) SE/FIT/HUT 200321A Brief History of Computer Graphics1995Quake Released by Id SoftwareToy Story becomes the first fully 3D computer animation feature film.(c) SE/FIT/HUT 200322A Brief History of Computer Graphics1996Independence Day wins oscar for visual effects.(c) SE/FIT/HUT 200323A Brief History of Computer Graphics1997Titanic wins oscar for visual effects.PIXAR wins oscar for best short film: Geri’s Game.(c) SE/FIT/HUT 200324A Brief History of Computer Graphics1998ArmageddonMouse HuntBugs Life1999The MatrixStar Wars: The Phantom MenaceDisney’s Tarzan (c) SE/FIT/HUT 200325A Brief History of Computer Graphics2000Sony Playstation IIWalking with DinosaursDisney’s Shrek2002Microsoft’s XBOX(c) SE/FIT/HUT 200326Kӻ thuұt ÿӗ hӑa vi tính.Definition (ISO)Computer Graphics (KͿ thu̵t ÿ͛ ho̩ máy tính)Computer graphics deals with all aspects of creating images with a computermodel –Interactive Computer Graphics:(c) SE/FIT/HUT 200327Kӻ thuұt ÿӗ hoҥÿiӇm(Sample based-Graphics)Các mô hình, hình ҧnh cӫacácÿӕitѭӧng ÿѭӧchiӇnthӏthông qua tӯng pixel (tӯng mүurӡirҥc)Ĉһc ÿiӇm:Phѭѫng pháp ÿӇ tҥo ra các pixel(c) SE/FIT/HUT 2003BitmapBitmaplines,areas, .SRGPlibraryPascal / CprogramX Window SystemGraphics hardwareImageimage formats, compression, transfergraphics algorithmscolourpositions(c) SE/FIT/HUT 200329GraphicalModelRenderingOutput DeviceRenderingParametersKӻ thuұt ÿӗ hoҥ vectorVector = geometrical model + rendering(c) SE/FIT/HUT 200330Ví dө vӅ hình ҧnh ÿӗ hoҥ Vector (c) SE/FIT/HUT 200331Muscle ModelWireframe Model Skeletal ModelSkinHairRender and Touch upâ Walt Disney and TSL(c) SE/FIT/HUT 200332Raster and Vector GraphicsRasterHỡnh nh v mụ hỡnh ca cỏc vt th c biu din bi tp hp cỏc im ca gridThay i thuc tớnh ca cỏc pixel => thay i tng phn v tng vựng ca hỡnh nh.Copy c cỏc pixel t mt hỡnh nh ny sang hỡnh nh khỏc. VectorKhụng thay ithuctớnhcatng imtrctipX lý vitng thnh phn hỡnh hcc s canúvthchin quỏtrỡnhtụtrỏtvhinth li.Quan sỏt hỡnh nh v mụ hỡnh cahỡnhnh v s vt nhiugúc khỏc nhau bng cỏch thay i im nhỡn v gúc nhỡn.(c) SE/FIT/HUT 200333Phõn loi cỏc lnh vccaComputer GraphicsKỹ thuật phân tích vtạo ảnhĐồ hoạ hoạt hình vnghệ thuậtKỹ thuật nhận dạngXử lý ảnhĐồ hoạ minh hoạCAD/CAM SystemKỹ thuật đồhoạKiến tạo đồhoạXử lý đồhoạ(c) SE/FIT/HUT 200334Phõn loitheoh toKỹ thuật đồ hoạKỹ thuật đồ hoạ 2 chiềuKỹ thuật đồ hoạ ba chiều(c) SE/FIT/HUT 200335Phõn loitheochcnngK thutx lý nh (COMPUTER IMAGING)K thutnhndng (Computer Vision techniques attempt to provide meaning to computer) images.K thuttng hp nh (Computer Graphics)Geometry modelling(c) SE/FIT/HUT 200336Cỏc ng dng tiờu biucakthut haXõy dng giao dinngi dựng (User Interface)Tocỏcbiu trong thng mi, khoa hc, k thutTng hoỏ vn phũng v ch bn intThitk vis tr giỳp ca mỏy tớnh (CAD_CAM)Lnh vcgii trớ, ngh thutvmụphngiu khin cỏc quỏ trỡnh snxut (Process Control)Lnh vcbn (Cartography) (c) SE/FIT/HUT 200337(c) SE/FIT/HUT 200338(c) SE/FIT/HUT 200339CAD-CAM application(c) SE/FIT/HUT 200340HӋÿӗhӑatѭѫng tácMô hình hӋÿӗhoҥ tѭѫng tácCác thành phҫn cӫa hӋÿӗhoҥ tѭѫng tácBӝ xӱ lý tѭѫng tác vӟi ngѭӡi sӱ dөngCác chuҭncӫahӋÿӗhoҥ(c) SE/FIT/HUT 200341concerned with:- hardware - how to display(rasterization) concerned with:- modeling- modeling transf. - color models - material property- lighting propertyG U IMODELING RENDERINGDISPLAYINGwhat is a table, a car, xxx( to describe) to the computerGeometric Engine(to capture)the descriptioncreate 2D image from 2D / 3D modelsRendering Enginegenerate image on screen(to show)the imageRaster & Display Engineconcerned with :- viewing & projection- drawing & clipping primitives- local illumination & shading- texture mapping- global renderingThành phҫn trong chӭcnăng cӫakӻ thuұt ÿӗ hoҥ(c) SE/FIT/HUT 200342CCááccththàànhnhphphҫҫnnccӫӫaahhӋӋÿÿӗӗhohoҥҥtѭѫngtѭѫngttááccApplicationDataStructureApplicationProgramGraphicsSystemComputerGraphics Devices (c) SE/FIT/HUT 200343Model of RGPApplicationmodelApplicationprogramSRGPDisplay Hardwareoutput pipelineinput pipelineoutput primitivesoutput attributesCanvascontrolcopyPixelInput device measuresInput device control(c) SE/FIT/HUT 20033D Graphics Over World Wide Web3D Graphics Over World Wide WebSRGPlibraryPascal / CprogramX Window SystemGraphics hardwareImageimage formats, compression, transfergraphics algorithmscolourDrawingpackagestransformationof objects3D Graphicsprojectionslighting,shadinglines,areas, .positionsVideoWWWAnimationWWWVRML(c) SE/FIT/HUT 200345Thành phҫnthѭ viӋn ÿӗ hoҥCác thӵcthӇ cѫ sӣĈiӇm (pixel)Ĉѭӡng thҷng (line)Ĉѭӡng tròn (circle)Ĉagiác(polygon) v v.Các thuӝctínhMàu sҳc (color)KiӇu ÿѭӡng vӁ (line style)KiӇuvănbҧn (text style)Mүutô(pattern).(c) SE/FIT/HUT 200346Bӝ xӱ lý tѭѫng tác vӟingѭӡisӱdөngHӋ thӕng ÿӗ hoҥ thông thѭӡng phҧichӭamӝttұphӧp các thӫ tөc(chѭѫng trình con) ÿӇ xӱ lý vӟi các thiӃtbӏ vào ra (I/O System). hӋ thӕng ÿӗ hoҥ sinh ra các thiӃtbӏ ngoҥi vi lôgic ÿӇ tѭѫng tácgiӳangѭӡisӱ dөng và thiӃtbӏ ngoҥivi này.MӝtchutrìnhÿiӇnhìnhcӫa các chѭѫng trình ӭng dөng quҧnlýcác thiӃtbӏ ngoҥivi ÿѭӧcgӑilàvònglһpsӵ kiӋntӯ thiӃtbӏ(event-driven loop )(c) SE/FIT/HUT 200347HӋ thӕng ÿӗ hoҥ(Graphics System)Interface between application software and graphics hardware systemConsists of input subroutines and output subroutines accepting input data or commands from a user and converting internal representations into external pictures on screen, respectivelyPh̯nm͉m ÿ͛ ho̩ h͏ th͙ng:Là tұphӧp các lӋnh ÿӗ hoҥ cӫahӋ thӕng (graphics output commands),ThӵchiӋn công viӋchiӇnthӏ cái gì (what object) và chúng sӁÿѭӧchiӇnthӏ nhѭthӃ nào (how).PhҫnmӅm ÿӗ hoҥ hӋ thӕng là phҫnmӅmxâydӵng trên cѫ sӣ mӝtthӇ loҥiphҫncӭng nhҩt ÿӏnh và phө thuӝcvàophҫncӭng.Ph̯ncͱng ÿ͛ ho̩:Là tұphӧp các thiӃtbӏÿiӋntӱ (CPU, bӝ nhӟ màn hình) giúp cho viӋcthӵchiӋncác phҫnmӅm ÿӗ hoҥ.(c) SE/FIT/HUT 200348Application programGraphics systemGraphicshardwareInput andoutput devicesCore,GKS, GKS-3DCGI (device interface)CGM (metafile)PHIGS (3D and realtime)X-windowPHIGS+ (PEX)IGESOpenGLDirectXMetafilesOperating systemGiao diӉn hӉ thӓng ÿӕhӏaInterface of Graphics System (c) SE/FIT/HUT 200349Các chuҭn giao diӋn cӫahӋÿӗhoҥGKS (Graphics Kernel System):GKS Functional Description, ANSI X3.124 - 1985.GKS - 3D Functional Description, ISO Doc #8805:1988.CGI (Computer Graphics Interface System):CGM (Computer Graphics Metafile):VRML (Virtual Reality Modeling Language):PHIGS (Programmers Hierarchical InteractivePHIGS Functional Description, ANSI X3.144 - 1985.PHIGS+ Functional Description, 1988, 1992.IGES(c) SE/FIT/HUT 200350Non-official industry standardsCác chuҭncӫahӋÿӗhoҥOPENGL SGI’s OpenGL 1993DIRECTX Direct X/Direct3D 1997(c) SE/FIT/HUT 200351OpenGLSoftware interface to graphics hardwareClient-server model250 distinct commandsObject specification + image generationSimple primitives: points, lines, polygons(pixels, images, bitmaps)3D renderingCommands interpreted using client-server modelClient (Application) issues commandsServer (OpenGL) interprets and processes commandsFrame buffer configuration done by the window system(c) SE/FIT/HUT 200352Direct control of graphics hardwareDirect control of input/output devices, and soundApplication programApplication programWindows systemWindows systemDirect soundDirect drawDirect 3DDirect inputWindows APIWindows APIDirect X…… DirectX(c) SE/FIT/HUT 200353Các thiӃtbӏ vào ra dӳ liӋuMáy inDot size: ÿѭӡng kính cӫamӝt ÿiӇminbénhҩtmàmáyin có thӇ in ÿѭӧcAddressability: khҧ năng ÿӏachӍ hoá các ÿiӇmincóthӇcó trên mӝt ÿѫnvӏÿӝdài (dot per inch)Sӕ lѭӧngmàucóthӇ vӁ trên mӝt ÿiӇmDot size Point per inchInkJet 8 - 20/ 100 inch 200 y600Laser 5/1000 inch 1500Máy vӁ 6 y 15/1000 inch 1000 y 2000(c) SE/FIT/HUT 200354Phҫncӭng ÿӗ hoҥ (Graphics Hardware)Phҫncӭng ÿӗ hoҥ (Graphics Hardware)Các thành phҫnphҫncӭng cӫahӋÿӗhoҥ tѭѫngtác (c) SE/FIT/HUT 200355Màn hình CRT(c) SE/FIT/HUT 200356Màn hình CRTSONY Trinitron CRTNEC Hybrid MaskHitachi EDPStandard Dot-trio(c) SE/FIT/HUT 200357Các thiӃtbӏ hiӇnthӏ dҥng vectorMOVE 10,15LINE 400,300LINE 600,800Refesh BufferDrawLine(A, B):Turn beam off, move to A.Turn beam on, move to B.AB(c) SE/FIT/HUT 200358Graphics DevicesDisplayprocessorCRTAlphanumeric keyboardStylusData tabletInterface tohost computer……MOVE1015LINE10025CHARLUCYLINE……JMPRefresh buffer memory(Display commands)(interaction data)(c) SE/FIT/HUT 200359DisplayprocessorCRTInterface to host computer(Display commands) (interaction data)KeyboardData input000000000000000000000000010000000000000000000000000000000100000000000000000000000000000111110000000000000110000000011111111111110000000011110000000000011111000000000011111111000000000001000000000011111111111100000000010000000011111111111111110000000000000000011111111111111000000000000000000111111111111110000000000000000001111111111111100000000000000000000000000000000000000000000000Bitmap refresh buffer(the 1’s are accentuatedfor contrast)Typical raster graphics display showing a house and a star(c) SE/FIT/HUT 200360Các thiӃtbӏ hiӇnthӏ dҥng ÿiӇm [...]... xӱ lý tѭѫng tác vӟingѭӡisӱ dөng  HӋ thӕng ÿӗ hoҥ thơng thѭӡng phҧichӭamӝttұphӧp các thӫ tөc (chѭѫng trình con) ÿӇ xӱ lý vӟi các thiӃtbӏ vào ra (I/O System).  hӋ thӕng ÿӗ hoҥ sinh ra các thiӃtbӏ ngoҥi vi lơgic ÿӇ tѭѫng tác giӳangѭӡisӱ dөng và thiӃtbӏ ngoҥivi này.  MӝtchutrìnhÿiӇnhìnhcӫa các chѭѫng trình ӭng dөng quҧnlý các thiӃtbӏ ngoҥivi ÿѭӧcgӑilàvịnglһpsӵ kiӋntӯ thiӃtbӏ (event-driven loop ) (c) . phân tích vtạo ảnhĐồ hoạ hoạt hình vnghệ thuậtKỹ thuật nhận dạngXử lý ảnhĐồ hoạ minh hoạCAD/CAM SystemKỹ thuật đồhoạKiến tạo đồhoạXử lý đồhoạ(c) SE/FIT/HUT. đồhoạXử lý đồhoạ(c) SE/FIT/HUT 200334Phõn loitheoh toKỹ thuật đồ hoạKỹ thuật đồ hoạ 2 chiềuKỹ thuật đồ hoạ ba chiều(c) SE/FIT/HUT 200335Phõn loitheochcnngK thutx

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