Giáo trình đồ họa
Trang 1(c) SE/FIT/HUT 2002
Lesson 1:
Kӻ thuұt ÿӗ hӑa và HiӋn thӵc ҧo
Computer Graphics And Virtual Reality
Kӻ Thuұt ÿӗ hӑa cѫ sӣ
Kӻ Thuұt ÿӗ hӑa tiên tiӃn
HiӋn thӵc ҧo - VRML
Le Tan Hung
hunglt@it-hut.edu.vn
Tәng 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
HӋ ÿӗ hӑa tѭѫng tác (interactive)
Phҫn cӭng ÿӗ hoҥ (Graphics Hardware)
A Brief History of Computer
Graphics
1885 - CRT (Cathode Ray Tube)
1887 - Edison patents motion picture camera
record motion picture photos
on a wax cylinder
A Brief History of Computer Graphics
invents the television.
30 line vertical,
black and red scan
A Brief History of Computer
Graphics
1963
One of the First General
Purpose Mainframes
A Brief History of Computer Graphics
1966
Odyssey Pinball
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A Brief History of Computer
Graphics
1967
simulator for NASA
A Brief History of Computer Graphics
1968
In "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
A Brief History of Computer
Graphics
1973
“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
A Brief History of Computer Graphics
1974
1975
Mandelbrot plots fractals
A Brief History of Computer
Graphics
1976
Apple.
1977
and Sciences introduces Visual
Effects category for Oscars.
A Brief History of Computer Graphics
1977
Star Wars wins oscar for
special effects.
1978
• Superman wins oscar for special effects.
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A Brief History of Computer
Graphics
1979
Alien wins oscar for visual
effects.
1980
•The Empire Strikes Back wins oscar for visual effects.
A Brief History of Computer Graphics
1980
live action film with over
20 mins of computer animations.
releases the HDD for PCs
A Brief History of Computer
Graphics
8088 chip)
• Raiders of the
Lost Ark wins
an oscar for
visual effects.
A Brief History of Computer Graphics
1982
for Startrek II is the first all computer animated visual effects shot for film.
A Brief History of Computer
Graphics
1983
First Coke Polar Bears
Commercial
A Brief History of Computer Graphics
1985
first live action feature film with realistic computer animation of highly detailed models.
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A Brief History of Computer
Graphics
1989
The Abyss is the first
movie to include
convincing 3D character
animation.
A Brief History of Computer Graphics
1990
1993
1994
A Brief History of Computer
Graphics
1995
Id Software
the first fully 3D
computer animation
feature film.
A Brief History of Computer Graphics
1996
wins oscar for visual effects.
A Brief History of Computer
Graphics
1997
Titanic wins oscar
for visual effects
for best short film:
Geri’s Game.
A Brief History of Computer Graphics
1998
1999
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A Brief History of Computer
Graphics
2000
Sony Playstation II
creating images with a computer
model –
Interactive Computer Graphics:
K ӻ thuұt ÿӗ hoҥ ÿiӇm
(Sample based-Graphics)
Các mô hình, hình ҧnh cӫa các ÿӕi tѭӧng ÿѭӧc hiӇn thӏ
thông qua tӯng pixel (tӯng mүu rӡi rҥc)
Ĉһc ÿiӇm:
Phѭѫng pháp ÿӇ tҥo ra các pixel
(c) SE/FIT/HUT 2003
Bitmap
lines,areas,
SRGP library
Pascal / C program
X Window System Graphics hardware
Image
image formats, compression, transfer
graphics algorithms colour
positions
Graphical
Model
Rendering
Output Device
Rendering Parameters
K ӻ thuұt ÿӗ hoҥ vector
model + rendering
Trang 6(c) SE/FIT/HUT 2003 31
Muscle Model Wireframe Model Skeletal Model
Skin Hair Render and Touch up
â Walt Disney and TSL
Raster and Vector Graphics
Raster
Hỡnh ҧnh và mụ hỡnh cӫa cỏc vұt thӇ ÿѭӧc biӇu diӉn bӣi tұp hӧp cỏc ÿiӇm cӫa grid
Thay ÿәi thuӝc tớnh cӫa cỏc pixel => thay ÿәi tӯng phҫn và tӯng vựng cӫa hỡnh ҧnh.
Copy ÿѭӧc cỏc pixel tӯ mӝt hỡnh ҧnh này sang hỡnh ҧnh khỏc
Vector
Khụng thayÿәi thuӝc tớnh cӫa tӯng ÿiӇm trӵc tiӃp
Xӱ lý vӟi tӯng thành phҫn hỡnh hӑc cѫ sӣ cӫa nú và thӵc hiӋn quỏ trỡnh tụ trỏt và hiӇn thӏ lҥi
Quan sỏt hỡnhҧnh và mụ hỡnh cӫa hỡnh ҧnh và sӵ vұt ӣ nhiӅu gúc
ÿӝ khỏc nhau bҵng cỏch thay ÿәi ÿiӇm nhỡn và gúc nhỡn
Phõn lo ҥi cỏc lƭnh vӵc cӫa
Computer Graphics
Kỹ thuật phân tích vμ tạo ảnh
Đồ hoạ hoạt hình vμ
nghệ thuật
Kỹ thuật nhận dạng
Xử lý ảnh
Đồ hoạ minh hoạ CAD/CAM System
Kỹ thuật đồ
hoạ
Kiến tạo đồ hoạ
Xử lý đồ hoạ
Phõn lo ҥi theo hӋ toҥ ÿӝ
Kỹ thuật đồ hoạ
Kỹ thuật đồ hoạ 2 chiều
Kỹ thuật đồ hoạ ba chiều
Phõn lo ҥi theo chӭc năng
attempt to provide meaning to computer) images.
Cỏc ӭng dөng tiờu biӇu cӫa kӻ thuұt ÿӗ hӑa
Xõy dӵng giao diӋn ngѭӡi dựng (User Interface)
Tҥo cỏc biӇu ÿӗ trong thѭѫng mҥi, khoa hӑc, kӻ thuұt
Tӵ ÿӝng hoỏ văn phũng và chӃ bҧn ÿiӋn tӱ
ThiӃt kӃ vӟi sӵ trӧ giỳp cӫa mỏy tớnh (CAD_CAM)
Lƭnh vӵc giҧi trớ, nghӋ thuұt và mụ phӓng
ĈiӅu khiӇn cỏc quỏ trỡnh sҧn xuҩt (Process Control)
Lƭnh vӵc bҧn ÿӗ (Cartography)
Trang 7(c) SE/FIT/HUT 2003 39
CAD-CAM application
H Ӌ ÿӗ hӑa tѭѫng tác
Mô hình hӋ ÿӗ hoҥ tѭѫng tác
Các thành phҫn cӫa hӋ ÿӗ hoҥ tѭѫng tác
Bӝ xӱ lý tѭѫng tác vӟi ngѭӡi sӱ dөng
Các chuҭn cӫa hӋ ÿӗ hoҥ
concerned with:
- hardware
- how to display
(rasterization)
concerned with:
- modeling
- modeling transf
- color models
- material property
- lighting property
G U I
MODELING RENDERING DISPLAYING
what is
a table, a car, x
x x
( to describe)
to the computer
Geometric Engine
(to capture)
the description create 2D image from 2D / 3D models
Rendering Engine
generate image on screen
(to show)
the image
Raster & Display Engine
concerned with :
- viewing & projection
- drawing & clipping
primitives
- local illumination &
shading
- texture mapping
Th ành phҫn trong chӭc năng cӫa
kӻ thuұt ÿӗ hoҥ Cá thành phҫn cӫa hӋ ÿ hoҥ tѭѫng tѭѫng tá
Application Data Structure
Application Program
Graphics System
Computer Graphics Devices
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Model of RGP
Application
model
Application
Display Hardware output pipeline
input pipeline
output primitives output attributes Canvascontrol copyPixel
Input device measures Input device control
(c) SE/FIT/HUT 2003
3D Graphics Over World Wide Web
3D Graphics Over World Wide Web
SRGP library
Pascal / C program
X Window System Graphics hardware
Image
image formats, compression, transfer
graphics algorithms colour
Drawing packages transformation
of objects
3D Graphics projections lighting,shading
lines,areas,
positions
Video WWW
Animation
WWW VRML
Thành phҫn thѭ viӋn ÿӗ hoҥ
Các thӵc thӇ cѫ sӣ
ĈiӇm (pixel)
Ĉѭӡng thҷng (line)
Ĉѭӡng tròn (circle)
Ĉa giác (polygon) v v.
Các thuӝc tính
Màu sҳc (color)
KiӇu ÿѭӡng vӁ (line style)
KiӇu văn bҧn (text style)
Mүu tô (pattern).
B ӝ xӱ lý tѭѫng tác vӟi ngѭӡi sӱ
d өng
HӋ thӕng ÿӗ hoҥ thông thѭӡng phҧi chӭa mӝt tұp hӧp các thӫ tөc (chѭѫng trình con) ÿӇ xӱ lý vӟi các thiӃt bӏ vào ra (I/O System)
hӋ thӕng ÿӗ hoҥ sinh ra các thiӃt bӏ ngoҥi vi lôgic ÿӇ tѭѫng tác giӳa ngѭӡi sӱ dөng và thiӃt bӏ ngoҥi vi này.
Mӝt chu trình ÿiӇn hình cӫa các chѭѫng trình ӭng dөng quҧn lý các thiӃt bӏ ngoҥi vi ÿѭӧc gӑi là vòng lһp sӵ kiӋn tӯ thiӃt bӏ (event-driven loop )
HӋ 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
Ph̯n m͉m ÿ͛ ho̩ h͏ th͙ng:
Là tұp hӧp các lӋnh ÿӗ hoҥ cӫa hӋ thӕng (graphics output commands),
Thӵc hiӋn công viӋc hiӇn thӏ cái gì (what object) và chúng sӁ ÿѭӧc hiӇn thӏ nhѭ
thӃ nào (how)
Phҫn mӅm ÿӗ hoҥ hӋ thӕng là phҫn mӅm xây dӵng trên cѫ sӣ mӝt thӇ loҥi phҫn
cӭng nhҩt ÿӏnh và phө thuӝc vào phҫn cӭng
Ph̯n cͱng ÿ͛ ho̩:
Là tұp hӧp các thiӃt bӏ ÿiӋn tӱ (CPU, bӝ nhӟ màn hình) giúp cho viӋc thӵc hiӋn
các phҫn mӅm ÿӗ hoҥ
Application program Graphics system
Graphics hardware
Input and output devices
Core, GKS, GKS-3D CGI (device interface) CGM (metafile) PHIGS (3D and realtime) X-window
PHIGS+ (PEX) IGES
OpenGL DirectX
Metafiles
Operating system
Giao d i Ӊn hӉ thӓng ÿӕhӏa
Interface of Graphics System
Trang 9(c) SE/FIT/HUT 2003 49
Các chuҭn giao di Ӌn cӫa hӋ ÿӗ hoҥ
GKS Functional Description, ANSI X3.124 - 1985.
GKS - 3D Functional Description, ISO Doc #8805:1988.
PHIGS Functional Description, ANSI X3.144 - 1985.
PHIGS+ Functional Description, 1988, 1992.
IGES
Non-official industry standards
Các chuҭn cӫa hӋ ÿӗ hoҥ
OpenGL
Software interface to graphics
hardware
Client-server model
Object specification + image
generation
Simple primitives: points, lines,
polygons (pixels, images, bitmaps)
using client-server model
Client (Application) issues commands
Server (OpenGL) interprets and processes commands
Frame buffer configuration done by the window system
Direct control of graphics hardware
Direct control of input/output devices, and sound
Application program
Windows system
Direct sound Direct draw Direct 3D
Direct input
Windows API
……
DirectX
Các thi Ӄt bӏ vào ra dӳ liӋu
Máy in
in có thӇ in ÿѭӧc
Addressability: khҧ năng ÿӏa chӍ hoá các ÿiӇm in có thӇ
có trên mӝt ÿѫn vӏ ÿӝ dài (dot per inch)
Sӕ lѭӧng màu có thӇ vӁ trên mӝt ÿiӇm
Phҫn cӭng ÿӗ hoҥ (Graphics Hardware)
Phҫn cӭng ÿӗ hoҥ (Graphics Hardware)
Các thành phҫn phҫn cӭng cӫa hӋ ÿӗ hoҥ tѭѫng tác
Trang 10(c) SE/FIT/HUT 2003 55
Màn hình CRT
Màn hình CRT
SONY Trinitron CRT
NEC Hybrid Mask Hitachi EDP Standard Dot-trio
Các thiӃt bӏ hiӇn thӏ dҥng vector
MOVE 10,15
LINE 400,300
LINE 600,800
Refesh Buffer
DrawLine(A, B):
Turn beam off,
move to A.
Turn beam on,
B
Graphics Devices
Display processor CRT
Alphanumeric keyboard
Stylus
Data tablet
Interface to host computer
… MOVE 10 LINE 100 25 CHAR LU LINE
… JMP
Refresh buffer memory
(Display commands) (interaction data)
Display processor CRT
Interface to host computer
(Display commands) (interaction data)
Keyboard Data input
00000000000000000000000001000000
00000000000000000000000111110000
00000000111100000000000111110000
00001111111111110000000001000000
00011111111111111000000000000000
00011111111111111000000000000000
Bitmap refresh buffer
(the 1’s are accentuated
for contrast)
Typical raster graphics display
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LCD-Liquid Crystal Display
Works by letting varying
amounts of a fixed-intensity
white backlight through an
active filter
Organnic crystals that lign
themselves together
When external force is applied
they realign themselves
This is used to change
polarisation and filter light
CRT Displays
Advantages
Fast repsonse (high resolution possible)
Full color (large modulation depth of E-beam)
Saturated and natural colors
Inexpensive, matured technology
Wide angle, high contrast and brightness
Disadvantages
Large and heavy (typ 70x70
cm, 15 kg)
140W)
and magnetic fields
Flickering at 50-80 Hz (no memory effect)
Geometrical errors at edges
LCD Displays
Advantages
Small footprint (approx 1/6 of CRT)
Light weight (typ 1/5 of CRT)
Low power consumption (typ 1/4 of
CRT)
Completely flat screen - no
geometrical errors
Crisp pictures - digital and uniform
colors
No electromagnetic emission
Fully digital signal processing
possible
Large screens (>20 inch) on desktops
Disadvantages
High price (presently 3x CRT)
Poor viewing angle (typ +/- 50 degrees)
Low contrast and luminance (typ
1:100)
Low luminance (typ 200 cd/m2)
Future Research Areas Hѭӝng nghiên cӫu
parallel processing
physically-based modeling
level of detail
synthesis
kinematics / dynamics
motion capture/
modification
photo-realism
real-time
image-based rendering
non-photorealistic rendering