Lect 1 Raster Displays and Algorithms Flashcards
- What areas are included in computer graphics?
Graphics areas include:
- modelling, rendering, animation, user interaction, virtual and augmented reality, visualisation, (some) image processing, 3D scanning.
• Major applications include:
- games, cartoons, special effects, CAD/CAM, simulation, medical imaging, information visualization.
- Name the 6 major elements to a graphics system.
1. Input devices (mouse etc)
**2. Central Processing Unit (CPU) **
**3. Graphics Processing Unit (GPU) **
4. Memory
5. Frame buffer (Writes to the screen)
6. Output devices (Screen)
- Describe the graphics pipline. What are the 5 key stages?
**1. 3D MODEL: **Start off with 3D model
2 Model View Transformation:
- Map from the WCS(World coordinate system) to the CCS(Camera Coordinate System)
- Culling and lighting
3 Projection:
- Map from CCS to Screen CS
- Clipping(Clip any fragments not in view)
- Persp. division
4 Rasterization:
- colour
- Visibility
5: Display:
- Framebuffer Display
- What are 3D geometric models?
- These models describe 3D objects using mathematical primitives, e.g. spheres, cubes, cones and polygons.
- The most common type is a triangle mesh composed of triangles with shared vertices.
- Explain what transforms are.
- Transforms refers to the task of converting 3D spatial coordinates to a 2D view for rendering.
- 3 basic tranforms. Translate, rotate and scale.
- Work on whole objects rather than individual vertices.
- Transforms are represented as matrices.
- They set up coordinate systems.
- Describe the WCS.
World Coordinate System (WCS) - Also known as the universe or global or sometimes model coordinate system.
This is the base reference system for the overall model, ( generally in 3D ), to which all other model coordinates relate.
- A coordinate system is an origin and also the direction of the axes
- We need coordinate systems for vectors and transforms to make sense
- What is an Object Coordinate System?
An object in a scene needs to have a point of origin and an orientation set by the x,y,z axes.
Vertices defined relative to the specific object (in local coordinate space)
The object position changes relative to the world, so its vertices should follow
Sometimes objects in a scene are arranged in a hierarchy, so that the “position” of one object in the hierarchy is relative to its parent in the hierarchy scheme, rather than to the world coordinate system.
E.g., a hand may be positioned relative to an arm, and the arm relative to the torso.
This allows for grouped transformations
- Desrcribe the Viewpoint Coordinate System.
- Also known as the camera coordinate system.
- This coordinate system is based upon the viewpoint of the observer, and changes as they change their view.
- Moving an object “forward” in this coordinate system moves it along the direction that the viewer happens to be looking at the time.
- What is a screen coordinate system?
• This 2D coordinate system refers to the physical coordinates of the pixels on the computer screen, based on current screen resolution.
( E.g. 1024x768 )
- Describe a raster display.
- The basic rendering procedure is a list of polygons and vertices that produces an image of the object they represent.
- This image is an array, or raster, of picture elements (pixels).
- The raster is organised into rows and each row holds a number of pixels.
- The quality of an image is related to the accuracy of the pixel colour value and the number of pixels in the raster.
- How do you reference a Pixel?
• Displays usually index pixels in an ordered pair (x, y) indicating the row and column number of the pixels.
- If a display has nx and ny rows of pixels, the bottom left pixel is (0,0) and the top-right is (nx-1, ny -1).
- (In some cases the top left pixel has the coordinates (0,0) as it is the convention for television transmission.)
- Describe RGB colour?
- The colour of a pixel is usually recorded as three values: red, green and blue (RGB).
- Mixing these three primary lights is sufficient to give the impression that a full rainbow spectrum is reproducible.
- This is additive colour mixing (it differs from the more familiar subtractive colour mixing for paints where red, yellow and blue are the primaries).
- Describe the RGB colour Model.
- A colour in the RGB colour model is described by indicating how much of each of the red, green, and blue is included.
- The colour is expressed as an RGB triplet (r,g,b), each component of which can vary from zero to a defined maximum value.
- If all the components are at zero the result is black; if all are at maximum, the result is the brightest representable white.
- Human cones from the eye roughly corespond with the RGB colour model.
- Give examples of RGB colour mixing.
red(1,0,0)+green(0,1,0) =yellow(1,1,0)
green (0, 1, 0) + blue (0, 0, 1) = cyan (0, 1, 1)
blue (0, 0, 1) + red (1, 0, 0) = magenta (1, 0, 1)
red(1,0,0)+green(0,1,0)+blue(0,0,1) =white(1,1,1)
- Explain 24 bit colour.
- Actual RGB levels are specified with an integer for each component.
- This is most commonly a one byte integer, so each of the three RGB components is an integer between 0 and 255.
- The three integers together take up three bytes, which is 24 bits, thus a system with 24 bit colour has 256 possible levels for each of the three primary colours.