Introduction To PC Representation.


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Introduction To PC Illustrations Geb Thomas Learning Destinations Take in the contrasts between picture request, object-request and volume rendering. Figure out how the eye sees shading and how screens present shading.
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Slide 1

Introduction To Computer Graphics Geb Thomas

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Learning Objectives Learn the contrasts between picture request, article request and volume rendering. Figure out how the eye sees shading and how screens present shading. Figure out how light and articles cooperate and how to scientifically characterize encompassing, diffuse and specular reflections. Take in the distinction in the middle of level and Gouraud shading.

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How Does a VR System Use Graphics? Processor converses with representation card about geometry and lighting Graphics card crunches geometry and lighting computations Stores this in a support Another circuit changes over the cushion to the feature signal

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Illustrated Graphics Card

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The Graphics Pipeline

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How Do We See Things?

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Ray Tracing

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Object Order

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Volume Rendering Similar to beam intervening so as to follow, yet as opposed to being hindered items, the beam might simply be constricted, or shading separated.

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Color Light hits the eye in a persistent range of shading from diverse frequencies. Our eyes have three unique sorts of cones to get information. Every cone is delicate to diverse frequencies. The signs from our shading delicate cones give the view of shading. By giving emitters intended to empower every sort of cone, the screen can trick our eye into trusting it is seeing characteristic shading.

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Eye Details

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Light Is Reflected/Absorbed in All Spectra

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The Absorption Characteristic of the 3 Types of Cones

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Simulating Colors

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For Example Natural Reflected Light Cone reaction: Blue - > .8 Red - > .7 Green - > .5 Intensity Wavelength Simulated with a Monitor Cone reaction: Blue - > .8 Red - > .7 Green - > .5 Blue - > .8 Red - > .7 Green - > .5

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Lights Infinitely far off point light makes parallel beams Constant heading crosswise over field of perspective No brilliant vitality drop-off Local light sources 1/R 2 vitality drop-off Radial bearings from source Even more unpredictable if the source is conveyed as opposed to point-like

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Ambient Light A general encompass light that speaks to the arbitrary light beams coming about because of various reflections. By and large gives the shades of items in shadows. R c = L c O c Where R c is resultant shading, L c is the light force bend, and O c is the article power bend. Additionally lives up to expectations R c = ambient*RGB o where surrounding extents from 0-1 and RGB o is the RGB estimations of the article shading.

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Diffuse Light (Lambertian reflection) This is light from the light source, dictated by the edge of rate. Items are brighter when they specifically confront the light R c = L c O c (- L n . O n ) Where L n O n are the light ordinary and article typical, separately (standardized length). Gouraud shading interjects the item ordinary crosswise over neighboring countenances to make the article look smooth. http://www.wiley.com/legacy/compbooks/vrml2sbk/toc/ch20.htm

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Specular Reflection Add problem areas normal for gleaming articles. L n Light O n S - L n C n - C n Object Camera R c =L c O c [ S . (- C n )] Osp S = 2[ O n . (- L n )] O n + L n

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Exercise 1 Given an article with RGB estimations of [.5 .2 .1] and an encompassing light of .5, what is the shade of a pixel containing the item (accepting no other light sources).

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Exercise 2 Try to ascertain shading in 2D. Accept that a splendid white light (force 1) reflects off a plane situated at 35 degrees with a shade of RGB qualities [1 0 0]. What is the shade of a pixel demonstrating the plane, if the camera is set for the privilege?

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Exercise #3 Same circumstance as Exercise #2, yet ascertain the specular reflection, if the specular force is .08 35 o

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Learning Objectives Learn the contrasts between picture request, item request and volume rendering. Figure out how the eye sees shading and how screens present shading. Figure out how light and articles interface and how to numerically characterize surrounding, diffuse and specular reflections. Take in the distinction in the middle of level and Gouraud shading.

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