Bilgisayar Grafiğine Giriş CS 351
Bilgisayar Grafiği Nedir? Geometrik şekillerin Üretilmesi, İşlenmesi ve Depolamasıdır. Cisimlerin bilgisayar ekranında görüntülenmesidir. Resimleri hayal etme ve işlemedir Sayısal verilerin görselleştirilmesidir
Film Endüstrisi Slide information from Leonard McMillian's slides http://www.cs.unc.edu/~mcmillan/comp136/Lecture1/compgraf.html
Oyun Endüstrisi Slide information from Leonard McMillian's slides http://www.cs.unc.edu/~mcmillan/comp136/Lecture1/compgraf.html
Tıp dünyası Nanomanipulator, UNC Joe Kniss, Utah Gordon Kindelman, Utah
Bilgisayar Destekli Tasarım ProEngineer, www.ptc.com
Atmosfer Bilimleri
Bilgisayar Grafiği Nedir? Donanım İşleme Etkileşim Modelleme Bilimsel Görselleştirme Slide information from Richard Riesenfeld
Hızla Değişen Donanım CPU ve GPU daki değişimler
İşleme Çoğu düşünce ve hayaller Bilgisayarda işleme ile yapılmaktadır. Efektler verilmektedir
Resim İşleme, efektler Sabah Akşam üstü a preetham, et. al., utah
Resim işleme Yapma Gerçek Shirley, et. al., cornell
Sizce bu resim gerçekmidir? m fajaro, usc
Arazi Modellemesi: Kar örtüsü ve Ağaçlar eklendi s premoze, et.al., utah
Büyüme Modelleri o deusson,
İşlenmiş, modellenmiş saçlar http://www.rhythm.com/~ivan/hairRender.html
Gerçekmi?
Gölgeleme a gooch, et. al., utah
Gerçekçi olmayan işlemeler
3 Boyutlu manzaralar Fuchs et.al., UNC UNC and UVA
360o lik tarama p willemsen, et. al., utah
Etkileşim
Modeller oluşturma
Modeller oluşturma D Johnson and J D St Germain, Utah Russ Fish et al., Utah
Bilimsel Görselleştirme Johnson et al., Utah
göz yapay kamera
Up vector Width angle Look vector Height angle Front clipping plane Back clipping plane Position
Position Determining the Position is analogous to a photographer deciding the vantage point from which to shoot a photo Three degrees of freedom: x, y, and z coordinates in 3- space This x, y, z coordinate system is right-handed: if you open your right hand, align your palm and fingers with the +x axis, and curl your middle finger towards the +y axis, your thumb will point along the +z axis This is a left-handed coordinate system. Not used in 123.
point to look at (x’, y’, z’) Orientation Orientation is specified by a point in 3D space to look at (or a direction to look in) and an angle of rotation about this direction Default (canonical) orientation is looking down the negative z-axis and up direction pointing straight up the y-axis In general the camera is located at the origin and is looking at an arbitrary point with an arbitrary up direction -z z y x Up vector point to look at (x’, y’, z’) Look vector camera Position
View Angle (1/2) Determines amount of perspective distortion in picture, from none (parallel projection) to a lot (wide-angle lens) In a frustum, two viewing angles: width and height angles Choosing View angle analogous to photographer choosing a specific type of lens (e.g., a wide-angle or telephoto lens) Width angle Height angle
View Angle (2/2) Resulting picture
Front and Back Clipping Planes Volume of space between Front and Back clipping planes defines what camera can see Position of planes defined by distance along Look vector Objects appearing outside of view volume don’t get drawn Objects intersecting view volume get clipped
Position Projection of up vector Up vector