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Computer Graphics Coms 385 Fall 2003 Introduction Lecture 1 Wed, Aug 27, 2003 The Syllabus Syllabus.html Introduction What are the goals of computer graphics? Realism Information Art In this course, we will most often be concerned with realism. Introduction

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Computer graphics l.jpg

Computer Graphics

Coms 385

Fall 2003


Introduction l.jpg

Introduction

Lecture 1

Wed, Aug 27, 2003


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The Syllabus

  • Syllabus.html


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Introduction

  • What are the goals of computer graphics?

    • Realism

    • Information

    • Art

  • In this course, we will most often be concerned with realism.


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Introduction

  • The main application areas of computer graphics.

    • Scientific imaging.

    • Computer games.

    • Movies.


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Introduction

  • What are the goals of this course?

    • To learn the principles of computer graphics.

    • To learn the issues in computer graphics.

    • To apply these principles in programs using the OpenGL graphics library.


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Introduction

  • What are not the goals of this course?

    • To learn OpenGL.

    • To create complicated data structures.

    • To learn complicated mathematics.


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Introduction

  • Nevertheless, we will

    • Learn OpenGL.

    • Create complicated data structures.

    • Learn complicated mathematics.

  • But we will try to keep the second two to a minimum in your programs.


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Introduction

  • What else are not the goals of this course?

    • To use graphics packages to create graphics (without programming).

      • Adobe Photoshop.

      • Maya.

  • We will learn to program the graphics.

  • In other words, this is a programming course.


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Computer Prerequisites

  • C++ programming (Coms 261)

  • Data structures (Coms 262)


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Mathematics Prerequisites

  • Some calculus, maybe.

  • Some linear algebra.

    • Vectors

    • Matrices

  • We will introduce the necessary mathematics on a need-to-know basis.

  • A high-school-level knowledge of these topics will probably be sufficient.


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Programming Style

  • Rendering a scene can be computationally intensive.

  • Yet, for satisfactory animation the scene must be rendered in less than 1/60 sec. (Why?)

  • Therefore, we place a premium on program efficiency.


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Programming Style

  • This permits us to do things that otherwise might be considered poor programming style.

  • When deciding how to implement a function, we will choose the method that will execute the fastest, even if it is a bit more complicated or a bit less intuitive than other methods.


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Programming Style

  • We will make generous use of global variables to reduce the number of function parameters passed.

  • Consequences

    • Most functions will return void.

    • Most functions will have few, if any, parameters.

    • Functions will have “side effects.”


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Programming Style

  • When creating C++ classes, we will often make data members public.

  • Then we can access them directly without going through inspectors or mutators.


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Programming Style

  • HOWEVER!

  • Whenever we violate good programming guidelines, we should be able to justify it in terms of program efficiency.


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Chapter 1

Introduction to Computer Graphics


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Raster Displays

  • A raster display consists of a rectangular array of picture elements, called pixels.

  • Each pixel emits a single color.

  • The color of each pixel is stored in the framebuffer.

  • The image rendered is the combined effect of these pixels.


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Rasterized Lines

  • A rasterized line appears as a series of pixels in grid positions.

  • This can produce “the jaggies.”


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The Jaggies

  • For which lines are the jaggies most obvious?

  • For which lines are the jaggies least obvious?

  • Antialiasing reduces the effect of the jaggies.


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Examples

  • HSC Display.cpp

  • FunctionPlotter.exe


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