CSC 406:CSC 406: Computer GraphicsComputer Graphics Lecture1: IntroductionIntroduction
January 2008 CSC 406 : Computer Graphics 2 Lecture 1:  Scope:  Introduction.  Historic overview.  Graphics hardware and software  CG components  Study question:  What is computer graphics?  State three landmark events in the development of computer graphics.  State the components of computer graphics.
January 2008 CSC 406 : Computer Graphics 3 What is Computer Graphics:  Technically, it’s about the production, manipulation and display of images using computers  Practically, it’s about movies, games, art, training, advertising, communication, design, …
January 2008 CSC 406 : Computer Graphics 4
January 2008 CSC 406 : Computer Graphics 5 Historic Overview:Historic Overview:  The development of computer graphics can be viewed in three aspects:  Pre-historic events that are useful in this development.  Development in Software and Algorithms.  Development in hardware, and graphics technology.  We look at details in later lectures…
January 2008 CSC 406 : Computer Graphics 6 Pre-History:- Before graphics:  The foundations of computer graphics can be traced to artistic and mathematical ``inventions,'' for example,  Euclid (circa 300 - 250 BC) who's formulation of geometry provides a basis for graphics concepts.  Filippo Brunelleschi (1377 - 1446) architect, goldsmith, and sculptor who is noted for his use of perspective.
January 2008 CSC 406 : Computer Graphics 7 Pre-history…  Rene Descartés (1596-1650) who developed analytic geometry, in particular coordinate systems which provide a foundation for describing the location and shape of objects in space.  Gottfried Wilhelm Leibniz (1646 - 1716) and Issac Newton (1642 - 1727) who co-invented calculus that allow us to describe dynamical systems.  James Joseph Sylvester (1814 - 1897) who invented matrix notation. A lot of graphics can be done with matrices.  I. Schoenberg who discovered splines, a fundamental type of curve.  J. Presper Mauchly (1919 - 1995) and John William Mauchly (1907 - 1980) who build the ENIAC computer.
January 2008 CSC 406 : Computer Graphics 8 The Early history:  The history of computer graphics can be dated back to the days of the Whirlwind Project and the SAGE computer system, which were designed to support military preparedness.  The Whirlwind Project started as an effort to build a flight simulator and SAGE was to provide a air defense system in the United States to guard against the threat of a nuclear attack.  The SAGE workstation had a vector display and light pens that operators would use pinpoint planes flying over regions of the United States.  Besides being the age of the first vacuum tube computers, the 1940's was when the transistor was invented at Bell Labs (1947).  In 1956, the first transistorized computer was built at MIT.
January 2008 CSC 406 : Computer Graphics 9 Hardware and Technology:Hardware and Technology:  The age of Sutherlands:  In the early 1960's IBM, Sperry-Rand, Burroughs and a few other computer companies existed.  The computers of the day had a few kilobytes of memory, no operating systems to speak of and no graphical display monitors.  The peripherals were punch cards, line printers, and roll- paper plotters.  The only programming languages supported were assembler, FORTRAN, and Algol.  Function graphs and ``Snoopy'' calendars were about the only graphics done.
January 2008 CSC 406 : Computer Graphics 10 History – Hardware…  In 1963 Ivan Sutherland presented his paper Sketchpad at the Summer Joint Computer Conference.  Sketchpad allowed interactive design on a vector graphics display monitor with a light pen input device.  Most people mark this event as the origin of computer graphics.
January 2008 CSC 406 : Computer Graphics 11 Early 70’s…  An Evans & Sutherland Picture System was the high-end graphics computer.  It was a vector display with hardware support for clipping and perspective.  Xerox PARC introduced the Altos personal computer, and  An 8 bit computer was invented at Intel.
January 2008 CSC 406 : Computer Graphics 12 Later in the 70’s…  The Apple I and II computers became the first commercial successes for personal computing.  The DEC VAX computer was the mainframe (mini) computer of choice.  Arcade games such as Pong and Pac Mac became popular.  Laser printers were invented at Xerox PARC.
January 2008 CSC 406 : Computer Graphics 13 The early 80’s…  The IBM PC was marketed in 1981 The Apple MacIntosh started production in 1984, and microprocessors began to take off, with the Intel x86 chipset, but these were still toys.  Computers with a mouse, bitmapped (raster) display, and Ethernet became the standard in academic and science and engineering settings.
January 2008 CSC 406 : Computer Graphics 14 Later in the 80’s…  Sun workstations, with the Motorola 680x0 chipset became popular as advanced workstation a in the mid 80's.  The Video Graphics Array (VGA) card was invented at IBM.  Silicon Graphics (SGI) workstations that supported real- time raster line drawing and later polygons became the computer graphicists desired.  The data glove, a precursor to virtual reality, was invented at NASA.  VLSI for special purpose graphics processors and parallel processing became hot research areas.
January 2008 CSC 406 : Computer Graphics 15 The 90’s…  The computer at this time was an SGI workstation with at least 16 MB of memory, at 24-bit raster display with hardware support for Gouraud shading and z-buffering for hidden surface removal.  Laser printers and single frame video recorders were standard.  Unix, X and Silicon Graphics GL were the operating systems, window system and application programming interface (API) that graphicist used.
January 2008 CSC 406 : Computer Graphics 16 The 90’s…  Shaded raster graphics were starting to be introduced in motion pictures.  PCs started to get decent, but still they could not support 3-D graphics, so most programmer's wrote software for scan conversion (rasterization) used the painter's algorithm for hidden surface removal, and developed ``tricks'' for real-time animation.
January 2008 CSC 406 : Computer Graphics 17 The 90’s…  Hand-held computers were invented at Hewlett-Packard about 1991.  Zip drives were invented at Iomega.  The Intel 486 chipset allowed PC to get reasonable floating point performance.  In 1994, Silicon Graphics produced the Reality Engine:  It had hardware for real-time texture mapping.  The Ninetendo 64 game console hit the market providing Reality Engine-like graphics for the masses of games players.  Scanners were introduced.
January 2008 CSC 406 : Computer Graphics 18 Later in the 90’s…  PC graphics cards, for example 3dfx and Nvidia, were introduced.  Laptops were introduced to the market.  The Pentium chipset made PCs almost as powerful as workstations.  Motion capture, begun with the data glove, becomes a primary method for generating animation sequences.
January 2008 CSC 406 : Computer Graphics 19 The 90’s…  3-D video games become very popular: DOOM (which uses BSP trees), Quake, Mario Brothers, etc.  Graphics effects in movies becomes pervasive: Terminator 2, Jurassic Park, Toy Story, Titanic, Star Wars I. Virtual reality and the Virtual Reality Meta (Markup) Language (VRML) become hot areas for research.  PDA's, the Palm Pilot, and flat panel displays hit the market.
January 2008 CSC 406 : Computer Graphics 20 The ’00’s…  Today most graphicist want an Intel PC with at least 256 MB of memory and a 10 GB hard drive.  Their display should have graphics board that supports real-time texture mapping.  A flatbed scanner, color laser printer, digital video camera, DVD, and MPEG encoder/decoder are the peripherals one wants.  The environment for program development is most likely Windows and Linux, with Direct 3D and OpenGL, but Java 3D might become more important.  Programs are typically written in C++ or Java.
January 2008 CSC 406 : Computer Graphics 21 Software and Algorithms:Software and Algorithms: The 60’s  Jack Bresenham taught us how to draw lines on a raster device.  He later extended this to circles. Anti-aliased lines and curve drawing is a major topic in computer graphics.  Larry Roberts pointed out the usefulness of homogeneous coordinates, matrices and hidden line detection algorithms.  Steve Coons introduced parametric surfaces and developed early computer aided geometric design concepts.
January 2008 CSC 406 : Computer Graphics 22 The 60’s…  The earlier work of Pierre Bézier on parametric curves and surfaces also became public.  Author Appel at IBM developed hidden surface and shadow algorithms that were pre-cursors to ray tracing.  The fast Fourier transform was discovered by Cooley and Tukey.  This algorithm allow us to better understand signals and is fundamental for developing antialiasing techniques.  It is also a precursor to wavelets.
January 2008 CSC 406 : Computer Graphics 23 The 70’s…  Rendering (shading) were discovered by Gouraud and Phong at the University of Utah.  Phong also introduced a reflection model that included specular highlights.  Keyframe based animation for 3-D graphics was demonstrated.  Xerox PARC developed a ``paint'' program.  Ed Catmull introduced parametric patch rendering, the z- buffer algorithm, and texture mapping.  BASIC, C, and Unix were developed at Dartmouth and Bell Labs.
January 2008 CSC 406 : Computer Graphics 24  Turned Whitted developed recursive ray tracing and it became the standard for photorealism.  Pascal was the programming language everyone learned.
January 2008 CSC 406 : Computer Graphics 25 The 80’s…  Jim Blinn introduces blobby models and texture mapping concepts.  Binary space partitioning (BSP) trees were introduced as a data structure.  Loren Carpenter started exploring fractals in computer graphics.  Postscript was developed by John Warnock and Adobe was formed.  Steve Cook introduced stochastic sampling to ray tracing.
January 2008 CSC 406 : Computer Graphics 26 The 80’s…  Radiosity was introduced by the Greenberg and folks at Cornell.  Photoshop was marketed by Adobe.  Video arcade games took off, many people/organizations started publishing on the desktop.  Unix and X windows were the platforms of choice with programming in C and C++, but MS-DOS was starting to rise.
January 2008 CSC 406 : Computer Graphics 27 The 80’s…  Mosaic, the first graphical Internet browser was written by xxx at the University of Illinois, National Center for Scientific Applications (NCSA).  MPEG standards for compressed video began to be promulgated.  Dynamical systems (physically based modeling) that allowed animation with collisions, gravity, friction, and cause and effects were introduced.
January 2008 CSC 406 : Computer Graphics 28 The 80’s…  In 1992 OpenGL became the standard for graphics APIs  In 1993, the World Wide Web took off.  Surface subdivision algorithms were rediscovered.  Wavelets begin to be used in computer graphics.
January 2008 CSC 406 : Computer Graphics 29 The 90’s…  Image based rendering became the area for research in photo-realistic graphics.  Linux and open source software become popular.
January 2008 CSC 406 : Computer Graphics 30 Future???…  You should expect 3-D modeling and video editing for the masses, computer vision for robotic devices and capture facial expressions, and realistic rendering of difficult things like a human face, hair, and water.
January 2008 CSC 406 : Computer Graphics 31 Graphics Software  Two general classifications of graphics software:  General programming packages  Special purpose application packages
January 2008 CSC 406 : Computer Graphics 32 Graphics Software… Many application programs are available to produce computer graphics, either as 2D images, 3D models, or animated sequences.  These include Corel Draw, Photoshop, AutoCAD, Maya, SoftImage, etc.
January 2008 CSC 406 : Computer Graphics 33 Graphics Software…  Several 'common' graphics languages/libaries/APIs (Application Programming Interfaces.) o GKS o DirectX o X o Postscript o OpenGL
January 2008 CSC 406 : Computer Graphics 34 Why study computer graphics?  Graphics is cool  I like to see what I’m doing  I like to show people what I’m doing  Graphics is interesting  Involves simulation, AI, algorithms, architecture…  I’ll never get an Oscar for my acting  But maybe I’ll get one for my CG special effects  Graphics is fun
January 2008 CSC 406 : Computer Graphics 35 Component of Computer Graphics  Modeling: Defining objects in terms of primitives, coordinates and characteristics  Storing: storing scenes and images in memory and on disk  Manipulating: changing the shape, position and characteristics of objects  Rendering: applying physically based procedures to generate (photorealistic) images from scenes (using lighting and shading)  Viewing: displaying images from various viewpoints on various devices
January 2008 CSC 406 : Computer Graphics 36 Next Lecture…  Graphics Hardware

lecture1 introduction to computer graphics(Computer graphics tutorials)

  • 1.
    CSC 406:CSC 406: ComputerGraphicsComputer Graphics Lecture1: IntroductionIntroduction
  • 2.
    January 2008 CSC406 : Computer Graphics 2 Lecture 1:  Scope:  Introduction.  Historic overview.  Graphics hardware and software  CG components  Study question:  What is computer graphics?  State three landmark events in the development of computer graphics.  State the components of computer graphics.
  • 3.
    January 2008 CSC406 : Computer Graphics 3 What is Computer Graphics:  Technically, it’s about the production, manipulation and display of images using computers  Practically, it’s about movies, games, art, training, advertising, communication, design, …
  • 4.
    January 2008 CSC406 : Computer Graphics 4
  • 5.
    January 2008 CSC406 : Computer Graphics 5 Historic Overview:Historic Overview:  The development of computer graphics can be viewed in three aspects:  Pre-historic events that are useful in this development.  Development in Software and Algorithms.  Development in hardware, and graphics technology.  We look at details in later lectures…
  • 6.
    January 2008 CSC406 : Computer Graphics 6 Pre-History:- Before graphics:  The foundations of computer graphics can be traced to artistic and mathematical ``inventions,'' for example,  Euclid (circa 300 - 250 BC) who's formulation of geometry provides a basis for graphics concepts.  Filippo Brunelleschi (1377 - 1446) architect, goldsmith, and sculptor who is noted for his use of perspective.
  • 7.
    January 2008 CSC406 : Computer Graphics 7 Pre-history…  Rene Descartés (1596-1650) who developed analytic geometry, in particular coordinate systems which provide a foundation for describing the location and shape of objects in space.  Gottfried Wilhelm Leibniz (1646 - 1716) and Issac Newton (1642 - 1727) who co-invented calculus that allow us to describe dynamical systems.  James Joseph Sylvester (1814 - 1897) who invented matrix notation. A lot of graphics can be done with matrices.  I. Schoenberg who discovered splines, a fundamental type of curve.  J. Presper Mauchly (1919 - 1995) and John William Mauchly (1907 - 1980) who build the ENIAC computer.
  • 8.
    January 2008 CSC406 : Computer Graphics 8 The Early history:  The history of computer graphics can be dated back to the days of the Whirlwind Project and the SAGE computer system, which were designed to support military preparedness.  The Whirlwind Project started as an effort to build a flight simulator and SAGE was to provide a air defense system in the United States to guard against the threat of a nuclear attack.  The SAGE workstation had a vector display and light pens that operators would use pinpoint planes flying over regions of the United States.  Besides being the age of the first vacuum tube computers, the 1940's was when the transistor was invented at Bell Labs (1947).  In 1956, the first transistorized computer was built at MIT.
  • 9.
    January 2008 CSC406 : Computer Graphics 9 Hardware and Technology:Hardware and Technology:  The age of Sutherlands:  In the early 1960's IBM, Sperry-Rand, Burroughs and a few other computer companies existed.  The computers of the day had a few kilobytes of memory, no operating systems to speak of and no graphical display monitors.  The peripherals were punch cards, line printers, and roll- paper plotters.  The only programming languages supported were assembler, FORTRAN, and Algol.  Function graphs and ``Snoopy'' calendars were about the only graphics done.
  • 10.
    January 2008 CSC406 : Computer Graphics 10 History – Hardware…  In 1963 Ivan Sutherland presented his paper Sketchpad at the Summer Joint Computer Conference.  Sketchpad allowed interactive design on a vector graphics display monitor with a light pen input device.  Most people mark this event as the origin of computer graphics.
  • 11.
    January 2008 CSC406 : Computer Graphics 11 Early 70’s…  An Evans & Sutherland Picture System was the high-end graphics computer.  It was a vector display with hardware support for clipping and perspective.  Xerox PARC introduced the Altos personal computer, and  An 8 bit computer was invented at Intel.
  • 12.
    January 2008 CSC406 : Computer Graphics 12 Later in the 70’s…  The Apple I and II computers became the first commercial successes for personal computing.  The DEC VAX computer was the mainframe (mini) computer of choice.  Arcade games such as Pong and Pac Mac became popular.  Laser printers were invented at Xerox PARC.
  • 13.
    January 2008 CSC406 : Computer Graphics 13 The early 80’s…  The IBM PC was marketed in 1981 The Apple MacIntosh started production in 1984, and microprocessors began to take off, with the Intel x86 chipset, but these were still toys.  Computers with a mouse, bitmapped (raster) display, and Ethernet became the standard in academic and science and engineering settings.
  • 14.
    January 2008 CSC406 : Computer Graphics 14 Later in the 80’s…  Sun workstations, with the Motorola 680x0 chipset became popular as advanced workstation a in the mid 80's.  The Video Graphics Array (VGA) card was invented at IBM.  Silicon Graphics (SGI) workstations that supported real- time raster line drawing and later polygons became the computer graphicists desired.  The data glove, a precursor to virtual reality, was invented at NASA.  VLSI for special purpose graphics processors and parallel processing became hot research areas.
  • 15.
    January 2008 CSC406 : Computer Graphics 15 The 90’s…  The computer at this time was an SGI workstation with at least 16 MB of memory, at 24-bit raster display with hardware support for Gouraud shading and z-buffering for hidden surface removal.  Laser printers and single frame video recorders were standard.  Unix, X and Silicon Graphics GL were the operating systems, window system and application programming interface (API) that graphicist used.
  • 16.
    January 2008 CSC406 : Computer Graphics 16 The 90’s…  Shaded raster graphics were starting to be introduced in motion pictures.  PCs started to get decent, but still they could not support 3-D graphics, so most programmer's wrote software for scan conversion (rasterization) used the painter's algorithm for hidden surface removal, and developed ``tricks'' for real-time animation.
  • 17.
    January 2008 CSC406 : Computer Graphics 17 The 90’s…  Hand-held computers were invented at Hewlett-Packard about 1991.  Zip drives were invented at Iomega.  The Intel 486 chipset allowed PC to get reasonable floating point performance.  In 1994, Silicon Graphics produced the Reality Engine:  It had hardware for real-time texture mapping.  The Ninetendo 64 game console hit the market providing Reality Engine-like graphics for the masses of games players.  Scanners were introduced.
  • 18.
    January 2008 CSC406 : Computer Graphics 18 Later in the 90’s…  PC graphics cards, for example 3dfx and Nvidia, were introduced.  Laptops were introduced to the market.  The Pentium chipset made PCs almost as powerful as workstations.  Motion capture, begun with the data glove, becomes a primary method for generating animation sequences.
  • 19.
    January 2008 CSC406 : Computer Graphics 19 The 90’s…  3-D video games become very popular: DOOM (which uses BSP trees), Quake, Mario Brothers, etc.  Graphics effects in movies becomes pervasive: Terminator 2, Jurassic Park, Toy Story, Titanic, Star Wars I. Virtual reality and the Virtual Reality Meta (Markup) Language (VRML) become hot areas for research.  PDA's, the Palm Pilot, and flat panel displays hit the market.
  • 20.
    January 2008 CSC406 : Computer Graphics 20 The ’00’s…  Today most graphicist want an Intel PC with at least 256 MB of memory and a 10 GB hard drive.  Their display should have graphics board that supports real-time texture mapping.  A flatbed scanner, color laser printer, digital video camera, DVD, and MPEG encoder/decoder are the peripherals one wants.  The environment for program development is most likely Windows and Linux, with Direct 3D and OpenGL, but Java 3D might become more important.  Programs are typically written in C++ or Java.
  • 21.
    January 2008 CSC406 : Computer Graphics 21 Software and Algorithms:Software and Algorithms: The 60’s  Jack Bresenham taught us how to draw lines on a raster device.  He later extended this to circles. Anti-aliased lines and curve drawing is a major topic in computer graphics.  Larry Roberts pointed out the usefulness of homogeneous coordinates, matrices and hidden line detection algorithms.  Steve Coons introduced parametric surfaces and developed early computer aided geometric design concepts.
  • 22.
    January 2008 CSC406 : Computer Graphics 22 The 60’s…  The earlier work of Pierre Bézier on parametric curves and surfaces also became public.  Author Appel at IBM developed hidden surface and shadow algorithms that were pre-cursors to ray tracing.  The fast Fourier transform was discovered by Cooley and Tukey.  This algorithm allow us to better understand signals and is fundamental for developing antialiasing techniques.  It is also a precursor to wavelets.
  • 23.
    January 2008 CSC406 : Computer Graphics 23 The 70’s…  Rendering (shading) were discovered by Gouraud and Phong at the University of Utah.  Phong also introduced a reflection model that included specular highlights.  Keyframe based animation for 3-D graphics was demonstrated.  Xerox PARC developed a ``paint'' program.  Ed Catmull introduced parametric patch rendering, the z- buffer algorithm, and texture mapping.  BASIC, C, and Unix were developed at Dartmouth and Bell Labs.
  • 24.
    January 2008 CSC406 : Computer Graphics 24  Turned Whitted developed recursive ray tracing and it became the standard for photorealism.  Pascal was the programming language everyone learned.
  • 25.
    January 2008 CSC406 : Computer Graphics 25 The 80’s…  Jim Blinn introduces blobby models and texture mapping concepts.  Binary space partitioning (BSP) trees were introduced as a data structure.  Loren Carpenter started exploring fractals in computer graphics.  Postscript was developed by John Warnock and Adobe was formed.  Steve Cook introduced stochastic sampling to ray tracing.
  • 26.
    January 2008 CSC406 : Computer Graphics 26 The 80’s…  Radiosity was introduced by the Greenberg and folks at Cornell.  Photoshop was marketed by Adobe.  Video arcade games took off, many people/organizations started publishing on the desktop.  Unix and X windows were the platforms of choice with programming in C and C++, but MS-DOS was starting to rise.
  • 27.
    January 2008 CSC406 : Computer Graphics 27 The 80’s…  Mosaic, the first graphical Internet browser was written by xxx at the University of Illinois, National Center for Scientific Applications (NCSA).  MPEG standards for compressed video began to be promulgated.  Dynamical systems (physically based modeling) that allowed animation with collisions, gravity, friction, and cause and effects were introduced.
  • 28.
    January 2008 CSC406 : Computer Graphics 28 The 80’s…  In 1992 OpenGL became the standard for graphics APIs  In 1993, the World Wide Web took off.  Surface subdivision algorithms were rediscovered.  Wavelets begin to be used in computer graphics.
  • 29.
    January 2008 CSC406 : Computer Graphics 29 The 90’s…  Image based rendering became the area for research in photo-realistic graphics.  Linux and open source software become popular.
  • 30.
    January 2008 CSC406 : Computer Graphics 30 Future???…  You should expect 3-D modeling and video editing for the masses, computer vision for robotic devices and capture facial expressions, and realistic rendering of difficult things like a human face, hair, and water.
  • 31.
    January 2008 CSC406 : Computer Graphics 31 Graphics Software  Two general classifications of graphics software:  General programming packages  Special purpose application packages
  • 32.
    January 2008 CSC406 : Computer Graphics 32 Graphics Software… Many application programs are available to produce computer graphics, either as 2D images, 3D models, or animated sequences.  These include Corel Draw, Photoshop, AutoCAD, Maya, SoftImage, etc.
  • 33.
    January 2008 CSC406 : Computer Graphics 33 Graphics Software…  Several 'common' graphics languages/libaries/APIs (Application Programming Interfaces.) o GKS o DirectX o X o Postscript o OpenGL
  • 34.
    January 2008 CSC406 : Computer Graphics 34 Why study computer graphics?  Graphics is cool  I like to see what I’m doing  I like to show people what I’m doing  Graphics is interesting  Involves simulation, AI, algorithms, architecture…  I’ll never get an Oscar for my acting  But maybe I’ll get one for my CG special effects  Graphics is fun
  • 35.
    January 2008 CSC406 : Computer Graphics 35 Component of Computer Graphics  Modeling: Defining objects in terms of primitives, coordinates and characteristics  Storing: storing scenes and images in memory and on disk  Manipulating: changing the shape, position and characteristics of objects  Rendering: applying physically based procedures to generate (photorealistic) images from scenes (using lighting and shading)  Viewing: displaying images from various viewpoints on various devices
  • 36.
    January 2008 CSC406 : Computer Graphics 36 Next Lecture…  Graphics Hardware