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mca101 : computeR gRaphics Raghav B. Venkataramaiyer CSED TIET Patiala India. August 3, 2024 outline 1 histoRy 2 constRaint of the Real-time 3 some teRminology 4 the gRaphics pipeline 5 hot Rod example outline 1 histoRy Applications Di...

mca101 : computeR gRaphics Raghav B. Venkataramaiyer CSED TIET Patiala India. August 3, 2024 outline 1 histoRy 2 constRaint of the Real-time 3 some teRminology 4 the gRaphics pipeline 5 hot Rod example outline 1 histoRy Applications Display Print 2 constRaint of the Real-time 3 some teRminology 4 the gRaphics pipeline 5 hot Rod example sKetchpad 1960 Image Courtesy: Youtube Flatland 1999 FiguRe: Flatland [MIEL99] plushie 2007 FiguRe: Plushie [MI07] See Also: Teaser @Youtube cityengine esRi 2012 Image Courtesy: Youtube See Also: Peter Wonka @3DGV outline 1 histoRy Applications Display Print 2 constRaint of the Real-time 3 some teRminology 4 the gRaphics pipeline 5 hot Rod example cathode Ray tube Image Courtesy: Wikipedia Monochrome (Raster), Colour (Raster), Direct-View Bistable Storage (Vector) nixie Tube (Variant of a Neon Lamp) Image Courtesy: Wikipedia flip-disc display Image Courtesy: Web Recently LCD Plasma (1995) LED OLED AMOLED E-Ink (Kindle) outline 1 histoRy Applications Display Print 2 constRaint of the Real-time 3 some teRminology 4 the gRaphics pipeline 5 hot Rod example RasteR Prehistoric, Ancient & Medieval Modern Clay Tablets Rotary Printing Press Wood Block Printing Offset Press Stencils/ Masks Screenprinting Seals and Stamps Dot matrix printing (DMP) Lithography Thermal Printing (Thermochromic) Flat-bed Printing Press Laser Printing vectoR Image Courtesy: Youtube See Also: Can I teach a robot to replicate a line art? [VKN20] outline 1 histoRy 2 constRaint of the Real-time 3 some teRminology 4 the gRaphics pipeline 5 hot Rod example Real time thRoughput >= 18 frames per second (FPS); RefResh Rate >= 24 Hz; Resolution A target of 24 FPS, will leave per pixel computation time of, 320 × 240 ≈ 77000 px → 543 ns 640 × 480 ≈ 0.3 MP → 135 ns 1024 × 768 ≈ 0.8 MP → 53 ns 1366 × 768 ≈ 1 MP → 40 ns Resolution Same with a 384 core GPU, 1440 × 900 ≈ 1.3 MP → 12.3 µs 1920 × 1280 ≈ 2.5 MP → 6.5 µs 3072 × 1920 ≈ 6 MP → 2.7 µs 8192 × 4320 ≈ 35 MP → 0.45 µs outline 1 histoRy 2 constRaint of the Real-time 3 some teRminology 4 the gRaphics pipeline 5 hot Rod example RepResentation The way a concept/ entity is represented in machine code. e.g. Colour as RGB; is just a mem block of 24-bits; Geometry as Polygonal Faces; Array of Vertex Data and Face Relations; Illumination as a physical model; Textures as 2D images; and so forth… tRansfoRmation Changing the view-point FiguRe: User View FiguRe: Camera View inteRpolation Estimating/ Computing the values in between two states. e.g. Points on a line segment are intermediate/ interpolated states between its two end points. visualisation To create a visible artefact corresponding to a concept. outline 1 histoRy 2 constRaint of the Real-time 3 some teRminology 4 the gRaphics pipeline 5 hot Rod example the gRaphics pipeline Data Input Uniform State Vertex Array (per-vertex data) Element Array (list of elements) Vertex Shader Triangle Assembly Rasterisation Fragment Shader Framebuffer Image Courtesy: Durian Software the gRaphics pipeline Data Input Vertex Shader input Per Vertex Data Uniform State output Position For Next Shader Triangle Assembly Rasterisation Fragment Shader Framebuffer Image Courtesy: Durian Software the gRaphics pipeline Data Input Vertex Shader Triangle Assembly Uses Element Array Rasterisation Fragment Shader Framebuffer Image Courtesy: Durian Software the gRaphics pipeline Data Input Vertex Shader Triangle Assembly Rasterisation Which element corresponds to which fragment Fragment Shader Framebuffer Image Courtesy: Durian Software the gRaphics pipeline Data Input Vertex Shader Triangle Assembly Rasterisation Fragment Shader input From Prev Shader Uniform State output Fragment Colour Framebuffer Image Courtesy: Durian Software the gRaphics pipeline Data Input Vertex Shader Triangle Assembly Rasterisation Fragment Shader Framebuffer Image Courtesy: Durian Software outline 1 histoRy 2 constRaint of the Real-time 3 some teRminology 4 the gRaphics pipeline Geometry Definition in OpenGL Vertex Shader Fragment Shader 5 hot Rod example thRee types point stRaight line planaR polygon thRee types point stRaight line planaR polygon thRee types point stRaight line planaR polygon Triangle Quad attRibutes elements outline 1 histoRy 2 constRaint of the Real-time 3 some teRminology 4 the gRaphics pipeline Geometry Definition in OpenGL Vertex Shader Fragment Shader 5 hot Rod example outline 1 histoRy 2 constRaint of the Real-time 3 some teRminology 4 the gRaphics pipeline Geometry Definition in OpenGL Vertex Shader Fragment Shader 5 hot Rod example outline 1 histoRy 2 constRaint of the Real-time 3 some teRminology 4 the gRaphics pipeline 5 hot Rod example pRoblem Given a straight line with vertex attributes: a) position in 2D coordinates; and b) temperature value; Draw the line with a heat gradient using a predefined heat map for colour. RefeRences I [MI07] Yuki Mori and Takeo Igarashi. “Plushie: An Interactive Design System for Plush Toys”. In: ACM Trans. Graph. 26.3 (2007) (see p. 6). [MIEL99] Elizabeth D. Mynatt, Takeo Igarashi, W. Keith Edwards, and Anthony LaMarca. “Flatland: New Dimensions in Office Whiteboards”. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. CHI ’99. New York, NY, USA: Association for Computing Machinery, 1999, pp. 346–353 (see p. 5). [VKN20] R. B. Venkataramaiyer, S. Kumar, and V. P. Namboodiri. “Can I Teach a Robot to Replicate a Line Art”. In: WACV. 2020 IEEE Winter Conference on Applications of Computer Vision (WACV). Aspen, CA, USA: IEEE, 2020, pp. 1922–1930 (see p. 15).

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