Introduction to Computer Graphics
- We are going to begin working our way through the book.
- chapter 1. Is a short introduction.
- There are many terms introduced.
- The book is free and on line so there is no excuse not to read it.
- A Pixel or picture element is the basic building block of a digital image.
- Pixels come from the early days of graphics, the crt
- At one time the "screen" was a phosphor coated piece of glass
- An electron "gun" would shoot electrons at the screen
- Which would cause the phosphor to "glow" momentarily
- And then the screen would need to be refreshed.
- (LectureLoops.com, but this is a scan from somewhere else)
- There are/were two methods of displaying a scene then.
- A vector method - where the shape was traced
- (Hallmark, Think. Make. Share blog)
- And the raster method.
- The vector method was as close to continuous as you could get.
- But as the complexity of the scene increases it becomes more difficult.
- The raster method
- The scene (or screen in this case) was divided into a number of rectangles
- Each square was given a value of "on" or "off".
- The electron gun would sweep from top to bottom, from left to right
- Corresponding pixels on the screen would either be turned on or off.
- This is a monochrome display.
- (Again LectureLoops.com)
- A single gun with multiple levels is gray scale.
- Three guns with three different phosphor coatings is color.
- The basic mode
- An array of numbers indicating the intensity of the gun(s)
- Connected to the guns which translate each "number group" into
a beam intensity
- Which is then displayed.
- By the way, modern LCDs work in a similar manner
- No electron guns.
- and all pixels are displayed simultaneously.
- The memory attached to this is called a frame buffer
- This is probably one of the limiting factors of early displays
- And is still an item today.
- But less important than it once was.
- But wait, this can't work
- Modern systems use 24 or higher bit graphics.
- Each color is given 8 bits or 256 shades of that color.
- We currently use the colors red, green and blue.
- Refresh rates are 120Hz and up. (What is a Hz?)
- And we have many pixels per screen
- Frequently support two frame buffers
- One to draw to
- One to display from.
- This is called double buffering.
- This is done automatically in webgl, but not opengl
- The graphics systems we will study will:
- Specify graphical objects in 2D or 3D continuous space.
- Then use mathematical transformations to
- Move these to the proper point of view
- Project them into two space
- We will then use algorithms to discrete these items into values in a frame buffer.
- As a side note,
- most picture formats are raster
- jpeg, png, ...
- PGM Reference
- A PGM Demo
- But pdf can be vector
- Many older fonts are raster
- Most modern fonts are vector
- STL files (for 3d printing) are vector.
- A demo of scaling in vector vs raster graphics