GamingOverview_hardware

GamingOverview_hardware - Gaming Overview Basic Graphics...

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Gaming Overview Basic Graphics Hardware

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Outline Image Basics Graphics Hardware Input Describing something to the computer Computation Computing what we want to draw Output Final representation
Two Dimensional Images Images (at least the ones in this class) are two dimensional shapes. The two axes we will label as X (horizontal), and Y (vertical). X Axis Y Axis (0,0) +X +Y

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Hardware Pipeline Input Output Computation We want to draw a rectangle, how do we describe it to a computer? Model (n) - object description that a computer understands.
Partition the space (7,3) (7,9) (14,3) (14,9) Vertex ( pl. Vertices) - a point in 2 or 3 dimensional space. 1. Define a set of points (vertices) in 2D space. 2. Given a set of vertices, draw lines between consecutive vertices.

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Record every position Bitmap - a rectangular array of bits mapped one-to-one with pixels.
Position relative Vector display system - graphical output system that was based on strokes (as opposed to pixels). Also known as: random, calligraphic, or stroke displays.

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Representing Objects Most common method is the VERTEX method. Define the object as a set of points with connectivity information. Why is connectivity important? Connectivity - information that defines which vertices are connected to which other vertices via edges. Edge - connects two vertices
How do we do this?

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Input Devices Locator Devices Keyboard Scanner Images Laser Cameras (research)
Locator Devices When queried, locator devices return a position and/or orientation. Mouse (2D and 3D) Trackball Joystick (2D and 3D) Tablet Virtual Reality Trackers Magnetic, Acoustic, Inertial, Optical Paint Programs Modelling Programs (ex. Maya, 3DStudio) CAD/CAM General System Interface

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Keyboard Text input List boxes, GUI CAD/CAM Modelling Hard coded Vertex locations are inserted into code
Scanners Image Scanners - Flatbed, etc. What type of data is returned? Bitmap Laser Scanners - Deltasphere Emits a laser and does time of flight. Returns 3D point Camera based - research Examine camera image(s) and try to figure out vertices from them.

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Computation Stage Now that we have a model of what we want to draw, what goes on inside the computer to generate the output? Input Output Computation Computation Transformations Rasterization
Computation Stage Computation Transformations Rasterization Model Transformed Model Output

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How do we store this? We would like to allocate memory to hold the results of the computation stage.
Framebuffer - A block of memory, dedicated to graphics output, that holds the contents of what will be displayed. Pixel

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This note was uploaded on 07/11/2011 for the course IE 101 taught by Professor Me during the Fall '11 term at Gazi Üniversitesi.

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GamingOverview_hardware - Gaming Overview Basic Graphics...

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