GamingOverview_hardware

GamingOverview_hardware - Gaming Overview Basic Graphics...

Info iconThis preview shows pages 1–18. Sign up to view the full content.

View Full Document Right Arrow Icon
Gaming Overview Basic Graphics Hardware
Background image of page 1

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Outline Image Basics Graphics Hardware Input Describing something to the computer Computation Computing what we want to draw Output Final representation
Background image of page 2
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
Background image of page 3

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
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.
Background image of page 4
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.
Background image of page 5

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Record every position Bitmap - a rectangular array of bits mapped one-to-one with pixels.
Background image of page 6
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.
Background image of page 7

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
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
Background image of page 8
How do we do this?
Background image of page 9

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Input Devices Locator Devices Keyboard Scanner Images Laser Cameras (research)
Background image of page 10
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
Background image of page 11

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Keyboard Text input List boxes, GUI CAD/CAM Modelling Hard coded Vertex locations are inserted into code
Background image of page 12
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.
Background image of page 13

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
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
Background image of page 14
Computation Stage Computation Transformations Rasterization Model Transformed Model Output
Background image of page 15

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
How do we store this? We would like to allocate memory to hold the results of the computation stage.
Background image of page 16
Framebuffer - A block of memory, dedicated to graphics output, that holds the contents of what will be displayed. Pixel
Background image of page 17

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Image of page 18
This is the end of the preview. Sign up to access the rest of the document.

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.

Page1 / 61

GamingOverview_hardware - Gaming Overview Basic Graphics...

This preview shows document pages 1 - 18. Sign up to view the full document.

View Full Document Right Arrow Icon
Ask a homework question - tutors are online