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Unformatted text preview: h third project
• Challenging final exam
• Great animation shows at the
start of each lecture! Advice
• Attend lectures and discussion sessions!
– You will perform better on this course if you do (trust me)
– The lecture slides are your “bible” for the exams
• Start the assignments EARLY!!
– Get HELP from us with the assignments EARLY!
• Do NOT do more on the assignments than you are required,
unless you are done with the required part of the assignment
– You will NOT get more points for additional work
• Refresh your knowledge of linear algebra and geometry, and
keep up with the math Important Issues to Remember
• Manage your course load
• No plagiarism (of course)
• Do individual work
• Your code must work on HSSEAS systems
• Please send e-mails to us from your UCLA accounts only A Basic Graphics System
Computing & rendering
system Input Devices
Other sensors Output Devices
• CRT, Plasma, LCD, Micromirror Printer
• 2D and 3D Printers Plotter Standard Display Devices CRT LCD (Cathode Ray Tube) (Liquid Crystal Display) Plasma Exotic Display Devices Head-Mounted Immersive Holographic Autostereoscopic CRT Raster Graphics
Virtual raster device
• Grid of m x n phosphors Real raster device Volumetric Analog Video Signal Format Displaying Intensities
Gamma Correction Basic Analog Display Architecture Pixels:
• Bitmap: 1bit/pixel
• Grey scale: 8 bits/pixel
• Color map: 8 bits/pixel, indirect
• True color: 24 bits/pixel
• True color + Alpha Channel: 32 bits/pixel Images – Monochrome
How many intensities are enough? Black and White (Bitmaps) Grayscale Color
Common format RGB (3x8 = 24 bits per pixel) Rendering System
• Techniques Hardware
• Graphics Pipeline The Graphics Pipeline
Why a pipeline?
• Well defined stages
• Software and Hardware Radeon X800 by ATI
• 16 parallel rendering pipelines
• Floating point architecture
• Millions of triangles per second Graphics Pipeline
Rasterization Radeon 9700 by ATI Modeling
• Parametric surfaces
• Implicit surfaces
• Etc. Modeling Transformations
Remove what is not visible Perspective Visibility
Compute normals and
color at vertices Shading Texture Mapping Rasterization
Convert to colored pixels Per Pixel / Fragment Operations
• Vertex shaders
• Fragment shaders Other Issues
Etc. Final Result...
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This note was uploaded on 01/17/2014 for the course CS 174A taught by Professor Mayer during the Winter '10 term at UCLA.
- Winter '10
- Computer Graphics