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lecture01-introduction

You will perform better on this course if you do

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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 Input devices Output devices Computing & rendering system Input Devices Keyboard Mouse Light Pen Game controller Tablet Data glove Other sensors Output Devices Display • 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 Software • Interface • Primitives • Techniques Hardware • Graphics Pipeline The Graphics Pipeline Why a pipeline? • Well defined stages • Parallelism • Software and Hardware Radeon X800 by ATI • 16 parallel rendering pipelines • Floating point architecture • Millions of triangles per second Graphics Pipeline Modeling Illumination Viewing (Projection) Clipping Visibility Rasterization Radeon 9700 by ATI Modeling Geometric Primitives • Points • Lines • Planes • Polygons • Parametric surfaces • Implicit surfaces • Etc. Modeling Transformations Assembly Viewing Orthographic Clipping Remove what is not visible Perspective Visibility Resolve occlusions (efficiently) Illumination Compute normals and color at vertices Shading Texture Mapping Rasterization Convert to colored pixels Per Pixel / Fragment Operations Hardware features • Vertex shaders • Fragment shaders Other Issues Shadows Participating media Subsurface scattering Motion blur Camera models Etc. Final Result...
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