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ComputerGraphics課件制作:賈世宇主 講:何辰Applications
of
Computer
GraphicsGUI(Graphical
User
Interface)(圖形用戶(hù)接口)Computer
Aided
Design(CAD)(計(jì)算機(jī)輔助設(shè)計(jì))Data
Visualization(數(shù)據(jù)可視化)Virtual
Reality(虛擬現(xiàn)實(shí))Simulators(模型)Movie
special
effects(動(dòng)畫(huà)特殊效果)Games(游戲)The
Graphics
Rendering
Pipeline(圖形渲染流水線(xiàn))3D
SCENE
IMAGECollection
of
3D
primitive(幾何模型)
Array
of
pixelsPrimitives:
Basic
geometric
structures
(points,
lines,
triangles3DPrimitives2DPrimitivesPixelsGeometryStageRasterizationStageVertex
ProcessingPixel
ProcessingCoordinateTransformationLightingCalculationPrimitive
RasterizationVertex
AttributeInterpolationTexture
MappingRaster
Operation
(ROP)Scissor
Test
Alpha
TestStencil
TestDepth
(Z)
TestColor
Blending光柵掃描Computer
Graphics
HardwareCPUSystemMemoryFrame
BufferVideo
ControllerVideoDisplayDeviceGraphics
ControllerVideo
MemoryPrimitive
DataTexture
DataMotherboardGraphics
CardBus
(PCI,
AGP,PCI
Express)Graphics
Hardware
ArchitectureVideo
Display
DevicesCRT
(Cathode-Ray
Tube)ElectronGunFocusingSystemHorizontalDeflectionPlatesVerticalDeflectionPlatesElectronBeamPhosphor-CoatedScreen電子槍垂直Color
CRTElectronGunRedBlueGreenShadowMaskScreenPhosphor-DotTriangleRaster-Scan
DisplaysVertical
RetraceScan
line
(row
ofpixels)Horizontal
RetraceRefresh
rate:
Number
of
times
an
entire
screen
is
repainted
in
a
secondProgressive-scan:
Scan
lines
are
repainted
one
by
one.Interlace:
Repaint
even-numbered
scan
lines,
then
odd-numbered
scan
lRandom-Scan
Displays
(Vector
Displays)Display
list
:
Sequence
of
line-drawing
commands.Display
listLine
(0,0)-(100,0)Line
(100,0)-(50,50)Line
(50,50)-(0,0)LCD(Liquid-crystal
Display)液晶顯示器
Passive-matrix
LCDLiquid
CrystalVerticalTransparentConductorHorizontalTransparentConductorLightPolarizerLightPolarizerLightActive-matrix
LCDTransistor
at
each
pixel
location.
TFT
(Thin-Film
Transistor)Flat-Panel
DisplaysPlasma
DisplayGas
(Neon
mixture)VerticalTransparentConductorHorizontalTransparentConductorThree-Dimensional
Viewing
DevicesStereoscopic
vision:
two
different
views
for
left
and
right
eye.Left
eye Right
eyeRed-Green
glasses.Polarized
glasses.Synchronized
shutter
glasses.
New
device
without
glasses.
LCD
with
optical
raster
and
motiontracker.The
frame
buffer:
Video
memory
that
holds
screen
pixel
valResolution:
Number
of
horizontal
and
vertical
pixels
on
thThe
Frame
Buffer00h-1w-1(x,
y)xyColor
valuePixel
value
Depth
(Z)
valueStencil
valueStencil
BufferFrame
BufferColor
BufferDepth
(Z)
buffer定位Color
depth
(Color
bits):
Number
of
bits
in
color
buffer
trepresents
color
value
of
one
pixel.1
bit:8
bit:monochrome.
Bitmap256
color16
bit:
high
color24
bit:true
color(真彩色)
(8
bit
for
red,green,blue)32
bit:true
color
plus
alpha
value(transparency)The
color
value
can
directly
describe
color
components,
ocan
be
a
color
index
into
a
color
table.Depth
bits:
Number
of
bits
in
depth
buffer
that
representsvalue
of
one
pixel.Stencil
bits:
Number
of
bits
in
stencil
buffer
that
represvalue
of
one
pixel.Horizontal
resolution
wVertical
resolution
hColor
bits
ncDepth
bits
ndStencil
bits
nsNumber
of
bytes
needed
for
color
buffer:
wNumber
of
bytes
needed
for
depth
buffer:
wNumber
of
bytes
needed
for
stencil
buffer:
wh
nc
/
8h
nd
/
8h
ns
/
8Address
of
pixel
(x,
y)
in
color
buffer:Double
bufferTwo
color
buffers.
Front
stage
for
display.
Back
stage
forFront
stage
and
back
stage
swapping
for
animation.colorbuffer
1colorbuffer
2Front
stagepointerBack
stagepointercolorbuffer
1colorbuffer
2Front
stagepointerBack
stagepointerTriple
bufferThree
color
buffers.
One
front
stage
and
two
back
stages.Video
ControllerMain
function:
Periodically
read
pixel
color
values
frombuffer,
converts
them
into
video
signals
and
send
video
sito
video
display
devices.Other
functions:Double
buffer
or
triple
buffer
operationColor
table
lookupVideo
overlayGraphics
ControllerThe
evolution
of
graphics
controllerBefore
1995:
Primitive
Rasterization1995-1998:
3D
Accelerator.
Texture
mappingand
Hardware
Z-buffer1999-2000:
GPU.
Hardware
Transformation
andLighting
Calculation
(Hardware
TnL)2001:
Programmable
Vertex
Shader2002-today:
Programmable
Pixel
ShaderGraphicsControllerRasterization
Stage1995-1998:
3D
AcceleratorCPUSystem
MemoryGraphicsApplicationGeometryStage2DPrimitivesTexturesRasterizerTextureUnitVideo
MemoryROPUnit2DPrimitivesTexturesFrameBufferBus(PCI)Features:Primitive
rasterizationTexture
mappingHardware
Z-bufferRepresentative
products:3dfx
Voodoo
seriesNVidia
TNT
seriesATI
Rage
seriesMatrox
MystiqueRendition
VeriteS3
Savage1999-2000:
GPU
(Graphics
Processing
Unit)GPURasterization
StageCPUSystemMemoryGraphicsApplication3DPrimitivesTexturesRasterizerMultiTextureUnitVideo
MemoryROPUnit3DPrimitivesTexturesFrameBufferBus(AGP)TextureCombinerGeometryStageTransformationAndLighting
UnitFeatures:Hardware
transformation
and
lighting
(TnL)
Superscalar
structure
(Multiple
vertex
and
pixelprocessing
units
working
in
parallel)Hardware
Z-buffer
and
Stencil-bufferRepresentative
products:NVidia
Geforce
256ATI
Radeon
7500Shader:
Part
of
graphics
hardware
pipeline
that
can
beprogrammed.Vertex
Shader
Unit:
Programmable
unit
that
controls
vertprocessing.Representative
products:NVidia
Geforce
3ATI
Radeon
85002002:
Programmable
Pixel
ShaderGPURasterization
StageCPUSystemMemoryGraphicsApplication3DPrimitivesTexturesRasterizerMultiTextureUnitVideo
MemoryROPUnit3DPrimitivesTexturesFrameBufferBus(AGP,PCIe)PixelShaderUnitGeometryStageVertexShaderUnitPixel
Shader
Unit:
Programmable
unit
that
controls
pixelprocessing.Representative
products:NVidia
Geforce
FXATI
Radeon
9700CPUGraphicsApplicationGraphicsAPIComputer
GraphicsSoftwareGPUPixelShaderUnitVertexShaderUnitGraphicsDriverVertexProgramPixelProgramBusGraphics
Software
ArchitectureGraphics
Applications3D
modeling
software
(3D
Studio,
Maya,
etc.)CAD
software
(Solidedge,
Solidworks,
Pro/E,
etc.)Medical
and
business
visualization
softwareComputer
gamesGraphics
APIAPI:Application
Programming
Inter(f應(yīng)ac用e程序接口)Low
level
APIOpenGL(Graphics
library)Direct3DHigh
level
APIOpen
InventorVRMLJava3DVertex
and
Pixel
ProgramAssembly
LanguageHLSL
(High
Level
Shading
Language)Cg
(C
for
Graphics)DirectX
HLSLGLSL
(OpenGL
Shading
Language)Components
of
Graphics
SoftwareOutput
primitives
(points,
lines,
polygons,
circles,Attributes
(line
color,
width,
style,
fill
pattern,
foCoordinate
transformationInput
functions
(keyboard,
mouse,
joystick,
etc.)Control
operations
(clear
screen,
initialize
parameteIntroduction
to
OpenGLOpenGL
(Open
Graphics
Library):API
for
3D
graphics
rendering.
Originally
developed
on
SGI
(software
grinterface)
workstation.
Became
an
open
standard
in
1992.Features:Open
standard.Hardware
independent.Cross-platform
(Unix,
Mac
OS,
Linux,
Microsoft
Windows).Cross-language
(Bindings
for
C,
C++,
Fortran,
Ada,
Java)Extensible
through
OpenGL
extension
mechanismWide
industry
supportLimitations:No
input
functions.No
text
rendering
functions.No
window
management
functions.OpenGL
versions1.1
(July
1,
1992)Adds
texture
objects,
texture
and
subtexture
copying,
vertex
array.1.2
(March
16,
1998)Adds
3D
texture,
separate
specular
color,
imaging
subsets.1.3
(August
14,
2001)Adds
compressed
texture,
cube
map
texture,
multitexture,
texturecombiner
function,
multisample
antialiasing.1.4
(July
24,
2002)Adds
depth
texture
and
shadows,
Fog
coordinates,
Point
parameters.1.5
(July
29,
2003)Adds
buffer
objects.2.0
(September
7,
2004)Adds
OpenGL
shading
language,
multiple
render
targets,
non-power-oftwo
texture,
point
sprites,
two-sided
stencil
operation.Useful
websites:3DLabsAppleATIDellIBMIntelNvidiaSGISun
MicrosystemsOpenGL
ARB(Architecture
Review
Board)NVidia
GeForce6800
(Code
name:
NV40)Graphics
Hardware
ExampleFrontBackThe
GPU
itself
(Heat
sink
and
fan
removed)222
Million
transistorsThree
times
the
number
of
transistors
in
Intel
Pentium
4
Northwood33%
more
transistors
than
Intel
Pentium
4
Extreme
Edition.GPU
clock:
400MHzMemory
clock:
550MHzVideo
Memory:
128/256/512
MBCineFX
3.0
Shading
ArchitectureSupport
for
Microsoft
DirectX
9.0
Vertex
Shader
3.0Support
for
Microsoft
DirectX
9.0
Pixel
Shader
3.0Up
to
16
textures
per
rendering
passDirectX
and
S3TC
texture
compressionFull
128-bit
floating
point
precision64-Bit
Texture
Filtering
and
BlendingIntellisample
3.0Advanced
16x
anisotropic
filteringRotated-grid
antialiasingAdvanced
lossless
compression
algorithms
for
color,
texture,
and
z-Fast
z-clearHigh-resolution
compression
technol
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