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Bilgisayar Grafiğine Giriş

CS 351. Bilgisayar Grafiğine Giriş. Bilgisayar Grafiği Nedir?. Geometrik şekillerin Üretilmesi, İşlenmesi ve Depolamasıdır. Cisimlerin bilgisayar ekranında görüntülenmesidir. Resimleri hayal etme ve işlemedir Sayısal verilerin görselleştirilmesidir. Film Endüstrisi.

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Bilgisayar Grafiğine Giriş

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  1. CS 351 Bilgisayar Grafiğine Giriş

  2. Bilgisayar Grafiği Nedir? • Geometrik şekillerin Üretilmesi, İşlenmesi ve Depolamasıdır. • Cisimlerin bilgisayar ekranında görüntülenmesidir. • Resimleri hayal etme ve işlemedir • Sayısal verilerin görselleştirilmesidir

  3. Film Endüstrisi Slide information from Leonard McMillian's slides http://www.cs.unc.edu/~mcmillan/comp136/Lecture1/compgraf.html

  4. Oyun Endüstrisi Slide information from Leonard McMillian's slides http://www.cs.unc.edu/~mcmillan/comp136/Lecture1/compgraf.html

  5. Tıp dünyası Nanomanipulator, UNC Joe Kniss, Utah Gordon Kindelman, Utah

  6. Bilgisayar Destekli Tasarım ProEngineer, www.ptc.com

  7. Atmosfer Bilimleri

  8. Bilgisayar Grafiği Nedir? • Donanım • İşleme • Etkileşim • Modelleme • Bilimsel Görselleştirme Slide information from Richard Riesenfeld

  9. Hızla Değişen Donanım • CPU ve GPU daki değişimler

  10. İşleme • Çoğu düşünce ve hayaller Bilgisayarda işleme ile yapılmaktadır. • Efektler verilmektedir

  11. Resim İşleme, efektler Sabah Akşam üstü a preetham, et. al., utah

  12. Resim işleme Yapma Gerçek Shirley, et. al., cornell

  13. Sizce bu resim gerçekmidir? m fajaro, usc

  14. Arazi Modellemesi: Kar örtüsü ve Ağaçlar eklendi s premoze, et.al., utah

  15. Büyüme Modelleri o deusson,

  16. İşlenmiş, modellenmiş saçlar http://www.rhythm.com/~ivan/hairRender.html

  17. Gerçekmi?

  18. Gölgeleme a gooch, et. al., utah

  19. Gerçekçi olmayan işlemeler

  20. 3 Boyutlu manzaralar Fuchs et.al., UNC UNC and UVA

  21. 360olik tarama p willemsen, et. al., utah

  22. Etkileşim

  23. Modeller oluşturma

  24. Modeller oluşturma D Johnson and J D St Germain, Utah Russ Fish et al., Utah

  25. Bilimsel Görselleştirme Johnson et al., Utah

  26. göz yapay kamera

  27. Up vector Width angle Look vector Height angle Front clipping plane Back clipping plane Position

  28. Position • Determining the Position is analogous to a photographer deciding the vantage point from which to shoot a photo • Three degrees of freedom: x, y, and z coordinates in 3-space • This x, y, z coordinate system is right-handed: if you open your right hand, align your palm and fingers with the +x axis, and curl your middle finger towards the +y axis, your thumb will point along the +z axis This is a left-handed coordinate system. Not used in 123.

  29. y x Up vector -z point to look at (x’, y’, z’) Look vector z Orientation • Orientation is specified by a point in 3D space to look at (or a direction to look in) and an angle of rotation about this direction • Default (canonical) orientation is looking down the negative z-axis and up direction pointing straight up the y-axis • In general the camera is located at the origin and is looking at an arbitrary point with an arbitrary up direction camera Position

  30. Width angle Height angle View Angle (1/2) • Determines amount of perspective distortion in picture, from none (parallel projection) to a lot (wide-angle lens) • In a frustum, two viewing angles: width and height angles • Choosing View angle analogous to photographer choosing a specific type of lens (e.g., a wide-angle or telephoto lens)

  31. View Angle (2/2) Resulting picture

  32. Front and Back Clipping Planes • Volume of space between Front and Back clipping planes defines what camera can see • Position of planes defined by distance along Look vector • Objects appearing outside of view volume don’t get drawn • Objects intersecting view volume get clipped

  33. Projection of up vector Up vector Position

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