UPI YPTK - Padang
Introduction to Computer
Graphics
Eko Syamsuddin Hasrito, PhD
204481 Computer Graphics May 28, 2025 1
Lecture Outline
Course Information: Format, Resources
Overview
Topics covered
What is computer graphics?
Applications
204481 Foundation of Computer Graphics May 28, 2025 2
Resources
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Course Overview (1/2)
Graphics Systems and
Techniques
2-D, 3-D models: surfaces,
visible surface identification,
illumination (pncahayaan)
Photorealistic rendering :
shading models, ray tracing,
radiosity
Operations
Surface modeling, mapping
Pipelines for display,
transformation, illumination
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Course Overview (2/2)
Mathematical Review
Review of mathematical foundations of CG:
analytic geometry, linear algebra
Line and polygon rendering
Matrix transformations
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Relevant Disciplines
Rendering Hardware CAD
Immersive Training
VR Systems CAE / CASE
Analytic Geometry Portable/Embedded CG CAM
Tutoring Interfaces
Art and Graphic Design
Cognitive Science Color/Optical Models
CG/Vision Duality
Computer Engineering Interface Design
Engineering Design Layout
CG Design
Education Visualization
Film
Parametric Equations
Human Factors Conics Computer
Polygon Rendering
Linear Algebra Graphics
Numerical Analysis (CG)
Surface Modeling
Physically-Based Modeling
Stat/Info Visualization
Transformations
Change of Coordinate Systems
User Modeling Animation
Ergonomic Interfaces, I/O Large-Scale CG
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What is Computer Graphics?
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This is not Computer Graphics
18%
9%
1
2
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[email protected]] Call For Papers -- ACM Multi
media '93
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What is Computer Graphics ?
Computer graphics is commonly un
derstood to mean the creation, stor
age and manipulation of models an
d images. (Andries van Dam)
Computer graphic is concerned with
all aspects of producing pictures or ima
ges using a computer.
the pictorial synthesis or real or imagin
ary objects from their computer based
model
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Computer Graphics
Computer Graphics
Synthesis of graphical images
Visualization :
creating an image from an abstract, symbolic
description.
Generation of Synthesis Image
using graphical primitives
data from real world phenomena
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Image Processing
Image Processing
the transformation of an existing image into a
more desirable or useful image.
image enhancement, pattern detection
The following images represent how noise affects images
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Image Analysis
Image Analysis (Computer Vision)
extracting symbolic information from the
image.
Computer Graphics Data => Picture
Image Processing Picture => Picture
Image Analysis Picture => Data
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What is Interactive Computer Graphics?
User controls contents, structure, and appearanc
e of objects and their displayed images via rapid v
isual feedback
Basic components of an interactive graphics syst
em
input (e.g., mouse, tablet and stylus, force feedback de
vice,scanner…)
processing (and storage)
display/output (e.g., screen, paper-based printer, video
recorder…)
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Why Computer Graphics? (1/5)
Humans communicate well with images
1/3 of your brain is devoted to visual
processing
A picture is worth a few hundred
megabytes
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Why Computer Graphics? (2/5)
Developing Computational Capability
Rendering: synthesizing realistic-looking,
useful, or interesting images
Animation: creating visual impression of motion
Image processing: analyzing, transforming,
displaying images efficiently
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Why Computer Graphics? (3/5)
Better Understanding of Data, Objects,
Processes through Visualization
Visual summarization, description,
manipulation
Virtual environments (VR), visual monitoring,
interactivity
Human-computer intelligent interaction (HCII):
training, tutoring, analysis, control systems
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Why Computer Graphics? (4/5)
Time is Right
Recent progress in algorithms and theory
Rapidly emergence of new I/O (display and data
acquisition) technologies
Available computational power, improving price-
performance-ratio of hardware
Growth and interest of graphics industries (e.g.,
information visualization, entertainment CAD)
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Why Computer Graphics? (5/5)
advances in the last decade due mostly to the mic
rochip
software advances, especially in object-oriented p
rogramming and real-time rendering algorithms
Hardware advances continue to benefit graphics:
faster inexpensive microprocessors and dedicated grap
hics chips
screen technology: High-definition television (HDTV), c
olour LCD
virtual reality interfaces (corneal implants?)
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Image Synthesis Pipeline
Graphics
Database
Editing
Front-End
Graphics
Database
(Geometry Processing)
Back-End
Display
Traversal
Modeling
Transformation
Viewing
Operation
(Rasterization)
• Visible-Surface
Determination
• Scan Conversion Image
• Shading /
Illumination
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A Brief History
teletype printouts were first graphical output devices lightpe
ns were an early input device CAD applications began in th
e 1960's plotters also a 60's development: high-resolution,
but slow main bottlenecks of computer graphics back then
cost of graphics hardware
expense of computer resources
batch systems weren't suitable f
or interactive graphics
non-portability of hardware and
software
a new field: technology was pri
mitive
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History of Computer Graphics (1
/5)
1950 MIT’s Whirlwind co
mputer had computer ge
nerated CRTs mid 1950
s SAGE command and c
ontrol
1960s Ivan Sutherland’s
thesis - Sketchpad
introduced data structure
s and interactive techniqu
es
http://www.computer.org/history/development/1951.htm
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History of Computer Graphics
(2/5)
1960s GM (general Motor)
developed CAD (Computer Aided Design) and
CAM
1968 Tektronix storage tubes
1970s Boeing CAD CAM
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History of Computer Graphics (3
/5)
Mid 1970s engineering workstations and person
al computers emerged separately
1980s new algorithms and techniques
new standards
ever more powerful system
transition from specialized field
1990s widespread use
low cost, but powerful personal workstations
networks
essential part of systems
now part of multimedia
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History of Computer Graphics
(4/5)
At first - progress was slow because
cost of equipment was high (specially mem
ory)
significant computing resources needed
difficulty in writing software ( harder than it l
ooks)
lack of standard and thus portability
lack of software tools
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History of Computer Graphics
(5/5)
Now - previous use
cost of equipment is low.
Most computer have necessary compu
ting resources for graphics
established standards, implementation
s and tools
still difficulty in writing software ( still h
arder than it looks)
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Some of Historical Picture (1/2)
First truly interactive graphics
system, Sketchpad, pioneered
at MIT by Ivan Sutherland for h
is 1963 Ph.D. thesis. Sketchpad
, A Man-Machine Graphical Comm
unication System:
Sketchpad in 1963. Note the u
se of a CRT monitor, light pen
and function-key panel.
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Some of Historical Picture (2/2)
http://www.man.ac.uk/Science_Engineering/CHSTM/nahc.htm
John VonNeuman
http://ei.cs.vt.edu/~history/VonNeumann.html Mark I
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Applications of Computer
Graphics
Applications of Computer Graphics
divided in 4 majors area
Display of Information
Design
Simulation
User Interface
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Display of Information
Geographic informat
ion system (GIS)
Computerized Tomo
graphy (CT)
Magnetic resonance
imaging (MRI) http://www.soest.hawaii.edu/soest/about.ftp.html
Ultrasound (gel.suara)
positron-emission to
mography (PET)
Emisi/sinar radiasi
http://www.queens.org/qmc/services/imaging/ct.htm
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Design
Computer-Aided Design (CAD)
Architecture (interior rmah, dll)
Design of Mechanical part (bagian2 mesin)
VLSI
etc...
http://www.memagazine.org/contents/current/features/push/push.html
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Simulation
Graphical flight simulator
reduce training process
Robotic simulation
The Concorde Panel.
TV, Movie, advertising industries
generate photo realistic images
Virtual Reality (VR)
reduce risk of training
surgery
astronaut
http://www.motionshop.com/pr/festocosimirlg.shtml
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User Interfaces
Window system
Window 2003
X window
MAC OS
Graphical Network browsers
Netscape
Internet Explorer
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Areas of research in Graphics (1/
2)
mathematical modeling:
interpolation, curve and surface fitting
computational geometry: algorithmic applicatio
ns in geometry
study of light and optical phenomenon: colour, t
exture, shades
modelling the characteristics of physical object
s (bouncing Jello)
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Areas of research in Graphics (2/
2)
Software technology
standardized graphics languages and libraries
graphics tools and interfaces
algorithm design
Hardware
specialized graphics chips, monitors, interface
devices
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Graphics Applications
Entertainment: Cinema
Pixar: Geri’s Game
Universal: Jurassic Park
Antz
A bug’s Life
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Graphics Applications (1/4)
Entertainment: Games
Aki Ross : Final Fantasy
Star Wars Jedi Outcast: Jedi Knight II
Quake III
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Graphics Applications (2/4)
Medical Visualization
The Visible Human Project
http://www.ercim.org/publication/Ercim_News/enw44/koenig.html
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Graphics Applications (3/4)
Computer Aided Design (CAD)
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Graphics Applications (4/4)
Scientific Visualization
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Hypermedia User Interfaces
(1/2)
NCSA D2K:
http://chili.ncsa.uiuc.edu
Visual programming system for
high-performance knowledge
discovery in databases (KDD)
Hypermedia
Database format (similar to hypertext) that provides display-based
access to (internetworked) multimedia (text, image, audio, video,
etc.) documents
Chimera: http://www.ics.uci.edu/pub/chimera/
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Hypermedia User Interfaces
(2/2)
Virtual Environments
Immersion: interactive
training, tutoring systems
Entertainment hypermedia
Visualization and Computer-
Aided Design and Engineering
(CAD/CAE)
Visualization: scientific,
data/information, statistics
User interfaces for
CAD/CAE/CAM/CASE:
http://www.isii.com
http://www.psl.cs.columbia.edu/chime/
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Curve and Surface Modeling
permukaan & kurva)
(pemodelan
1 http://www.geocities.com/SiliconValley/Lakes/2057/nurbs.html
2
3
4
8 7
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Photorealistic Illumination
Models
http://www.pixar.com
http://www.ktx.com/3dsmaxr3/ http://www.aliaswavefront.com
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Fractal Systems
http://sprott.physics.wisc.edu/fractals.htm
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Information Visualization
Visible Decisions SeeIT (http://www.vdi.com)
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Interesting Industrial
Applications
6500 news stories
from the WWW
in 1997
Cartia ThemeScapes – http://www.cartia.com
Hypermedia and Statistical Visualization
Destroyed
Normal
Extinguished
Ignited
Fire Alarm
Engulfed
Flooding
Virtual Environments for
DC-ARM – http://www-kbs.ai.uiuc.edu Immersive Training
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Overview of Programmer’s Model (
1/2)
Pixel - smallest addressable unit of display
Hardware (I/O)
output display device (normally raster scan)
on the order of a million pixels displayed
image stored in memory by pixel
(how much memory?)
video controller
scans the memory periodically (30-72 times a second) produce
s video signal to drive a video monitor (or flat screen display)
input devices - keyboard, mouse (track ball), tablet, voice etc.
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Overview of Programmer’s Model (2
/2)
Software
application data
application program
graphics interface
operating system
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Graphical System And Standard
(1/5)
Graphical Systems
High level language interface to graphical
devices.
Intended for development of portable code.
Standard graphical systems include
CORE,
Graphical Kernel System (GKS), GKS+
Programmers Hierarchical Interactive Graphics
System (PHIGS), PHIGS+
OpenGL, DirectX, Quickdraw 3D, VRML,
Open Inventor, X-Windows.
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Graphical System And Standard
(2/5)
Requirements of Graphical Systems
Portability
Device Independence
Concept of a logical device.
Language Independence
Language Bindings for graphical systems.
Computer Independence
Trade-off between standard hardware and high
performance hardware.
Programmer Independence
Flexibility - In conflict with portability.
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Graphical System And Standard
(3/5)
Graphical Kernel System (GKS)
Workstation
GKS has concept of a workstation.
Device Normalisation
World Coordinates, Window in World Coordinates
Clipping to the window
Normalised Device Coordinates [0,1]x[0,1]
Normalisation Transformation
Viewports in normalised device coordinates
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Graphical System And Standard
(4/5)
Output Functions
Line-Drawing Primitives
Area-filling primitives
Text Output
Input Functions
Logical input types : Locator, Valuator, Choice,
String, Pick, Stroke.
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Graphical System And Standard
(5/5)
Input Modes
Request mode: waits for a request for an event.
Sample mode: continually samples value of input
device.
Event mode: unsolicited input stored on a stack,
made available for processing in FIFO order.
Mixed mode.
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Professional Societies
ACM SIGGRAPH
- Association for Computing M
achinery Special Interest Gro
up in Graphics
IEEE
- The Institute of Electrical and
Electronics Engineers, Techn
ical Committee on Computer
Graphics
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Software Portability and graphic
s standards
STANDARD ORGANIZATI
ON
ANSI = American National
Standard Institute (private,
non government)
ISO = International Standa
rds Organization(voluntary
, non treaty)
ANSI is a member of ISO
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History: graphics libraries
initially, low-level device-dependent packag
es were the norm
movement towards high-level device-indep
endent packages, in order to promote appli
cation program portability
requires standardization:
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Official Standards
1977 and 1979 - 3D SIGGRAPH CORE (ACM SI
GGRAPH)
3D Core Graphics System ("Core") dev'd in late 7
0's as unofficial std
GKS (Graphical Kernel System, 1985): official 2D
standard built from Core
GKS-3D (1988): 3d objects ANSI X3.124-1985
PHIGS (Programmer's Hierarchical Interactive Gr
aphics System, 1988) 3D nested objects
PHIGS+ (1988): rendering enhancements
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Emerging Standards in APIs
OpenGL (developed by Silicon Graphics)
open standard
available on all platforms
intended for professional-level graphics like
CAD
Direct3D
developed by Microsoft
Windows only
intended for games
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Some Notable Systems
Tektronix commands in BASIC (mid-1970s)
HP commands (Hewlett Packard)
Microsoft BASIC (for PCs) graphics comma
nds (early 1980s)
QuickDraw (Apple Macintosh)
X (MIT)
OpenGL (Silicon Graphics)
SRGP (Simple Raster Graphics Package)
SPHIGS (Simple PHIGS)
MS Windows
Java AWT
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Good graphics requires ? (1/3)
ability to control every dot (pixel) of display
ability to control primitive shapes on the screen
models to deal with images as a whole
use of color, lighting, and shading
construction of "languages" or "packages" to ext
end languages
knowledge of hardware
systems work
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Good Graphics requires ? (2/3)
mathematical transformations and represe
ntations
transmission of pictures and commands to
make pictures
ability to store lots of information
high performance computers
algorithms such as visible surface algorith
ms
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Good Graphics requires ? (3/3)
understanding and manipulation of dat
a structures
good software engineering principles
human factors engineering
some feeling for artistic principles
lots of effort - harder than it looks
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Lecture Topics
Introduction Visible Surface
Mathematical Determination
Foundation Algorithm efficiency
Coordinate Systems Z-buffer algorithm
Introduction to Scan line algorithms
Graphics in 2D
Visible-surface Ray Tracing
Windows and Clipping
Introduction to
Other algorithms
Graphics in 3D Color Models
Viewing in 3D Illumination and Shading
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Mathematical foundation
Mathematical appears throughout 3D graphics
Example:
Object surfaces can be represented as polygons
whose vertex position are specified by vectors
Rendering requires testing whether vertices lie in
front of or behind various planes.
The test involves a dot product with the plane’s n
ormal vector.
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Geometric transformation
Goal: specify object’s position and orie
ntations in a 3D world
Use Linear transformations that rotate
and translate objects’ vertices.
Apply these transformations in matrix f
orm
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Viewing
Goal: map the visible part of a 3D worl
d to a 2 D image
Use camera-like parameters to define
a 3D view volume
Project the view voulme onto a 2D ima
ge plane
Map viewport on the image plane to th
e screen
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OpenGL
OpenGL is strictly defined as “a software int
erface to graphics hardware”.
It is a 3D graphics and modeling library
variety purposes, CAD engineering, archite
ctural applications, computer-generated dia
nosaurs in blockbuster movies
Developed by SGI
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Clipping
Goal: cut off the part of objects outside
the view volume to avoid rendering the
m
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Scan Conversion
Goal: convert a project, clipped object i
nto pixels on raster lines.
Use efficient incremental methods
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Antialiasing
Raster displays produce blocky aliasin
g artifacts
Antialiasing techniques reduces the pr
oblem by applying the theory of sampli
ng and signal processing
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Color
Various color spaces provide ways to
specify colors in term of components:
red, green, blue
hue, saturation, value
Different output devices display differe
nt subsets of the perceptible colors
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Hidden Surface Removal
When several overlapping polygons are
drawn on the screen, which one is on
top?
Which is
right?
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Z-buffering
A fast hardware solution is This pixel is
drawn on
the Z-buffer
screen
The “depth” of each pixel
relative to the screen is Screen
calculated and saved in a Polygons
buffer
The pixel with the smallest
depth is the one that is
displayed
The other pixels are on Z
surfaces that are hidden
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Lighting Models and Shading
For visual realism, lighting
Ambient lighting:
models have been developed
to illuminate the surfaces of
solid models
These models incorporate
reflected light
ambient lighting and illumination incident
light
diffuse reflection of directional
lighting
specular reflection of directional
reflected light
lighting incident
light
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Ray Tracing
Light Source
Shadow Ray
Eye
Object
Eye Ray
Shadow Ray
Object
Light Source
Ray tracing traces a ray of
light from the eye to a light
source
Ray tracing realistically
renders scenes with shiny
and transparent objects
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Radiosity
Diffuse illumination
results from the
absorption and reflection
of diffuse light from
many objects in the
scene
Radiosity uses thermal
models of emission and
reflection of radiation to Radiosity is very good at
accurately calculate rendering architectural
interiors
diffuse lighting
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Texture Mapping
For realism, photographic textures are
“mapped” onto the surfaces of objects
Example textures: texture
mapping
woodgrain
concrete
grass reflections
marble shadows
Texture mapping is very computationally
intensive
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Example of Shading
Wireframe Flat Shaded
Smooth Shaded Shadows
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Course Source :
Instructor: Pradondet Nilagupta
E-mail:
[email protected] Phone: 9428555 ext. 1415 (office)
Office hours: after class; 1-2pm Monday or by
appointment
Web Page
Course Homepage:
http://www.cpe.ku.ac.th/~pom/courses/204481/2
04481.html
Course Syllabus:
http://www.cpe.ku.ac.th/~pom/courses/204481/sy
llabus.html
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