Download Computer Graphics: A 60-Year Journey of Innovations and Milestones and more Study notes Computer Science in PDF only on Docsity! CS 570 – Spring 2009 Computer Graphics 60 Year History ● 1950 Ben Laposky Oscillon Number Four ● 1961 Steve Russell SpaceWar! ● 1962 Bresenham Line rasterization ● 1963 Ivan Sutherland Sketchpad ● 1965 Lawrence Roberts Homogeneous Coordinates ● 1971 Gouraud Shading ● 1972 Shoup Frame buffer ● 1974 Edward Catmull Texture Mapping, Z-buffer ● 1975 Phong Shading ● 1976 Burnyk Skeletal Key Frame Animation ● 1976 Jim Blinn Environment mapping ● 1977 Crow Antialiasing ● 1978 Jim Blinn Bump mapping ● 1978 Lance Williams Shadow mapping 1971
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Fig. 3. Same curved surfaces presented with Watkins algorithm. (a) Computation time: 1 min 30s. (b) Computation time: 1 min 20s.
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Fig. 4. Same curved surfaces presented with author’s method. (a) Computation time: 1 min 45 s. (b) Computation time: | min 35 s.
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Bump Mapping 1978 Film ● 1963 Zajac “Two-Gyro Gravity-Gradient Attitude Control System” ● 1973 Westworld (first CGI) ● 1978 Superman (title sequence) ● 1982 Tron ● 1983 Star Trek 2 ● 1984 Last Starfighter ● 1985 Pixar Young Sherlock Holmes (first fully CGI character) ● 1986 Pixar Luxo Jr ● 1988 Tin Toy ● 1988 Willow (morphing) ● 1989 The Abyss ● 1991 Terminator 2 ● 1995 Toy Story Pixar (1984 - present) ILM (1977 - present) Nerted Cars (2006)
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Games ● 1958 Tennis for two (William Higginbotham) ● 1961 Spacewar! (Steve Russell et al.) ● 1966 Odyssey (Ralph Baer) ● 1969 Computer Space (Nolan Bushnell) ● 1972 Pong ● 1976 Fairchild VES console ● 1978 Space Invaders ● 1979 Galaxian (8 bit color) ● 1980 Pac Man, Donkey Kong ● 1980 Battlezone (1st 3D game) ● 1983 Nintendo Famicom (Japan) ● 1986 – 1993 Nintendo, Sega, Atari 8 bit consoles ● 1993 Doom ● 1987-1996 16 bit consoles ● 1993-2002 32 and 64 bit consoles
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Inspiration for graphics Physics/Optics ● Euclid (geometric optics) ● Newton ● Fresnel (reflection + refraction) ● Fermat ● Lambert (diffuse reflection) ● Snell (refraction angle) Inspiration for graphics Art Renaissance painting (14-17 c.) (e.g. Giotto, Da Vinci) linear perspective Inspiration for graphics Art Photorealism (1960s -present) Charles Bell Richard Estes Inspiration for graphics
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History of Graphics Hardware ● 1950s – 1970s – Modified oscilloscopes – Vector displays ● 1970s - present – Raster displays (CRT, LCD) – RAMDAC – Framebuffer ● 1987 VGA graphics (IBM) ● 1996 (3dfx Voodoo) – Rasterization – Texture Mapping ● 2000 (NVIDIA GeForce 256 - GeForce 2) – Transformation and lighting ● 2002 (NVIDIA GeForce 3-4) – Programmable vertex and fragment shaders ● 2007 (NVIDIA GeForce 8) – Unified shaders, geometry shaders The OpenGL Pipeline Roughly corresponds to dataflow though the GPU Vertex Processor Primitive Assembly Rasterization Fragment Processor Mesh Data Vertex Shader Geometry Shader Frag. Shader Texture Data Framebuffer Course Outline ● OpenGL Overview (Core features) – Drawing textured triangles – Per vertex lighting ● Advanced OpenGL (2.0 and extensions) – Advanced texture mapping features ● 3D textures ● Cube map, sphere map ● Anisotropic filtering ● Depth textures – Point Sprites (new primitive) – OpenGL objects ● vertex buffer object, pixel buffer object ● frame buffer object, render buffer object – Occlusion Query – Shader Objects ● The OpenGL Shading Language (GLSL) – Data types, qualifiers – Built-in functions Course Outline ● Advanced shading and lighting – Per pixel lighting – Environment mapping – Bump mapping, parallax mapping – Shadowing techniques ● Shadow volumes ● Shadow mapping – Water effects (reflection, refraction, fresnel effect) ● General purpose GPU programming (GPGPU) – Particle physics simulation – Image processing ● Scientific Visualization – Volume visualization – Isosurface extraction – Vector field visualization