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The field of computer graphics is a broad and diverse field that exists cross section between computer science and design. It is interested in the entire process of creating computer generated imagery, from creating digital three-dimensional models, to the process of texturing, rendering, and lighting those models, to the digital display of those renderings on a screen.
This process starts with simple object rendering techniques to transform mathematical representations of three-dimensional objects into a two-dimensional screen image, calculating projection transformations of vertices as well as occlusion and depth of objects.
Detail and realism is added to these images through simulation of materials, textures, and lighting. The most accurate and realistic techniques involve understanding the way light interacts with objects in the physical world, and simulating those interactions as closely as possible on a computer. Phenomena such as reflections, transparencies, or diffuse lighting can be modeled using a variety of different algorithms, some designed to be physically accurate, others to be computationally efficient, depending on different needs. Virtual reality imagery must be generated in a matter of milliseconds, while a detailed architectural rendering may take hours of computation time.
With developments both in the hardware of GPUs and the software of rendering engines, Computer Graphics developments continue to push the bounds of both accuracy and speed of computer generated imagery.
A graphic is an image or visual representation of an object. Therefore, computer graphics are simply images displayed on a computer screen. Graphics are often contrasted with text, which is comprised of characters , such as numbers and letters, rather than images.
Computer graphics can be either two or three-dimensional. Early computers only supported 2D monochrome graphics, meaning they were black and white (or black and green, depending on the monitor ). Eventually, computers began to support color images. While the first machines only supported 16 or 256 colors, most computers can now display graphics in millions of colors.
2D graphics come in two flavors — raster and vector . Raster graphics are the most common and are used for digital photos, Web graphics, icons , and other types of images. They are composed of a simple grid of pixels , which can each be a different color. Vector graphics, on the other hand are made up of paths, which may be lines, shapes, letters, or other scalable objects. They are often used for creating logos, signs, and other types of drawings. Unlike raster graphics, vector graphics can be scaled to a larger size without losing quality.
3D graphics started to become popular in the 1990s, along with 3D rendering software such as CAD and 3D animation programs. By the year 2000, many video games had begun incorporating 3D graphics, since computers had enough processing power to support them. Now most computers now come with a 3D video card that handles all the 3D processing. This allows even basic home systems to support advanced 3D games and applications.
Erasing and reintializng a hard disk is also called what?
Related terms.
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In computer graphics, we often need to draw different types of objects onto the screen. Objects are not flat all the time and we need to draw curves many times to draw an object.
A curve is an infinitely large set of points. Each point has two neighbors except endpoints. Curves can be broadly classified into three categories − explicit, implicit, and parametric curves .
Implicit curve representations define the set of points on a curve by employing a procedure that can test to see if a point in on the curve. Usually, an implicit curve is defined by an implicit function of the form −
f(x, y) = 0
It can represent multivalued curves (multiple y values for an x value). A common example is the circle, whose implicit representation is
x 2 + y 2 - R 2 = 0
A mathematical function y = f(x) can be plotted as a curve. Such a function is the explicit representation of the curve. The explicit representation is not general, since it cannot represent vertical lines and is also single-valued. For each value of x, only a single value of y is normally computed by the function.
Curves having parametric form are called parametric curves. The explicit and implicit curve representations can be used only when the function is known. In practice the parametric curves are used. A two-dimensional parametric curve has the following form −
P(t) = f(t), g(t) or P(t) = x(t), y(t)
The functions f and g become the (x, y) coordinates of any point on the curve, and the points are obtained when the parameter t is varied over a certain interval [a, b], normally [0, 1].
Bezier curve is discovered by the French engineer Pierre Bézier . These curves can be generated under the control of other points. Approximate tangents by using control points are used to generate curve. The Bezier curve can be represented mathematically as −
$$\sum_{k=0}^{n} P_{i}{B_{i}^{n}}(t)$$
Where $p_{i}$ is the set of points and ${B_{i}^{n}}(t)$ represents the Bernstein polynomials which are given by −
$${B_{i}^{n}}(t) = \binom{n}{i} (1 - t)^{n-i}t^{i}$$
Where n is the polynomial degree, i is the index, and t is the variable.
The simplest Bézier curve is the straight line from the point $P_{0}$ to $P_{1}$. A quadratic Bezier curve is determined by three control points. A cubic Bezier curve is determined by four control points.
Bezier curves have the following properties −
They generally follow the shape of the control polygon, which consists of the segments joining the control points.
They always pass through the first and last control points.
They are contained in the convex hull of their defining control points.
The degree of the polynomial defining the curve segment is one less that the number of defining polygon point. Therefore, for 4 control points, the degree of the polynomial is 3, i.e. cubic polynomial.
A Bezier curve generally follows the shape of the defining polygon.
The direction of the tangent vector at the end points is same as that of the vector determined by first and last segments.
The convex hull property for a Bezier curve ensures that the polynomial smoothly follows the control points.
No straight line intersects a Bezier curve more times than it intersects its control polygon.
They are invariant under an affine transformation.
Bezier curves exhibit global control means moving a control point alters the shape of the whole curve.
A given Bezier curve can be subdivided at a point t=t0 into two Bezier segments which join together at the point corresponding to the parameter value t=t0.
The Bezier-curve produced by the Bernstein basis function has limited flexibility.
First, the number of specified polygon vertices fixes the order of the resulting polynomial which defines the curve.
The second limiting characteristic is that the value of the blending function is nonzero for all parameter values over the entire curve.
The B-spline basis contains the Bernstein basis as the special case. The B-spline basis is non-global.
A B-spline curve is defined as a linear combination of control points Pi and B-spline basis function $N_{i,}$ k (t) given by
$C(t) = \sum_{i=0}^{n}P_{i}N_{i,k}(t),$ $n\geq k-1,$ $t\: \epsilon \: [ tk-1,tn+1 ]$
{$p_{i}$: i=0, 1, 2….n} are the control points
k is the order of the polynomial segments of the B-spline curve. Order k means that the curve is made up of piecewise polynomial segments of degree k - 1,
the $N_{i,k}(t)$ are the “normalized B-spline blending functions”. They are described by the order k and by a non-decreasing sequence of real numbers normally called the “knot sequence”.
$${t_{i}:i = 0, ... n + K}$$
The N i , k functions are described as follows −
$$N_{i,1}(t) = \left\{\begin{matrix} 1,& if \:u \: \epsilon \: [t_{i,}t_{i+1}) \\ 0,& Otherwise \end{matrix}\right.$$
and if k > 1,
$$N_{i,k}(t) = \frac{t-t_{i}}{t_{i+k-1}} N_{i,k-1}(t) + \frac{t_{i+k}-t}{t_{i+k} - t_{i+1}} N_{i+1,k-1}(t)$$
$$t \: \epsilon \: [t_{k-1},t_{n+1})$$
B-spline curves have the following properties −
The sum of the B-spline basis functions for any parameter value is 1.
Each basis function is positive or zero for all parameter values.
Each basis function has precisely one maximum value, except for k=1.
The maximum order of the curve is equal to the number of vertices of defining polygon.
The degree of B-spline polynomial is independent on the number of vertices of defining polygon.
B-spline allows the local control over the curve surface because each vertex affects the shape of a curve only over a range of parameter values where its associated basis function is nonzero.
The curve exhibits the variation diminishing property.
The curve generally follows the shape of defining polygon.
Any affine transformation can be applied to the curve by applying it to the vertices of defining polygon.
The curve line within the convex hull of its defining polygon.
Chapter 1. Digital image representation | ||
---|---|---|
“ Virtual image, a point or system of points, on one side of a mirror or lens, which, if it existed, would emit the system of rays which actually exists on the other side of the mirror or lens. ”
One way to describe an image using numbers is to declare its contents using position and size of geometric forms and shapes like lines, curves, rectangles and circles; such images are called vector images.
We need a coordinate system to describe an image, the coordinate system used to place elements in relation to each other is called user space , since this is the coordinates the user uses to define elements and position them in relation to each other.
Figure 1.1. Coordinate system.
The coordinate system used for all examples in this document has the origin in the upper left, with the x axis extending to the right and y axis extending downwards.
It would have been nice to make a smiling face, instead of the dissatisfied face on the left, by using a bezier curve, or the segment of a circle this could be achieved, this being a text focusing mainly on raster graphics though, that would probably be too complex.
A simple image of a face can be declared as follows:
Figure 1.2. Vector image
The preceding description of an image can be seen as a “ cooking recipe ” for how to draw the image, it contains geometrical primitives like lines, curves and cirles describing color as well as relative size, position and shape of elements. When preparing the image for display is has to be translated into a bitmap image , this process is called rasterization .
A vector image is resolution independent, this means that you can enlarge or shrink the image without affecting the output quality. Vector images are the preferred way to represent Fonts, Logos and many illustrations.
Bitmap-, or raster [ 1 ] -, images are “ digital photographs ”, they are the most common form to represent natural images and other forms of graphics that are rich in detail. Bitmap images is how graphics is stored in the video memory of a computer. The term bitmap refers to how a given pattern of bits in a pixel maps to a specific color.
Note | |
---|---|
In the other chapters of , raster images is the only topic. |
Figure 1.3. Raster image
A bitmap images take the form of an array, where the value of each element, called a pixel picture element, correspond to the color of that portion of the image. Each horizontal line in the image is called a scan line .
The letter 'a' might be represented in a 12x14 matrix as depicted in Figure 3., the values in the matrix depict the brightness of the pixels (picture elements). Larger values correspond to brighter areas whilst lower values are darker.
When measuring the value for a pixel, one takes the average color of an area around the location of the pixel. A simplistic model is sampling a square, this is called a box filter, a more physically accurate measurement is to calculate a weighted Gaussian average (giving the value exactly at the pixel coordinates a high weight, and lower weight to the area around it). When perceiving a bitmap image the human eye should blend the pixel values together, recreating an illusion of the continuous image it represents.
The number of horizontal and vertical samples in the pixel grid is called Raster dimensions , it is specified as width x height.
Resolution is a measurement of sampling density, resolution of bitmap images give a relationship between pixel dimensions and physical dimensions. The most often used measurement is ppi, pixels per inch [ 2 ] .
Figure 1.4. Sampling grid
Megapixels refer to the total number of pixels in the captured image, an easier metric is raster dimensions which represent the number of horizontal and vertical samples in the sampling grid. An image with a 4:3 aspect ratio with dimension 2048x1536 pixels, contain a total of 2048x1535=3,145,728 pixels; approximately 3 million, thus it is a 3 megapixel image.
Table 1.1. Common/encountered raster dimensions
Dimensions | Megapixels | Name | Comment |
---|---|---|---|
640x480 | 0.3 | VGA | VGA |
720x576 | 0.4 | CCIR 601 DV PAL | Dimensions used for PAL DV, and PAL DVDs |
768x576 | 0.4 | CCIR 601 PAL full | PAL with square sampling grid ratio |
800x600 | 0.4 | SVGA | |
1024x768 | 0.8 | XGA | The currently (2004) most common computer screen dimensions. |
1280x960 | 1.2 | ||
1600x1200 | 2.1 | UXGA | |
1920x1080 | 2.1 | 1080i HDTV | interlaced, high resolution digital TV format. |
2048x1536 | 3.1 | 2K | Typically used for digital effects in feature films. |
3008x1960 | 5.3 | ||
3088x2056 | 6.3 | ||
4064x2704 | 11.1 |
When we need to create an image with different dimensions from what we have we scale the image. A different name for scaling is resampling, when resampling algorithms try to reconstruct the original continous image and create a new sample grid.
The process of reducing the raster dimensions is called decimation , this can be done by averaging the values of source pixels contributing to each output pixel.
When we increase the image size we actually want to create sample points between the original sample points in the original raster, this is done by interpolation the values in the sample grid, effectivly guessing the values of the unknown pixels [ 3 ] .
The values of the pixels need to be stored in the computers memory, this means that in the end the data ultimately need to end up in a binary representation, the spatial continuity of the image is approximated by the spacing of the samples in the sample grid. The values we can represent for each pixel is determined by the sample format chosen.
Figure 1.5. Sample depth
A common sample format is 8bit integers, 8bit integers can only represent 256 discrete values (2^8 = 256), thus brightness levels are quantized into these levels.
For high dynamic range images (images with detail both in shadows and highlights) 8bits 256 discrete values does not provide enough precision to store an accurate image. Some digital cameras operate with more than 8bit samples internally, higher end cameras (mostly SLRs) also provide RAW images that often are 12bit (2^12bit = 4096).
The PNG and TIF image formats supports 16bit samples, many image processing and manipulation programs perform their operations in 16bit when working on 8bit images to avoid quality loss in processing.
Some image formats used in research and by the movie industry store floating point values. Both "normal" 32bit floating point values and a special format called half which uses 16bits/sample. Floating point is useful as a working format because quantization and computational errors are kept to a minimum until the final render.
Floating point representations often include HDR, High Dynamic Range . High Dynamic Range images are images that include sampling values that are whiter than white (higher values than 255 for a normal 8bit image). HDR allows representing the light in a scene with a greater degree of precision than LDR, Low Dynamic Range images.
The most common way to model color in Computer Graphics is the RGB color model, this corresponds to the way both CRT monitors and LCD screens/projectors reproduce color. Each pixel is represented by three values, the amount of red, green and blue. Thus an RGB color image will use three times as much memory as a gray-scle image of the same pixel dimensions.
Figure 1.6. RGB bands
One of the most common pixel formats used is 8bit rgb where the red, green and blue values are stored interleaved in memory. This memory layout is often referred to as chunky , storing the components in seperate buffers is called planar , and is not as common.
It was earlier common to store images in a palletized mode, this works similar to a paint by numbers strategy. We store just the number of the palette entry used for each pixel. And for each palette entry we store the amount of red, green and blue light.
Figure 1.7. Indexed image
Bitmap images take up a lot of memory, image compression reduces the amount of memory needed to store an image. For instance a 2.1 megapixel, 8bit RGB image (1600x1200) occupies 1600x1200x3 bytes = 5760000 bytes = 5.5 megabytes, this is the uncompressed size of the image.
Compression ratio is the ratio between the compressed image and the uncompressed image, if the example image mentioned above was stored as a 512kb jpeg file the compression ratio would be 0.5mb : 5.5mb = 1:11.
When an image is losslessly compressed, repetition and predictability is used to represent all the information using less memory. The original image can be restored. One of the simplest lossless image compression methods is run-length encoding. Run-length encoding encodes consecutive similar values as one token in a data stream.
Figure 1.8. Run-length encoding
In Figure 1.8, “Run-length encoding” a black and white image of a house has been compressed with run length encoding, the bitmap is considered as one long string of black/or white pixels, the encoding is how many bytes of the same color occur after each other. We'll further reduce the amount of bytes taken up by these 72 numerical values by having a maximum span length of 15, and encoding longer spans by using multiple spans separated by zero length spans of the other color.
The new encoding is 113 nibbles long, a nibble i 4bit and can represent the value 0--4, thus we need 57 bytes to store all our values, which is less than the 93 bytes we would have needed to store the image as a 1bit image, and much less than the 750 bytes needed if we used a byte for each pixel. Run length encoding algorithms used in file formats would probably use additional means to compress the RLE stream achieved here.
Lossy image compression takes advantage of the human eyes ability to hide imperfection and the fact that some types of information are more important than others. Changes in luminance are for instance seen as more significant by a human observer than change in hue.
JPEG is a file format implementing compression based on the Discrete Cosine Transform DCT , together with lossless algorithms this provides good compression ratios. The way JPEG works is best suited for images with continuous tonal ranges like photographs, logos, scanned text and other images with lot's of sharp contours / lines will get more compression artifacts than photographs.
Lossy compression algorithms should not be used as a working format, only final copies should be saved as jpeg since loss accumulates over generations.
Figure 1.9. JPEG generation loss
An image specially constructed to show the deficiencies in the JPEG compression algorithm, saved, reopened and saved again 9 times.
JPEG is most suited for photographics content where the adverse effect of the compression algorithm is not so evident.
JPEG is not suited as an intermediate format, only use JPEG for final distribution where filesize actually matters.
Many applications have their own internal file format, while other formats are more suited for interchange of data. Table ref# lists some common image formats.
Table 1.2. Vector File Formats
Extension | Name | Notes |
---|---|---|
.ai | Adobe Illustrator Document | Native format of Adobe Illustrator (based on .eps) |
.eps | Encapsulated Postscript | Industry standard for including vector graphics in print |
.ps | PostScript | Vector based printing language, used by many Laser printers, used as electronic paper for scientific purposes. |
Portable Document Format | Modernized version of ps, adopted by the general public as 'electronic print version' | |
.svg | Scalable Vector Graphics | XML based W3C standard, incorporating animation, gaining adoption. |
.swf | Shockwave Flash | Binary vector format, with animation and sound, supported by most major web browsers. |
Table 1.3. Raster File Formats
Extension | Name | Notes |
---|---|---|
.jpg | Joint Photographic Experts Group | Lossy compression format well suited for photographic images |
.png | Portable Network Graphics | Lossless compression image, supporting 16bit sample depth, and Alpha channel |
.gif | Graphics Interchange Format | 8bit indexed bitmap format, is superceded by PNG on all accounts but animation |
.exr | EXR | HDR, High Dynamic Range format, used by movie industry.. |
.raw, .raw | Raw image file | Direct memory dump from a digital camera, contains the direct imprint from the imaging sensor without processing with whitepoint and gamma corrections. Different cameras use different extensions, many of them derivatives of TIFF, examples are .nef, .raf and .crw |
.dgn | Digital Negative | A subset/clarification of TIFF, created by Adobe to provide a standard for storing RAW files, as well as exchanging RAW image data between applications. |
.tiff, .tif | Tagged Image File Format | |
.psd | Photoshop Document | Native format of Adobe Photoshop, allows layers and other structural elements |
.xcf | Gimp Project File | GIMP's native image format. |
[ 1 ] raster n: formation consisting of the set of horizontal lines that is used to form an image on a CRT
[ 2 ] The difference between ppi and dpi , is the difference between pixels and dots - pixels can represent multiple values, whilst a dot is a monochrome spot of ink or toner of a single colorant as produced by a printer. Printers use a process called half toning to create a monochrome pattern the simulates a range of intensity levels.
[ 3 ] When using the digital zoom of a camera, the camera is using interpolating to guess the values that are not present in the image. Capturing an image at the maximum analog zoom level, and doing the post processing of cropping and rescaling on the computer will give equal or better results.
Preface | Chapter 2. The gluas environment |
To get a sense of what you'll do in the class, check out some student creations from Fall 2020!
Course prerequisites are (15-213, 21-259, and 21-240) or (15-213, 21-259, and 21-241) or (18-213 and 18-202). Basic vector calculus and linear algebra will be an important component of this course. Previous exposure to basic C/C++ programming is very helpful as course programming assignments will involve significant implementation effort.
There is no required textbook for 15-462, though a variety of books may provide good supplementary material:
Steve Marschner and Pete Shirley Fundamentals of Computer Graphics . A K Peters, 2021 [ On Amazon ]
John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley Computer Graphics: Principles and Practice [ On Amazon ]
Matt Pharr and Greg Humphreys Physically Based Rendering: From Theory to Implementation [ On Amazon ] This book (PBRT) is the book for learning about modern ray tracing techniques. It has a great website with full source code online for an advanced physically-based ray tracer. The textbook is online as well. It even won an oscar for its impact on the film industry!
We will be using Piazza for announcements. The 15-462/662 Piazza page is here .
(15%) Written Assignments (Assignment 0 and MiniHomeworks). About once per week, you will be assigned a short ''mini homework'' assignment (just a few questions) that reinforces the most essential concepts. At the beginning of the semester, you will also complete some written exercises (Assignments 0.0 and 0.5) reviewing linear algebra and vector calculus. Assignments 0.0 and 0.5 can be submitted through Autolab. All mini homework written homework can be submitted via GradeScope; mini homeworks will be released on Mondays and must be submitted before the beginning of the lecture period on the following Monday. To mitigate potential absences (sick days, etc.), students can omit up to two mini homeworks without penalty . Students are encouraged to discuss concepts with their peers, on Piazza, and/or in office hours. Final homework answers must be written independently and individually for Assignments 0.0 and 0.5. Mini homeworks can be done in groups of up to three students if desired.
(60%) Programming Assignments. Students will complete four programming assignments; each assignment will be worth 25% of the programming component of the course, or 15% of the overall course grade. All assignments will be done individually.
(20%) Midterm / Final. There will be a midterm and a final, each worth 10% of the overall course grade. Both exams will cover the cumulative material seen in the course so far.
(5%) Class Participation. At the end of the semester, we will ask each of you to propose what you think you should receive for a class participation grade. Aspects of participation are class attendance, in-class comments, constructive contributions to piazza and discord, and other contributions to the class. Final grade assignment, however, is at the discretion of the instructors.
Late hand-in policy. Each student is allotted a total of five late-day points for the semester. Late-day points are meant for A1.0, A1.5, A2.0, A2.5, A3.0, A3.5, and A4.0. They may not be used for A4.5. You probably do not want to use late day points for A0.0 and A0.5. Get those in on time!
Students in 15-462 are absolutely encouraged to talk to each other, to the TAs, to the instructors, or to anyone else about course assignments. Any assistance, though, must be limited to discussion of the problems and sketching general approaches to a solution. Each student should write their own code and produce their own writeup. Consulting another student's solution is prohibited and submitted solutions may not be copied from any source. These and any other form of collaboration on assignments constitute cheating. If you have any question about whether some activity would constitute cheating, just be cautious and ask the instructors before proceeding!
If you are caught cheating, you will get a zero for the entire course (not just the assignment). Also, if two identical assignments are handed in, both students will be accountable for cheating (no questions asked). So please be careful to ensure that nobody is copying your work!
You may not supply code, assignment writeups, or exams you complete during 15-462/662 to other students in future instances of this course or make these items available (e.g., on the web) for use in future instances of this course (just as you may not use work completed by students who've taken the course previously). Make sure to make repositories private if you use public source control hosts like github.
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Bibliometrics & citations, view options, recommendations, merf: memory-efficient radiance fields for real-time view synthesis in unbounded scenes.
Neural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a ...
Recently, a precomputed shadow fields method was proposed for achieving fast rendering of dynamic scenes under environment illumination and local light sources. This method can render shadows fast by precomputing the occlusion information at many sample ...
Neural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy ...
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Point cloud analysis is challenging due to its unique characteristics of unorderness, sparsity and irregularity. Prior works attempt to capture local relationships by convolution operations or attention mechanisms, exploiting geometric information from coordinates implicitly. These methods, however, are insufficient to describe the explicit local geometry, e.g., curvature and orientation. In this paper, we propose On-the-fly Point Feature Representation (OPFR), which captures abundant geometric information explicitly through Curve Feature Generator module. This is inspired by Point Feature Histogram (PFH) from computer vision community. However, the utilization of vanilla PFH encounters great difficulties when applied to large datasets and dense point clouds, as it demands considerable time for feature generation. In contrast, we introduce the Local Reference Constructor module, which approximates the local coordinate systems based on triangle sets. Owing to this, our OPFR only requires extra 1.56ms for inference (65x faster than vanilla PFH) and 0.012M more parameters, and it can serve as a versatile plug-and-play module for various backbones, particularly MLP-based and Transformer-based backbones examined in this study. Additionally, we introduce the novel Hierarchical Sampling module aimed at enhancing the quality of triangle sets, thereby ensuring robustness of the obtained geometric features. Our proposed method improves overall accuracy (OA) on ModelNet40 from 90.7% to 94.5% (+3.8%) for classification, and OA on S3DIS Area-5 from 86.4% to 90.0% (+3.6%) for semantic segmentation, respectively, building upon PointNet++ backbone. When integrated with Point Transformer backbone, we achieve state-of-the-art results on both tasks: 94.8% OA on ModelNet40 and 91.7% OA on S3DIS Area-5.
Interpolation is a method of constructing new data points within range of discrete set of known data points. The number of data points obtained by sampling or experimentation represents values of function for limited number of values of independent variable.
The main task of Interpolation is to find suitable mathematical expression for known curve. This technique is used when we have to draw curve by determining intermediate points between known sample points.
Types of Interpolation methods :
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Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing. ... Two dimensional surfaces are a good representation for ...
The main goal of three-dimensional computer graphics is to generate two-dimensional images of a scene or of an object based on a a description or a model. The internal representation of an object depends on several implications: The object may be a real object or it exists only as a computer representation. The manufacturing of the object is ...
Graphics and Visualization (GV) Computer graphics is the term commonly used to describe the computer generation and. manipulation of images. It is the science of enabling visual communication through computation. Its uses include cartoons, film special effects, video games, medical imaging, engineering, as. well as scientific, information, and ...
Mathematical Representation: Vector graphics represent object shapes and trajectories using mathematical calculations. These formulas determine element position, size, and properties. ... graphics is an important part of Computer science. This help to gain knowledge about the designs & the coloring. Computer graphics is the part that helps ...
Computer Graphics is the creation of pictures with the help of a computer. The end product of the computer graphics is a picture it may be a business graph, drawing, and engineering. In computer graphics, two or three-dimensional pictures can be created that are used for research. Many hardware devices algorithm has been developing for ...
The field of computer graphics is a broad and diverse field that exists cross section between computer science and design. It is interested in the entire process of creating computer generated imagery, from creating digital three-dimensional models, to the process of texturing, rendering, and lighting those models, to the digital display of those renderings on a screen.
Graphics: A graphic is an image or visual representation of an object. Therefore, computer graphics are simply images displayed on a computer screen. Graphics are often contrasted with text, which is comprised of characters , such as numbers and letters, rather than images.
Computer Graphics Curves - In computer graphics, we often need to draw different types of objects onto the screen. ... The explicit representation is not general, since it cannot represent vertical lines and is also single-valued. For each value of x, only a single value of y is normally computed by the function. Parametric Curves. Curves ...
Department of Computer Science Center for Visual Computing CSE328 Fundamentals of Computer Graphics: Concepts, Theory, Algorithms, and Applications Hong Qin Department of Computer Science State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 11794--4400 Tel: (631)632-8450; Fax: (631)632-8334 [email protected]
Bitmap images. Bitmap-, or raster [ 1] -, images are " digital photographs ", they are the most common form to represent natural images and other forms of graphics that are rich in detail. Bitmap images is how graphics is stored in the video memory of a computer. The term bitmap refers to how a given pattern of bits in a pixel maps to a ...
April 25, 2000. ape for Computer GraphicsSarah F. Frisken Ronald N. Perry Alyn P. Rockwood Thouis R. JonesAbstractAdaptively Sampled Distance Fields (ADFs) are a unifying representation of shape that integrate numerous concepts in computer graphics including the representation of geometry and volume data and a broad range of processing ...
Computer graphics is an important part of Computer science. This help to gain knowledge about the designs & the coloring. Computer graphics is the part that helps to create digital images with the help of coding. So, the images or the objects that are generated using the Computer graphics will have a trace of the programming. Computer graphics
Computer Graphics (CMU 15-462/662) CMU 15-462/662, Spring 2024. Date/Time: Mon/Wed 11:00am-12:20pm. Location: WeH 7500. Instructor: Nancy Pollard. Course Description. This course provides a comprehensive introduction to computer graphics. It focuses on fundamental concepts and techniques, and their cross-cutting relationship to multiple problem ...
Fourier PlenOctrees have shown to be an efficient representation for real-time rendering of dynamic neural radiance fields (NeRF). Despite its many advantages, this method suffers from artifacts introduced by the involved compression when combining it with recent state-of-the-art techniques for training the static per-frame NeRF models.
Point cloud analysis is challenging due to its unique characteristics of unorderness, sparsity and irregularity. Prior works attempt to capture local relationships by convolution operations or attention mechanisms, exploiting geometric information from coordinates implicitly. These methods, however, are insufficient to describe the explicit local geometry, e.g., curvature and orientation. In ...
Computer graphics is an important part of Computer science. This help to gain knowledge about the designs & the coloring. Computer graphics is the part that helps to create digital images with the help of coding. So, the images or the objects that are generated using the Computer graphics will have a trace of the programming. Computer graphics
Computer Graphics has become a common element in today's modern world. Be it in user interfaces, data visualization, motion pictures, etc, computer graphics play an important role. ... The RGB color model is one of the most widely used color representation method in computer graphics. It use a color coordinate system with three primary colors ...