Contents:
Chapter 18 : Using Graphics Hardware
- What is Graphics Hardware,.?
- Describing Geometry for Hardware.
- Triangle Strips
- Indexed Drawing
- Indexed triangles, or some combination of vertex arrays and meshes
- Display lists and Vertex Buffer Objects
- Processing Geometry into Pixels
- Programming the pipeline
- Basic Execution Model
- Example of phong shading using a vertex shader and a then using a fragment shader
- General Purpose computing on GPU.
Chapter 19 : Building Interactive Graphics Applications
- The Ball Shooting Program
- Programming Models
- Control Driven Programming
- Event Driven Programming
- GUI applications,
- The event driven ball shooting program
- The Modelview - Controller Architecture
- Examples:
- Working with GUI APIs
- Working with Graphics APIs
- Example implementations
- OpenGL with FLTK
- Direct3D with MFC
- Applying our results
- Eg. Microsoft Powerpoint
- Eg. Maya
Chapter 20 : Light
- Radiometry
- Light, measured in joules
- Photons, wavelength, frequency and the speed of light.
- Frequency is independent of the refractive index of the medium, wavelength and speed are not.
- Energy = Plank's contant X frequency
- Spectral Energy = Energy for a spectral range = Energy/delta(wavelength)
- Power = (Spectral )energy per unit time
- Irradiance = How much light at this point = Power per unit area
- Radiance = How much light from this direction = Irradianc/delta(solid angle)
- BRDF : Bidirectional Reflectance Distribution Function
- Lambertian surfaces
- Transport Equation.
- Photometry
- Luminance
Chapter 21 : Color
- Colorimetry
- Grassman's Law
- Cone responses
- Color matching experiments
- Standard Observers
- Tristimulus functions(RGB)
- Chromaticity diagrams
- UV color values
- Color Spaces
- CIE X Y Z color space is the most popular and standard, but is not physically practical.
- Other color spaces are used and CIE XYZ is generally used for transforming in between different color spaces.
- Constructing a Matrix Transform
- Chromatic Adaptation
- Color Appearance
Chapter 22 : Visual Perception
- Goal of a computer graphics system: to be perceptually effective.
- Vision Science
- Visual Sensitivity
- Human vision sees the changes in the light intensity or energy, not the absolute magnitude. yhis we are able to recognize spatial and temporal light patterns over a wide range of intensities.
- Fortunately, this is a good thing for computer graphics and display devices.
- Brightness and Contrast.
- Our currently available displays can not produce illumination differences as deep as our visual receptors.
- Color
- HSV color space for human perception.
- Dynamic Range
- Light and dark adaptaion
- Photopic(bright light, only cones), Scoptic(dark light, only rods) and mesopic(overlap.) conditions
- Field-of-View and Acuity
- Motion
- Spatial Vision
- Frames of reference and Measurement Scales
- Accommodation and Convergence
- Binocular Density
- Motion Cues
- Pictorial Cues
- Objects, Locations and Events
- Object recognition
- Size and Distance
- Events
- Picture Perception
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