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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