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Lab on Computer Graphics



                   Notes         Image Representation
                                 How digital images are characterized in a computer. This ‘mini’-topic explores different forms
                                 of frame-buffer for storing images, and also different ways of representing colour and key issues
                                 that arise in colour.

                                 Geometric Transformation
                                 How to use linear algebra, e.g. matrix transformations, to manipulate points in space. This work
                                 focuses heavily on the concept of reference frames and their central role in Computer Graphics.
                                 Also on this theme, Eigen value decomposition is discussed and a number of applications relating
                                 to visual computing are explored.
                                 OpenGL Programming
                                 Discusses how the mathematics on this course can be implemented directly in the C programming
                                 language using the OpenGL library. Note much of this content is covered in PowerPoint handouts
                                 sooner than these notes.

                                 Geometric Modeling
                                 Whereas center on manipulating/positioning of points in 3D space, how these points can be
                                 “joined up” to form curves and surfaces. This allows the modelling of objects and their trajectories.
                                 The  computer  graphics  is  a  huge  field  that  encompasses  almost  any  graphical  facet;  we  are
                                 mainly interested in the generation of images of 3-dimensional scenes. Computer imagery has
                                 applications for film special effects, simulation and training, games, medical imagery, flying
                                 logos; etc. Graphics relies on an internal model of the view, that is, a mathematical representation
                                 suitable for graphical computations. The model describes the 3D shapes, layout and of the scene.
                                 This 3D representation then has to be projected to compute a 2D image from a given viewpoint.
                                 the involves projecting the objects (perspective), handling (which parts of objects are hidden)
                                 and computing their appearance and lighting interactions, for animated sequence, the motion
                                 of objects has to be specified.
                                 Pixel

                                 A computer image is usually represented as an isolated grid of picture elements a.k.a. pixels.
                                 The number pixel determines the resolution of the image (See Figure 1.1). Typical resolutions
                                 range  from  320*200  to  2000*1500.  For  a  black  and  white  image,  a  number  explains  the
                                 intensity of each pixel. It can be expressed between 0.0 (black) and 1.0 (white). However, for
                                 internal binary representation reasons, it is usually stored as an integer between 0 (black) and
                                 255 (white).

                                                    Figure 1.1: The Low Resolution Digital Image.
                                                        Left: Black and White. Right: Colour






















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