CG_Chapter1

Chapter 1: Introduction


1.1 Graphics Areas

1.2 Major Applications

1.3 Graphics APIs

1.4 Graphics Pipeline

  • special software/hardware subsystem that efficiently draws 3D primitives in perspective
  • basic operations map the 3D vertex locations to 2D screen postions and shade the triangles
  • 4D coordinates system

1.5 Numerical Issues

  • IEEE floating-point standard
    • Three special values for real numbers
      1. Infinity($\infty$)
        a valid number that is larger than all other valid numbers.
      2. Minus infinity($-\infty$)
        a valid number that is smaller than all other valid numbers.
      3. Not a number(NAN)
        an invalid number
      • $\infty + \infty = +\infty$
      • $\infty - \infty = NaN $
      • $\infty \div \infty = NaN$
      • $ 0/0 = NaN $
      • Any aritmetic expression that includes NaN results in NaN.
      • Any Boolean expression involving NaN is false.

1.6 Efficiency

efficiency is achieved through careful tradeoffs

1.7 Designing and Coding Graphics Programs

  1. Class Design
    some basic classes to be written include:
    • vector2
      A 2D vetor with indexing, vector addition, vector subtraction, dot product, cross product, scalar multiplication, scalar division.
    • vector3
      A 3D vector class analogous to vector2
    • hvector
      A homogeneous vector with four components
    • rgb
      An RGB color with RGB addtion, RGB substraction,RGB multiplication, scalar multiplication, scalar division
    • transform
      A 4*4 matrix for transformations. should include a matrix multiply
    • image
      A 2D array of RGB pixels with an output operation.
  2. Float vs. Double
    • Modern architecture suggests that keeping memory use down and maintaining coherent memory access are the keys to efficiency.this suggests using single precision data
    • however, avoiding numerical problems suggests using double-precision arithmetic. The tradeoffs depend on the program.