30
Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Embed Size (px)

Citation preview

Page 1: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science 5th Edition

Chapter 16

Computer Graphics and Entertainment: Movies, Games, and

Virtual Communities

Page 2: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 2

Objectives

In this chapter, you will learn about:

• Computer-generated imagery (CGI)

• Video gaming

• Multiplayer games and virtual communities

Page 3: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 33

Introduction

• Computer-based entertainment – A $15–20 billion industry

• By the start of the twenty-first century:– Entertainment had become an application that stands

alongside traditionally “important” uses of computers

Page 4: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 44

Computer-Generated Imagery (CGI)

• Advantages– Can produce extremely high-quality, lifelike images,

called photorealistic animation– Can generate images that are prohibitively expensive

to produce manually– Without it, directors would either have to:

• Hire thousands of extras

• Animate the scenes by hand, or

• Produce thousands of miniature models

Page 5: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 5

How It’s Done: The Graphics Pipeline

• Graphics pipeline– Sequence of operations that must be completed

successfully to produce a realistic three-dimensional image

Page 6: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 6

Figure 16.2 A Simplified Three-Stage Graphics Pipeline

Page 7: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 7

Object Modeling

• First step in generating a three-dimensional image

• Creation of a mathematical or computational model of a three-dimensional object that: – Can be stored in memory and manipulated

algorithmically

Page 8: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 8

Figure 16.3 Wireframe Model of a Dolphin (based on image in Wikipedia entry on polygon meshes)

Page 9: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 9

Figure 16.4(a) Tesselation Producing Three Triangles and Five Vertices

Page 10: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 10

Figure 16.4(b) Vertex List Representation of the Model in Figure 16.4(a)

Page 11: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 11

Object Motion

• Rigid motion – Motion that does not bend or deform an object– Types: translation, rotation, and reflection

• Transformation matrix– Mathematical structure used to implement motions

• Advantage of CGI– Computer can perform many of the required

operations without the assistance of a human designer

Page 12: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 12

Figure 16.5 The Three Types of Rigid Motion

Page 13: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 13

Figure 16.6 Using Matrix Multiplication to Implement Object Translation

Page 14: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 14

Object Motion (continued)

• Keyframing– Human animator only needs to produce:

• The first frame, containing the starting location of the object

• The last frame, containing the final location of the object

• The elapsed time

• Control point– Point or axis used to control the motion of an object

Page 15: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 15

Figure 16.7 Example of a Translation Performed on the Object Shown in Figure 16.4(a)

Page 16: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 16

Figure 16.8 Figure-8 Object

Page 17: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Rendering and Display

• Rendering – Taking an object stored as a mathematical model

and converting it into a fully formed, visually pleasing three-dimensional image

– Often consumes the vast majority of computer time required to produce an image

Invitation to Computer Science, 5th Edition 17

Page 18: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 18

Rendering and Display (continued)

• Issues addressed during the rendering process– Lighting– Color shading– Shadows– Texture mapping– Blur

• Algorithms for carrying out rendering operations – Ray tracing, rasterization, and radiosity

Page 19: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 19

Figure 16.10 Three Light Sources Illuminating Triangle T

Page 20: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 20

Figure 16.11 Converting an Image to a Two-Dimensional Representation

Page 21: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 21

The Future of CGI

• Parallel and multicore computers – Are becoming more common– Allow computers to overcome Moore’s law and

continue to gain in speed

• Computer scientists– Are discovering newer and better algorithms for such

common CGI operations as modeling, animation, and rendering

Page 22: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 22

Video Gaming

• A movie is a static environment that is created once and shown as often as desired

• A video game is a highly interactive environment

• Real-time graphics– Branch of computer graphics that studies methods

for creating images at a rate matching that of the real world

• Graphics Processing Unit – Common technique for increasing imaging speed

Page 23: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 23

Figure 16.12 Typical Architecture of a GPUand Video Memory

Page 24: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 24

Video Gaming (continued)

• To achieve speedup in real-time graphics: – Avoid the use of algorithms that simply take too

much time

• Culling– Used to speed up rendering and display

• Cut-ins– Fully modeled and fully rendered objects stored in a

video library in video memory

Page 25: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 25

Multiplayer Games and Virtual Communities

• Massively multiplayer on-line games (MMOG) – Allow a large number of players to interact, form

groups, and compete against one another within a simulated virtual world

• Game servers– Special computers used to manage simulated virtual

world

• In an MMOG: – The virtual world in which the game is played is

persistent

Page 26: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 26

Multiplayer Games and Virtual Communities (continued)

• Client software– Users log on to the game server

• MMOG must address and solve the following technical problems– Registration management– Client/server protocols– Security– Database design

Page 27: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 27

Figure 16.13 Architecture of an MMOG

Page 28: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 28

Multiplayer Games and Virtual Communities (continued)

• Noncompetitive MMOG– Simulated virtual world where the goal is not to

destroy your opponent or get the highest score– Purpose of entering this metaverse is to:

• Explore the virtual world

• Interact with other people in the world

• Form communities of residents with similar interests

• Create new economic entities that have (virtual) value

Page 29: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 29

Summary

• Computer-based entertainment – A $15–20 billion industry

• Object modeling– First step in generating a three-dimensional image

• Rigid motion – Motion that does not bend or deform an object

• Rendering – Often consumes the vast majority of computer time

required to produce an image

Page 30: Invitation to Computer Science 5 th Edition Chapter 16 Computer Graphics and Entertainment: Movies, Games, and Virtual Communities

Invitation to Computer Science, 5th Edition 30

Summary (continued)

• Graphics Processing Unit – Common technique for increasing imaging speed

• Noncompetitive MMOG– Simulated virtual world where the goal is not to

destroy your opponent or get the highest score