Components of a Basic Graphics System
                    
                        
                    
                
                
                    The Power of the GPU
                    
                        - AMD Threadripper 3990X - 64 cores ($3,990.00 MSRP)
 
                        - Nvidia RTX 3090 - 10,496 cores ($1,499.00 MSRP)
 
                    
                    While the CPU has higher per core clock speeds, the GPU can do TONS of calculations in parallel.
                    (This is why crypto miners love them!)
                
                
                    Getting an Image to the Screen
                    
                        - CPU gets the specifications for a geometric shape from an application
 
                        - The CPU hands the geometric data (and possibly additional operations) to the GPU
 
                        - The GPU rasterizes the data by converting by deciding which pixels to use to represent the data
 
                        - The GPU places the pixel data into the framebuffer to show on the display screen
 
                    
                
                
                
                
                    Framebuffer
                    Comprised of multiple buffers for both pixel locations and pixel colors
                    
                
                
                
                    Image Formation
                    Conceptually mimics phyical imaging systems
                    
                        - Cameras
 
                        - Microscopes/Telescopes
 
                        - Human Eye
 
                    
                
                
                    Elements of Image Formation
                    
                         
                            
                                - objects- subjects in a scene
 
                                - viewer- observes the object and forms the image
 
                                - light sources(s)- reacts with object and its material properties
 
                            
                         
                        
                     
                
                
                
                    Objects
                    
                        - objects we create with computer graphics are synthetic (artificial)
 
                        - vertices, a set of locations in space, form the basis for geometric primatives
 
                        
                    
                
                
                    Viewers
                    Form the object by provideing context to the scene
                    
                
                
                    Light
                    
                        - Physical light sources emit light in a variety of ways
 
                        - Approximated with geometric optics models
 
                        point source emits light equally in all directions
                        - A ray is semi-inifinte and travels from the point source out straight outward
 
                    
                
                
                    Ray Tracing (Physical)
                    
                         
                            
                                - No light, can't see anything
 
                                - Only concerned with what enters the camera
 
                                - Tracing the path of the light rays
 
                                - Material Types:
 
                                
                                    - Reflective
 
                                    - Diffuse
 
                                    - Translucent
 
                                
                            
                         
                        
                     
                
                
                    Luminance Image
                        
                            - Monchromatic
 
                            - Levels of Grey (Black -> White)
 
                        
                    
                
                
                    Color Image
                        
                            - Hue - Name of the color (red, green, etc.)
 
                            - Saturation - how much of the color is present (Black -> color)
 
                            - Lightness - the brightness of the color (White -> color)
 
                            - We don't need to match every possible color...why?
 
                        
                
                
                
                    
                        Three Color Theory
                        
                             
                                
                                    - Rods: monochromatic, night vision
 
                                    - Cones: Three types of cones
 
                                    
                                        - three (tristimulus) values sent to brain
 
                                    
                                    - Only need to match three primary colors
 
                                    
                                
                             
                            
                         
                    
                    
                        RGB Color Model
                        
                            - Additive Color
 
                            - Mixes Red, Green, and Blue to make colors
 
                            - Common in digital displays
 
                        
                    
                    
                        CMY Color Model
                        
                            - Subtractive Color
 
                            - Filter white light with Cyan, Magenta, Yellow, and Black 
 
                            - Common in print media
 
                            
                                - Often refered to as CMYK
 
                                - K is known as key and is a separate color for black
 
                            
                        
                    
                
                
                    The Human Camera
                    
                         
                            
                                - Cornea protects the lens
 
                                - Corenea and lens help focuses light on the retina
 
                                - Iris determines how much light to let in
 
                                - Retina is the surface on which an image is projected
 
                                
                            
                         
                        
                     
                
                
                    
                    
                        Pinhole Camera
                        
                        
                            - A light ray from (x,y,z) enters the center of our camera lens
 
                            - Hits the camera at a projection of the original point
 
                            - The intersection forms two similar triangles
 
                        
                    
                    
                        What if we moved it?
                        
                        COP is center of projection
                    
                    
                        Synthetic Camera Model
                        
                        The image plane becomes a view for our scene and can be rasterized to the display.
                    
                
                
                    What do we get from the Synthetic Model
                    
                        - Separaton of objects, viewer, and light sources
 
                            
                        - Model considers 3D first
 
                        
                        - Fast Hardware Implementation