Introduction To Computer Graphics
Introduction To Computer Graphics
Computer Graphics
- Introduction Marcus Magnor
Overview
Today
Administrative stuff
Overview of computer graphics
Fundamentals of image formation
Next time
Ray tracing fundamentals
General Information
Blockveranstaltung
3+1
Tue, Wed, Th 11.30-13.00 h
Room M160
Assignments
Weekly
Th Tue next week
practical assignments
Program your own ray tracer
People
Lecturer
Prof. Marcus Magnor
Room G29
E-mail: [email protected]
Assistant
Andrei Lintu
At MPII
Tel. 0681/9325-527
E-mail: [email protected]
Secretary
Dr. Marion Zeiz
Room G28
Tel. 391-2102
Weekly Assignments
Weekly assignments (Th to Tue)
Programming assignments
Submit your solution by following Tuesday
E-mail program code to Andrei Lintu
Feedback
Correct program code provided on web page
Discussion, Q&A via e-mail (chat ?)
Programming Assignments
On computers in student pool
Standard ANSI C/C++
Must compile on any Linux system
Bump mapping
Shadow mapping
Motion blur
Literature
Frank Nielsen, "Visual Computing", Charles River Media, 2005,
EUR 55,90
Peter Shirley, "Realistic Ray-Tracing", AK Peters, 2003, EUR 40,00
Alan Watt, Mark Watt, "Advanced Animation and Rendering
Techniques, Addison-Wesley, 1992, EUR 55,50
Peter Shirley et al., "Fundamentals of Computer Graphics", AK
Peters, 2005, EUR 81,50
James Foley, Andries Van Dam, et al., "Computer Graphics:
Principles and Practice", 2. Edition, Addison-Wesley, 1995, EUR
81,50
Course Syllabus
Fundamentals
light transport
Ray Tracing
Basics
Transformations and projections
Acceleration strategies
Signal processing, antialiasing
Advanced Topics
Human visual system
Perception
Global illumination
Photography
CAD/CAM/CAE
Rendering
Psychology
Perception
Graphics
Simulation
Inverse Rendering
Geometric
Modeling
Physics
Vision
Mathematics
Computer Graphics WS05/06 - Introduction
Models
Analysis
Physics
Synthesis
Image
Historical Perspective
A short history of graphics:
Historical Perspective
A short history of graphics (Cont.):
End of 1990s:
Low- to mid range taken over by PCs (Nvidia, ATI, ...)
HW: Fast development cycles, Graphics-on-a-chip, ...
SW: Direct 3D & OpenGL, computer games
Today
Programmable graphics hardware, Cg
Visual Entertainment
1995 1996 1997 1998 1999 2000 2001 2002
280
287
286
287
327
373
338
605
672
750
818
808
824
987
696
849
932
949
321
1211
300
250
200
# publications 150
271
100
50
11
27
26
26
22
10
16
0
USA
Germany
Canada
China
France
Israel
Japan
Suisse
UK
Graphics hardware
Interactive entertainment
NVidia (USA)
ATI (Canada)
Software research
Microsoft (USA, UK, China)
Animation software
Alias (Canada)
Avid/SoftImage (USA/Canada)
Autodesk (USA)
F/X
Industrial Light & Magic (USA)
Digital Domain (USA)
Pixar (USA)
Game development
Bundesverband der interaktiven Unterhaltungssoftware
http://www.game-verband.de/
Ubi Soft (Dsseldorf)
Radon Labs, Zeroscale, SEK (Berlin)
Crytek (Coburg)
CG Research
Mental Images, Mercury (Berlin)
Alias, Scanline (Munich)
Summary
Computer Graphics
Rendering, modeling, visualization, animation, imaging,
Big industry
>> interactive entertainment, special effects
Interdisciplinary field
Mathematics, physics, engineering, psychology, art, entertainment,
Introduction to
Computer Graphics
- Image Formation Marcus Magnor
10
Motivation
Photography
Computer Graphics
Easy acquisition
Fast display
Computation-intensive rendering
Natural impression
Artifical appearance
Image Formation
Sensor
Transfer/
Storage
Light propagation
Imaging optics
Light/Object interaction
11
Perception of Light
d
r d'
dA
dA l 2 d
d ' r 2 / l 2
d'dA
L=
d'dA
Radiance in Space
d2
d1
L1
L2
dA1
dA2
dA1
l2
dA dA
T = d1 dA1 = d 2 dA2 = 1 2 2
l
d1 =
dA2
l2
d 2 =
L1 = L2
12
Brightness Perception
d
r d'
dA
dA'
l
As l increases:
0 dA d' = l 2 d
r2
= const
l2
Light/Object interaction
13
Reflectance
Illumination angle
Viewing angle
Wavelength
(Polarization)
Variations due to
Absorption
Surface micro-geometry
Index of refraction / dielectric constant
Scattering
Aluminium; =2.0 m
Aluminium; =0.5 m
Magnesium; =0.5 m
Surface Radiance
Visible surface radiance
Surface position
Outgoing direction
Incoming illumination
direction
L ( x, o )
x
o
i
i
Le ( x, o )
Self-emission
Reflected light
Li ( x, i )
Incoming radiance from all directions
Direction-dependent reflectance f r ( x, i o )
Lo ( x, o ) = Le ( x, o ) + f r ( x, i o ) Li ( x, i ) cos i d i
14
Distribution function
Unit [1/sr]
f r ( o , i ) =
=
Lo ( o )
dEi ( i )
Lo ( o )
Li ( i ) cos i d i
BRDF Properties
bd ( o , o , , ) = bd ( , , o , o )
bd ( o , , o )
15
BRDF Properties
Characteristics
BRDF units [sr--1]
not intuitive
Range of values:
from 0 (absorption) to
(reflection, -function)
bd ( o , o , , ) cos o d o 1 ,
BRDF Measurement
Gonio-Reflectometer
BRDF measurement
4 degrees of freedom
BRDF representation
16
Wrap-Up
What you perceive is radiance
Different objects reflect light differently:
Bidirectional Reflectance Distribution Function (BRDF)
Light can be absorbed, scattered, bent,
17