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Introduction To Computer Graphics

This document provides an introduction to a computer graphics course. It outlines the following key points: - The course will cover fundamentals of image formation, ray tracing, advanced topics like human vision and global illumination. Weekly programming assignments will involve developing a ray tracer and a final competition project. - Computer graphics is an interdisciplinary field at the intersection of engineering, photography, visualization and other areas. It has applications in entertainment, design, simulation and more. - The history of computer graphics is outlined from early developments in the 1950s to modern graphics hardware and large companies working in areas like gaming, visual effects and software. Germany has an active computer graphics industry as well.

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MukeshSharma
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
45 views

Introduction To Computer Graphics

This document provides an introduction to a computer graphics course. It outlines the following key points: - The course will cover fundamentals of image formation, ray tracing, advanced topics like human vision and global illumination. Weekly programming assignments will involve developing a ray tracer and a final competition project. - Computer graphics is an interdisciplinary field at the intersection of engineering, photography, visualization and other areas. It has applications in entertainment, design, simulation and more. - The history of computer graphics is outlined from early developments in the 1950s to modern graphics hardware and large companies working in areas like gaming, visual effects and software. Germany has an active computer graphics industry as well.

Uploaded by

MukeshSharma
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 17

Introduction to

Computer Graphics
- Introduction Marcus Magnor

Computer Graphics WS05/06 - Introduction

Overview
Today
Administrative stuff
Overview of computer graphics
Fundamentals of image formation

Next time
Ray tracing fundamentals

Computer Graphics WS05/06 - Introduction

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

Provisional web page


http://www.mpiinf.mpg.de/departments/irg3/ws0506/cg/index.html
Lecture slides (PDF), assignments, other information

Computer Graphics WS05/06 - Introduction

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

Computer Graphics WS05/06 - Introduction

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 ?)

Computer Graphics WS05/06 - Introduction

Programming Assignments
On computers in student pool
Standard ANSI C/C++
Must compile on any Linux system

Send in compile-alone source code


Standard libraries, library paths
Provide Makefile
Must compile and run on any Linux box

Basis for ray tracing competition

Computer Graphics WS05/06 - Introduction

Ray Tracing Competition


At the end of semester
Technical part: implement additional techniques
Points for each implemented technique

Bump mapping
Shadow mapping
Motion blur

Artistic part: create your own ray-traced work of art


Picture must reflect all additionally implemented techniques
Awards for best pictures
Virtual exhibition on our web pages

Computer Graphics WS05/06 - Introduction

To pass the course


Programming assignments
Minimum of 30% per assignment sheet
Average of >50% of all assignments

Ray Tracing competition


Submit a picture created with your enhanced ray tracer
Create accompanying web page explaining your techniques etc.
Implement minimum number of technical points

Computer Graphics WS05/06 - Introduction

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

Computer Graphics WS05/06 - Introduction

Course Syllabus
Fundamentals
light transport

Ray Tracing

Basics
Transformations and projections
Acceleration strategies
Signal processing, antialiasing

Advanced Topics
Human visual system
Perception
Global illumination

Computer Graphics WS05/06 - Introduction

What is Computer Graphics ?


Engineering

Photography

CAD/CAM/CAE

Rendering

Psychology
Perception

Graphics
Simulation

Inverse Rendering
Geometric
Modeling

Physics

Vision

Mathematics
Computer Graphics WS05/06 - Introduction

Image Perception - Image Formation


Scene Geometry
Motion
Surface Reflectance
Scene Illumination
Camera

Models

Analysis

Physics

Synthesis

Image

Computer Graphics WS05/06 - Introduction

Historical Perspective
A short history of graphics:

1950: MIT Whirlwind (CRT)


1955: Sage, Radar with CRT and light pen
1958: Willy Higinbotham Tennis
1960: MIT Spacewar on DEC PDP-1
1963: Ivan Sutherlands Sketchpad (CAD)
1969: ACM Siggraph founded
1968: Tektronix storage tube ($5-10.000)
1968: Evans&Sutherland (flight simulators) founded
1968: Douglas Engelbart: computer mouse
1970: Xerox: GUI
1971: Gourand shading
1974: Z-buffer
1975: Phong model
1979: Eurographics founded
1980: Whitted: Ray tracing

Computer Graphics WS05/06 - Introduction

Historical Perspective
A short history of graphics (Cont.):

1981: Apollo Workstation, IBM PC


1982: Silicon Graphics (SGI) founded
1984: X Window System
1984: First Silicon Graphics Workstations (IRIS GL)
Until mid/end of 1990s: Dominance of SGI in the high end
HW: RealityEngine, InfiniteReality, RealityMonster, ...
SW: OpenGL, OpenInventor, Performer, Digital Media Libs, ...

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

Computer Graphics WS05/06 - Introduction

Visual Entertainment
1995 1996 1997 1998 1999 2000 2001 2002

(1) No. released Movies


(Germany)

280

287

286

287

327

373

338

(2) Movie Theater Revenue


(Germany, in Mio. Euro)

605

672

750

818

808

824

987

(3) No. released Computer


Games (Germany)

1107 1039 823

696

849

932

949

(4) Game Industry Revenue


(Germany , in Mio. Euro)

321

1211

1479 1572 1617 1527

(1) Quelle: SPIO, Spitzenorganisation der Filmwirtschaft, Wiesbaden


(2) Quelle: FFA, Filmfrderanstalt, Berlin
(3) Quelle: Titelprfung der USK fr Computerspiele (aller Systeme), entspricht rd. 95% aller auf dem dt. Markt publizierten Produktionen
(4) Quelle: Gfk, Gesellschaft fr Konsumforschung; zitiert nach VUD, Verband Unterhaltssoftware Dtld. e.V.

Computer Graphics WS05/06 - Introduction

Siggraph Publications 2001-2005


Siggraph 2001-2005

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

Computer Graphics WS05/06 - Introduction

Computer Graphics Industry

Graphics hardware

Interactive entertainment

NVidia (USA)
ATI (Canada)

Electronic Arts (USA)


HEADQUARTERS: Redwood
City, California
REVENUES: $3.1 billion for
fiscal 2005
EMPLOYEES: 6,100
worldwide

Software research
Microsoft (USA, UK, China)

Animation software
Alias (Canada)
Avid/SoftImage (USA/Canada)
Autodesk (USA)

Sony, Nintendo, Sega (Japan)


Ubi Soft (France)

F/X
Industrial Light & Magic (USA)
Digital Domain (USA)
Pixar (USA)

Computer Graphics WS05/06 - Introduction

Industrial CG Jobs in Germany


CAD, VR
Airbus (Hamburg)
Automotive industry

Small- & mid-cap companies


Animation
http://www.rendering.de/nano.cms/Lightwave/Jobangebote

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)

Computer Graphics WS05/06 - Introduction

Summary
Computer Graphics
Rendering, modeling, visualization, animation, imaging,

Young, dynamic area


Progress driven by research & technology

Big industry
>> interactive entertainment, special effects

Interdisciplinary field
Mathematics, physics, engineering, psychology, art, entertainment,

Computer Graphics WS05/06 - Introduction

Introduction to
Computer Graphics
- Image Formation Marcus Magnor

Computer Graphics WS05/06 - Introduction

10

Motivation
Photography

Computer Graphics

Easy acquisition

Time-consuming scene modeling

Fast display

Computation-intensive rendering

Natural impression

Artifical appearance

Computer Graphics WS05/06 - Introduction

Image Formation

Sensor

Transfer/
Storage

Light propagation
Imaging optics
Light/Object interaction

Computer Graphics WS05/06 - Introduction

11

Perception of Light
d

r d'

dA

photons / second = flux = energy / time = power

rod detects flux

angular extend of rod = resolution ( 1 arc minute^2)

projected rod size = area

dA l 2 d

Angular extend of pupil aperture (r 4 mm) = solid angle

d ' r 2 / l 2

flux proportional to area and solid angle

d'dA

radiance = flux per unit area per unit solid angle

L=

d'dA

The eye detects radiance


Computer Graphics WS05/06 - Introduction

Radiance in Space
d2

d1

L1

L2

dA1

dA2

Flux leaving surface 1 must be equal to flux arriving on surface 2


L1 d1 dA1 = L2 d 2 dA2

From geometry follows


Ray throughput

dA1
l2
dA dA
T = d1 dA1 = d 2 dA2 = 1 2 2
l
d1 =

dA2
l2

d 2 =

L1 = L2

The radiance in the direction of a light ray


remains constant as it propagates along the ray
Computer Graphics WS05/06 - Introduction

12

Brightness Perception
d

r d'

dA
dA'

l
As l increases:

0 dA d' = l 2 d

r2
= const
l2

dA > dA : photon flux per rod stays constant


dA < dA : photon flux per rod decreases
Where does the Sun turn into a star ?
Depends on apparent Sun disc size on retina
Photon flux per rod stays the same on Mercury, Earth or Neptune
Photon flux per rod decreases when d < 1 arc minute (beyond Neptune)
Computer Graphics WS05/06 - Introduction

Light Object Interaction

Light/Object interaction

Computer Graphics WS05/06 - Introduction

13

Reflectance

Reflectance may vary with

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


Computer Graphics WS05/06 - Introduction

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

Computer Graphics WS05/06 - Introduction

14

Bidirectional Reflectance Distribution Function

BRDF describes surface reflection for light incident from


direction ( , ) observed from direction ( i, i)
Bidirectional

Distribution function
Unit [1/sr]

depends on two directions (4-D function)

f r ( o , i ) =
=

Lo ( o )
dEi ( i )
Lo ( o )
Li ( i ) cos i d i

Computer Graphics WS05/06 - Introduction

BRDF Properties

Helmholtz reciprocity principle


BRDF remains unchanged if incident and reflected directions are
interchanged

bd ( o , o , , ) = bd ( , , o , o )

Smooth surface: isotropic BRDF


reflectivity independent of rotation around surface normal
BRDF has only 3 instead of 4 degrees of freedom

bd ( o , , o )

Computer Graphics WS05/06 - Introduction

15

BRDF Properties

Characteristics
BRDF units [sr--1]
not intuitive

Range of values:
from 0 (absorption) to
(reflection, -function)

Energy conservation law


No self-emission
Possible absorption

bd ( o , o , , ) cos o d o 1 ,

Reflection only at the point of entry (xi = xo)


No subsurface scattering

Computer Graphics WS05/06 - Introduction

BRDF Measurement
Gonio-Reflectometer
BRDF measurement

point light source position (,)


light detector position (o ,o)

4 degrees of freedom
BRDF representation

m incident direction samples (,)


n outgoing direction samples (o ,o)
m*n reflectance values

Stanford light gantry


Computer Graphics WS05/06 - Introduction

16

Wrap-Up
What you perceive is radiance
Different objects reflect light differently:
Bidirectional Reflectance Distribution Function (BRDF)
Light can be absorbed, scattered, bent,

Computer Graphics WS05/06 - Introduction

17

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