CS 360: Introduction To Computer Graphics

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Introduction

CS 360: Introduction to Computer Graphics


Overview

• Logistics

• What is Computer Graphics

• Why study Computer Graphics

• History of Computer Graphics


Overview

• Logistics

• What is Computer Graphics

• Why study Computer Graphics

• History of Computer Graphics


Logistics
• Instructor: Vinay P. Namboodiri

• RM 406

• Office Hours: Tuesday and Friday, 3:30 - 4:30

• Teaching Assistants: Neeraj Matiyali, Pravender Singh, Utsav Singh

• Contact: [email protected]

• Piazza course web link:


https://piazza.com/iitk.ac.in/secondsemester2018/cs360/home

• Slides web link: https://web.cse.iitk.ac.in/users/cs360/2018/


Reference Books
• Interactive Computer Graphics: A top down approach by
Edward Angel and Dave Shreiner Edition 6

• Fundamental Computer Graphics: Peter Shirley and


Steven Marschner

• Foley, Van Dam, Feiner and Hughes

• OpenGL Programming Guide

• OpenGL Super Bible


Marking Scheme

• Quiz: 5 marks

• Assignments: 20 Marks

• Mid-Semester: 25 Marks

• End-Semester: 25 Marks

• Project: 25 Marks
Copying
• Copy at your own risk
■ in any component
(quiz/exams/assignments/projects).
• If you are caught, you get penalised on grade
(most likely F).
■ Will not be allowed to drop the course
■ Case reported to DoAA/SSAC
■ No warning or second chance
■ All parties involved in copying will be held equally
responsible. Copying from internet is penalized
equally.
http://cse.iitk.ac.in/pages/AntiCheatingPolicy.html
Overview

• Logistics

• What is Computer Graphics

• Why study Computer Graphics

• History of Computer Graphics


Overview

• Logistics

• What is Computer Graphics

• Why study Computer Graphics

• History of Computer Graphics


What is Computer
Graphics?
• In computer graphics we aim to
create models that we then aim to
render realistically.

• The quest we aim is for Visual


Realism

• We further aim to obtain interactive


real time realistic rendering of
animations.
Topics in Computer
Graphics
• Modeling
• Basic Geometric Primitives
• Curves and Surfaces
• Solids

• Rendering
• Viewing Specification
• Illumination and Shading
• Shadows
• Advanced Rendering: (Particles, Billboards, etc.)

• Animation
• Keyframing
• Procedural
• Motion Capture
• Physically based animation
Topics in Computer
Graphics
• Modeling
• Basic Geometric Primitives
• Curves and Surfaces
• Solids

• Rendering
• Viewing Specification
• Illumination and Shading
• Shadows
• Advanced Rendering: (Particles, Billboards, etc.)

• Animation
• Keyframing
• Procedural
• Motion Capture
• Physically based animation
Topics in Computer
Graphics
• Modeling
• Basic Geometric Primitives
• Curves and Surfaces
• Solids

• Rendering
• Viewing Specification
• Illumination and Shading
• Shadows
• Advanced Rendering: (Particles, Billboards, etc.)

• Animation
• Keyframing
• Procedural
• Motion Capture
• Physically based animation
Topics in Computer
Graphics
• Modeling
• Basic Geometric Primitives
• Curves and Surfaces
• Solids

• Rendering
• Viewing Specification
• Illumination and Shading
• Shadows
• Advanced Rendering: (Particles, Billboards, etc.)

• Animation
• Keyframing
• Procedural
• Motion Capture
• Physically based animation
Topics in Computer
Graphics
• Modeling
• Basic Geometric Primitives
• Curves and Surfaces
• Solids

• Rendering
• Viewing Specification
• Illumination and Shading
• Shadows
• Advanced Rendering: (Particles, Billboards, etc.)

• Animation
• Keyframing
• Procedural
• Motion Capture
• Physically based animation
Topics in Computer
Graphics
• Modeling
• Basic Geometric Primitives
• Curves and Surfaces
• Solids

• Rendering
• Viewing Specification
• Illumination and Shading
• Shadows
• Advanced Rendering: (Particles, Billboards, etc.)

• Animation
• Keyframing
• Procedural
• Motion Capture
• Physically based animation

Rainwarrior~commonswiki. https://commons.wikimedia.org/w/index.php?curid=1030613
Topics in Computer
Graphics
• Modeling
• Basic Geometric Primitives
• Curves and Surfaces
• Solids

• Rendering
• Viewing Specification
• Illumination and Shading
• Shadows
• Advanced Rendering: (Particles, Billboards, etc.)

• Animation
• Keyframing
• Procedural
• Motion Capture
• Physically based animation
Topics in Computer
Graphics
• Modeling
• Basic Geometric Primitives
• Curves and Surfaces
• Solids

• Rendering
• Viewing Specification
• Illumination and Shading
• Shadows
• Advanced Rendering: (Particles, Billboards, etc.)

• Animation
• Keyframing
• Procedural
• Motion Capture
• Physically based animation

By Ggia - Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=10683229


Topics in Computer
Graphics
• Modeling
• Basic Geometric Primitives
• Curves and Surfaces
• Solids

• Rendering
• Viewing Specification
• Illumination and Shading
• Shadows
• Advanced Rendering: (Particles, Billboards, etc.)

• Animation
• Keyframing
• Procedural
• Motion Capture
• Physically based animation
Topics in Computer
Graphics
• Modeling
• Basic Geometric Primitives
• Curves and Surfaces
• Solids

• Rendering
• Viewing Specification
• Illumination and Shading
• Shadows
• Advanced Rendering: (Particles, Billboards, etc.)

• Animation
• Keyframing
• Procedural
• Motion Capture
• Physically based animation
Topics in Computer
Graphics
• Modeling
• Basic Geometric Primitives
• Curves and Surfaces
• Solids

• Rendering
• Viewing Specification
• Illumination and Shading
• Shadows
• Advanced Rendering: (Particles, Billboards, etc.)

• Animation
• Keyframing
• Procedural
• Motion Capture
• Physically based animation
Topics in Computer
Graphics
• Modeling
• Basic Geometric Primitives
• Curves and Surfaces
• Solids

• Rendering
• Viewing Specification
• Illumination and Shading
• Shadows
• Advanced Rendering: (Particles, Billboards, etc.)

• Animation
• Keyframing
• Procedural
• Motion Capture
• Physically based animation
Overview

• Logistics

• What is Computer Graphics

• Why study Computer Graphics

• History of Computer Graphics


Overview

• Logistics

• What is Computer Graphics

• Why study Computer Graphics

• History of Computer Graphics


Motivation

• Interesting

• Better understanding of the world

• Area of computer science that combines ideas from


Geometry and Physics in terms of interesting algorithms.
Applications

• Augmented reality/Virtual Reality

• Movies

• Games

• Medicine

• Industrial Design
Augmented Reality
Entertainment
Games
Graphics for Design
Graphics for Medical
Domain
Overview

• Logistics

• What is Computer Graphics

• Why study Computer Graphics

• History of Computer Graphics


Overview

• Logistics

• What is Computer Graphics

• Why study Computer Graphics

• History of Computer Graphics


Ivan Sutherland (1963) -
SKETCHPAD

• pop-up menus

• constraint-based drawing

• hierarchical modeling
Display hardware …
• vector displays

• 1963 – modified oscilloscope

• 1974 – Evans and Sutherland Picture System

• raster displays

• 1975 – Evans and Sutherland frame buffer

• 1980s – cheap frame buffers bit-mapped personal computers

• 1990s – liquid-crystal displays  laptops

• 2000s – micro-mirror projectors digital cinema


Display Hardware

• other

• stereo, head-mounted displays

• autostereoscopic displays

• tactile, haptic, sound


Input hardware

• 2D

• light pen, tablet, mouse, joystick, track ball, touch panel, etc.
high-X imaging (dynamic range, resolution, depth of field,…)
• 1970s & 80s - CCD analog image sensor + frame grabber

• 1990s & 2000’s - CMOS digital sensor + in-camera processing


• [Debevec97] = 250,000:1 (18 stops)


Input hardware
• 3D

• 3D trackers

• multiple cameras

• active rangefinders

• other

• data gloves

• voice
Rendering

• 1960s - the visibility problem

• Roberts (1963), Appel (1967) - hidden-line algorithms

• Warnock (1969), Watkins (1970) - hidden-surface


algorithms

• Sutherland (1974) - visibility = sorting


• 1960s - the visibility problem

• Roberts (1963), Appel (1967) - hidden-line algorithms

• Warnock (1969), Watkins (1970) - hidden-surface algorithms

• Sutherland (1974) - visibility = sorting

• 1970s - raster graphics

• Gouraud (1971) - diffuse lighting

• Phong (1974) - specular lighting

• Blinn (1974) - curved surfaces, texture

• Catmull (1974) - Z-buffer hidden-surface algorithm

• Crow (1977) - anti-aliasing


• 1960s - the visibility problem

• Roberts (1963), Appel (1967) - hidden-line algorithms

• Warnock (1969), Watkins (1970) - hidden-surface algorithms

• Sutherland (1974) - visibility = sorting

• 1970s - raster graphics

• Gouraud (1971) - diffuse lighting

• Phong (1974) - specular lighting

• Blinn (1974) - curved surfaces, texture

• Catmull (1974) - Z-buffer hidden-surface algorithm

• Crow (1977) - anti-aliasing


• early 1980s - global illumination

• Whitted (1980) - ray tracing

• Goral, Torrance et al. (1984), Cohen (1985) - radiosity

• Kajiya (1986) - the rendering equation


• early 1980s - global illumination

• Whitted (1980) - ray tracing

• Goral, Torrance et al. (1984), Cohen (1985) - radiosity

• Kajiya (1986) - the rendering equation

• late 1980s - photorealism

• Cook (1984) - shade trees

• Perlin (1985) - shading languages

• Hanrahan and Lawson (1990) - RenderMan


• early 1990s - non-photorealistic rendering

• Drebin et al. (1988), Levoy (1988) - volume rendering

• Haeberli (1990) - impressionistic paint programs

• Salesin et al. (1994-) - automatic pen-and-ink illustration

• Meier (1996) - painterly rendering


• early 1990s - non-photorealistic rendering

• Drebin et al. (1988), Levoy (1988) - volume rendering

• Haeberli (1990) - impressionistic paint programs

• Salesin et al. (1994-) - automatic pen-and-ink illustration

• Meier (1996) - painterly rendering


Conclusion
• In today’s class we followed the following topics

• Logistics

• What is Computer Graphics

• Why study Computer Graphics

• History of Computer Graphics

• Next class: Graphics Pipeline

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