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IntroToCG 09 25 04

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0% found this document useful (0 votes)
19 views52 pages

IntroToCG 09 25 04

Uploaded by

sahuashishcs
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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School of Continuing Studies

CS 351: Introduction to
Computer Graphics

CS 351
“Quiz” #1
What is Computer Graphics?

Creation, Manipulation, and Storage of geometric
objects (modeling) and their images (rendering)

Display those images on screens or hardcopy
devices

Image processing

Others: GUI, Haptics, Displays (VR)...
What drives computer graphics?

Movie Industry
– Leaders in quality and artistry
– Not slaves to conceptual purity
– Big budgets and tight schedules
– Reminder that there is more to
CG than technology
– Hey, How'd they do that?
– Defines our expectations

Slide information from Leonard McMillian's slides


http://www.cs.unc.edu/~mcmillan/comp136/Lecture1/
compgraf.html
What drives computer graphics?

Game Industry
– The newest driving force in CG

Why? Volume and Profit

This is why we have commodity GPUs
– Focus on interactivity
– Cost effective solutions
– Avoiding computating and other tricks
– Games drive the baseline

Slide information from Leonard McMillian's slides


http://www.cs.unc.edu/~mcmillan/comp136/Lecture1/
compgraf.html
What drives computer graphics?

Medical Imaging and Scientific Visualization
– Tools for teaching and diagnosis

No cheating or tricks allowed
– New data representations and modalities
– Drive issues of precision and correctness
– Focus on presentation and interpretation of data
– Construction of models from acquired data

Nanomanipulator, UNC
Joe Kniss, Utah Gordon Kindelman, Utah
What drives computer graphics?

Computer Aided Design
– Mechanical, Electronic, Architecture,...
– Drives the high end of the hardware market
– Integration of computing and display resources
– Reduced design cyles == faster systems, sooner

ProEngineer, www.ptc.com
What drives computer graphics?

Graphic User Interfaces (GUI)
– www.webpagesthatsuck.com

Slide information from Leonard McMillian's slides


http://www.cs.unc.edu/~mcmillan/comp136/Lecture1/
compgraf.html
What is Computer Graphics?

Look at 5 areas
– Hardware
– Rendering
– Interaction
– Modeling
– Scientific Visualization

Slide information from Richard


Hardware: Amazing Changes

Fundamental architecture shift
– Dual computing engines:

CPU and GPU

More in GPU than CPU
Hardware: Amazing Changes

Fast, cheap GPUs
– ~$300

Cheap memory

Displays at low cost
– How many monitors do you have/use?
Hardware: Amazing Changes

Wired -> Unwired

World of Access
Hardware... some not so good

Devices

3D displays

Etc
Hardware

How old is Nvidia

How big is Nvidia

QED
Rendering

Many think/thought graphics synonymous with
rendering

Well researched
– Working on second and third order effects
– Fundamentals largely in place
Rendering

Major areas:
– Ealiest: PhotoRealism
– Recent: Non-Photorealistic Graphics (NPR)
– Recent: Image-based Rendering (IBR)
Rendering

Ray Tracing has become practical
– Extremely high quality images
– Photorealism, animation, special effects

Accurate rendering, not just pretty
Rendering Realism
Rendering Realism
Rendering Realism
Is this real?
Terrain Modeling:
Snow and Trees Added
Growth Models
Rendering/Modeling Hair

QuickTime™ and a QuickTime™ and a


Photo decompressor Video decompressor
are needed to see this picture. are needed to see this picture.
Humans
Is Photorealism Everything?
Is Photorealism Everything?
Non-Photorealistic Rendering
Tone Shading
NonPhotorealistic Rendering
Image Based Rendering

Model light field

Do not have to model geometry

Good for complex 3D scenes

Can leave holes where no data is available
3D Scene Capture
3D Scene Recreation
360 Scan
o
Interaction

Way behind rest of graphic's spectacular
advances

Still doing WIMP:
– Windows, icons, menus, pull-downs/pointing

Once viewed as “soft” research
– Turns out to be one of hardest problems
Interaction still needs...

Better input devices

Better output devices

Better interaction paradigms

Better understanding of HCI
– Bring in psychologists
Modeling

Many model reps
– Bezier, B-spline, box splines, simplex splines,
polyhedral splines, quadrics, super-quadrics, implicit,
parametric, subdivision, fractal, level sets, etc (not to
mention polygonal)
Modeling

Physically based
– Newton
– Behavior as well as geometry

Materials
– Metal, cloth, organic forms, fluids, etc

Procedural (growth) models
Modeling... is hard

Complexity

Shape

Specifying

Realistic constraints

Detail vs concept

Tedious, slow
Modeling is hard

Mathematical challenge

Computational challenge

Interaction challenge

Display challenge (want 3D)

Domain knowledge, constraints
Growth Models
Model Capture
Models

D Johnson and
J D St Germain, Utah

Russ Fish et al., Utah


Scientific Visualization

QuickTime™ and a
YUV420 codec decompressor
are needed to see this picture.

National Library of Medicine


Visual Human
In This Class

Review rasterization, modeling, viewing,
lighting, texture mapping and raytracing

GUI and Interaction in three-dimensions
Required Books


Optional
Each class

Based-upon reading assignment
– Quiz
– Roundtable:

What you found to be the most interesting in the reading

What confused you or topic(s) you want more discussion
on
Each class (con’t.)

Lecture and discussion

20 minute or less viewing of an animation

Project discussion and help session

At least one 15 minute break in the middle
Projects

C or C++

Chinese-Resturaunt menu like
Project Rules
Failure to follow these rules will result in lost
points:

If you use code from elsewhere, it must be
documented in your README

If you use ideas from printed paper or online
material, must credit it

Projects must compile and run on the designated
machine
Grades

Class participation

Quizes

Late projects loose 5% on first 12 hours, 10%
every 12 hours after that

You can miss
– Can drop lowest quiz score
– Can miss one class without loosing participation
points

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