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Computer Graphics CSC 830

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Title: Computer Graphics CSC 830


1
Computer GraphicsCSC 830
  • Lecture 1
  • Introduction

2
Administrative information
  • Who am I? Dr. Ilmi Yoon (TH910), yoon_at_cs.sfsu.edu
  • Course web site (csc830_at_thecity.sfsu.edu)
  • TA Jun Murakawa
  • 5 assignments (indivisual) 1 term project (team
    project) Advance topic presentation
  • Going over syllabus

3
Goals for this semester
  • Learn the fundamental techniques involved in
    computer graphics
  • Learn the standard computer graphics API and
    rendering withOpenGL
  • Implement 3D rendering pipeline Modeling and
    Animation

4
What is computer graphics?
  • Computer Graphics is making pictures from models
    (representation) using the computer
    (computational algorithms)

5
Why Computer Graphics?
  • Movies
  • Games
  • Simulation
  • CAD-CAM
  • Architecture
  • Virtual Reality
  • Visualization
  • Medical Imaging

6
Movies
7
Games
8
Simulation
9
CAD-CAM Design
10
Architecture
11
Virtual Reality
12
Visualization
13
Medical Imaging
14
The Graphics Rendering Pipeline
  • Rendering is the conversion of a scene into an
    image.
  • The scene composed of models in 3D space.Models,
    composed of primitives (points, lines, polygons,
    etc), supported by the rendering system. Models
    entered by hand or created by a program. (In our
    class, models already generated.)
  • The image drawn on monitor, printed on laser
    printer, or written to a raster in memory or a
    file. These different possibilities require us to
    consider device independence.
  • Classically, model'' to scene'' to image''
    conversion broken into finer steps, called the
    graphics pipeline. Commonly implemented in
    graphics hardware to get interactive speeds.

15
The Graphics Rendering Pipeline
16
The Graphics Rendering Pipeline
  • A number of coordinate systems are used
  • MCS Modeling Coordinate System.
  • WCS World Coordinate System.
  • VCS Viewer Coordinate System.
  • NDCS Normalized Device Coordinate System.
  • DCS or SCS Device Coordinate System or
    equivalently the Screen Coordinate System.

17
Topics in CG - Fundamentals
  • Computer Graphics involves a lot of mathematics
    (Linear Algebra)
  • Points, normals and operations on them, dot
    product, cross product

18
Topics - Transformation
  • Transformations Translation, Rotation, Scale
    (the basic rigid transformations)
  • Rotations around an arbitrary axis can be
    represented by a set of rotations around the
    world axis

19
Topics - Transformations
  • Other types of transformations Shearing,
    Tapering, Twisting, Bending (Deformation)

20
Topics - Coordinate Systems
  • Transformation between Coordinate systems
  • Object, World, Camera, Normalized Device, Window
  • Perspective and Orthographic projection

21
Topics - Rasterizing Lines
  • Line drawing algorithms

22
Topics - Rasterizing Polygons
  • Half-space Test
  • Scan-line Algorithm
  • Crows algorithm
  • Flood Fill

23
Topics - OpenGL
  • Graphics API standard
  • Has an Architectural Review board
  • OpenGL is a state machine
  • OpenGL is a primitive-based renderer (vertices)
  • OpenGL is independent of the windowing system

24
Topics - Visibility
  • Clipping
  • Cohen Sutherland, Liang Barsky

25
Topics - Visibility
  • Culling
  • Backface Culling

26
Topics - Visibility
  • Hidden surface removal
  • Object Space Algorithms
  • Warnock
  • BSP
  • Portals
  • Image Space Algorithms
  • Ray casting
  • Painters
  • Z-buffering

27
Topics - Shading
Determining the light traveling from a point in
the scene to the viewers eye
Images courtesy of Watt, Watt Watt, and Foley
van Dam
28
Topics -Sampling/Antialiasing
  • Problems with undersampling aliasing

29
Topics - Texture Mapping
30
Topics - Texture Mapping
  • Projection texture
  • Mip-mapping (image pyramids)
  • Environment map(reflective surface), refraction
    map, opacity map, illumination map, bump map,
    displacement map
  • 3D Textures (via noise and turbulence)

31
Topics - Shadows
Accentuate 3D effects
32
Topics - Surfaces
  • Representing smooth surface geometry using a
    finite set of control points and a set of basis
    functions
  • Bezier Curves, B-Splines, Uniform B-splines,
    Non-uniform B-splines, Non-uniform Rational
    B-splines (NURBS), Subdivision curves and
    surfaces, Implicit Surfaces.

33
Topics - Surfaces
424,376 faces
60,000 faces
34
Topics - Surfaces
35
Topics - Animation
Zelda (GameCube) Realtime animation
36
Topics - Animation
  • Final Fantasy

Pixar movies
Offline Animation
37
Topics - Advanced Rendering
  • IBR (Image-based rendering)
  • Light Field Rendering
  • NPR (Non-Photorealistic Rendering)

38
Topics
  • And many more.
  • What do you want to learn?
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