Computer Graphics (Fall 2004) COMS 4160, Lecture 25: Summary and Preview

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Computer Graphics (Fall 2004) COMS 4160, Lecture 25: Summary and Preview

Goals  Systems: Be able to write fairly complex interactive 3D graphics programs (in OpenGL)  Homework 3: OpenGL programming  Homework 4: Game assignment  Theory: Understand mathematical aspects and algorithms underlying modern 3D graphics systems  Unit 1 Transformations: Basic concept in graphics  Unit 2 Curves: Basic modeling tools  Units 4, 5 Rendering, Global Illumination: Basic theory of image synthesis

Course Outline  3D Graphics Pipeline Rendering (Creating, shading images from geometry, lighting, materials) Modeling (Creating 3D Geometry)

Course Outline  3D Graphics Pipeline Rendering (Creating, shading images from geometry, lighting, materials) Modeling (Creating 3D Geometry) Unit 1: Transformations Weeks 1,2. Ass 1 due Sep 23 Unit 2: Spline Curves Weeks 3,4. Ass 2 due Oct 7 Unit 3: OpenGL Weeks 5-7. Ass 3 due Nov 9 Midterm on units 1-3: Oct 27 Unit 4: Lighting, Shading Weeks 8,9. Written Ass 1 due Nov 18 Ass 4: Interactive 3D Video Game (final project) due Dec 12 Unit 5: Advanced Render Weeks 11,12. Written Ass 2 due Dec 7

Related courses  COMS 4162, follow on to 4160 taught by me for first time in the spring. I hope many of you will enroll in that.  COMS 4167, Computer Animation and Simulation, taught by Prof. Grinspun in the spring.  Many 6000-level courses (e.g. COMS 6160 High Quality Real-Time Rendering taught by me this semester)

History  Brief summary of course in context of history of field  Story of Computer Graphics: Video on history

2D Graphics Many of the standard operations you’re used to :  Text  Graphical User Interfaces (Windows, MacOS,..)  Image processing and paint programs (Photoshop, …)  Drawing and presentation (Powerpoint, …)

 SuperPaint system: Richard Shoup, Alvy Ray Smith (PARC, )  Nowadays, image processing programs like Photoshop can draw, paint, edit, etc. Paint Systems

 Digitally alter images, crop, scale, composite  Add or remove objects  Sports broadcasts for TV (combine 2D and 3D processing) Image Processing

Relevance to Course  In 4160, didn’t cover 2D at all  But relevant broadly (not just for 2D), since ultimately 3D scene displayed as 2D image  In 4162, we cover image processing and many photoshop functions [assignment to write a mini-version]

Modeling  Spline curves, surfaces: 70 s – 80 s  Utah teapot: Famous 3D model  More recently: Triangle meshes often acquired from real objects

Relevance to Course  Covered Bezier, B-spline curves for modeling Will talk briefly about NURBS, surfaces in 4162  Main idea is to talk about mesh processing algs.  Will learn to represent, work with meshes  Do mesh simplification, progressive meshes

Progressive Mesh Movie

Rendering: 1960s (visibility)  Roberts (1963), Appel (1967) - hidden-line algorithms  Warnock (1969), Watkins (1970) - hidden-surface  Sutherland (1974) - visibility = sorting Images from FvDFH, Pixar’s Shutterbug Slide ideas for history of Rendering courtesy Marc Levoy

1970s - raster graphics  Gouraud (1971) - diffuse lighting, Phong (1974) - specular lighting  Blinn (1974) - curved surfaces, texture  Catmull (1974) - Z-buffer hidden-surface algorithm Rendering: 1970s (lighting)

Rendering (1980s, 90s: Global Illumination) early 1980s - global illumination  Whitted (1980) - ray tracing  Goral, Torrance et al. (1984) radiosity  Kajiya (1986) - the rendering equation

Relevance to Course  We didn’t talk about visibility algorithms  Nowadays, simple Z-buffer used OpenGL  Discussed illumination and shading models  And theory (but not practice) of global illumination  In 4162, we will cover practical global illum.  First, build a simple ray tracer  Extensions/final project related to rendering

Image Synthesis Examples

Summary  COMS 4160 covered basics of computer graphics  Theory of transformations, curves, illumination  Building complex interactive graphics programs  COMS 4162 covers more advanced topics and fills in the gaps in Essential for full graphics intro  2D Image and Signal Processing  Mesh algorithms  Ray Tracing  Advanced Rendering and other topics  I hope you enjoyed the course (and do well on HW 4)  Hope to see you all in 4162 next semester…