Week 2 - Wednesday.  What did we talk about last time?  More on graphics  Introduction to Scratch  Lab 1.

Slides:



Advertisements
Similar presentations
Week 9 - Monday.  What did we talk about last time?  BRDFs  Texture mapping and bump mapping in shaders.
Advertisements

3D Graphics Rendering and Terrain Modeling
 Engineering Graphics & Introductory Design 3D Graphics and Rendering REU Modeling Course – June 13 th 2014.
1. What is Lighting? 2 Example 1. Find the cubic polynomial or that passes through the four points and satisfies 1.As a photon Metal Insulator.
CS 4363/6353 INTRODUCTION TO COMPUTER GRAPHICS. WHAT YOU’LL SEE Interactive 3D computer graphics Real-time 2D, but mostly 3D OpenGL C/C++ (if you don’t.
1Notes  Assignment 1 is out, due October 12  Inverse Kinematics  Evaluating Catmull-Rom splines for motion curves  Wednesday: may be late (will get.
Computer Graphics (Fall 2005) COMS 4160, Lecture 16: Illumination and Shading 1
Admission to CS 184 Enrollment priorities are 1. CS/EECS majors, 2. CS/EECS minors (this category includes applied math majors) 3. anyone else with a declared.
Basic Ray Tracing CMSC 435/634. Visibility Problem Rendering: converting a model to an image Visibility: deciding which objects (or parts) will appear.
Animation.
1 Perception, Illusion and VR HNRS 299, Spring 2008 Lecture 19 Other Graphics Considerations Review.
1 Computer Graphics Week13 –Shading Models. Shading Models Flat Shading Model: In this technique, each surface is assumed to have one normal vector (usually.
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 10: Computer Graphics Computer Science: An Overview Tenth Edition.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Computer Visualization BIM Curriculum 03. Topics  History  Computer Visualization Methods  Visualization Workflow  Technology Background.
Chapter 10: Computer Graphics
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 10: Computer Graphics Computer Science: An Overview Tenth Edition.
Introduction to Textures and Skins Chapter 8 & 9 3D Game Programming All-in-One By Ken Finney.
3D COMPUTER GRAPHICS IMD Chapter 1: 3D Computer Graphics Chapter 1: 1 Lecturer: Norhayati Mohd Amin.
Week 11 - Thursday.  What did we talk about last time?  Image processing  Blurring  Edge detection  Color correction  Tone mapping  Lens flare.
-Global Illumination Techniques
Project Raytracing. Content Goals Idea of Raytracing Ray Casting – Therory – Practice Raytracing – Theory – Light model – Practice Output images Conclusion.
09/09/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Event management Lag Group assignment has happened, like it or not.
CNM 190 Advanced Digital Animation Dan Garcia, EECS (co-instructor) Brian A. Barsky, EECS (co-instructor) Jeremy Huddleston, EECS (TA)
Advanced Computer Graphics Advanced Shaders CO2409 Computer Graphics Week 16.
3D animation is rendered clip of animated 3D objects in a 3D environment. An example: Examples of movies released in 3D are Toy Story, Cars, Shrek, Wall-E,
Game Programming 06 The Rendering Engine
Digital Media Lecture 8: Vector Graphics 3D Georgia Gwinnett College School of Science and Technology Dr. Jim Rowan.
Digital Media Dr. Jim Rowan ITEC 2110 Vector Graphics II.
Digital Media Dr. Jim Rowan ITEC 2110 Vector Graphics II.
Digital Media Dr. Jim Rowan ITEC 2110 Vector Graphics II.
3D Animation 1. Introduction Dr. Ashraf Y. Maghari Information Technology Islamic University of Gaza Ref. Book: The Art of Maya.
Computer Graphics (Fall 2004) COMS 4160, Lecture 25: Summary and Preview
1© 2009 Autodesk Hardware Shade – Presenting Your Designs Hardware and Software Shading HW Shade Workflow Tessellation Quality Settings Lighting Settings.
Computer Graphics (Fall 2006) COMS 4160, Lecture 16: Illumination and Shading 1
Chapter 10: Computer Graphics
Introduction to Computer Graphics
Three-Dimensional Computer Animation
Basic Ray Tracing CMSC 435/634.
Games Development Practices 3D Modelling
- Introduction - Graphics Pipeline
Week 12 - Thursday CS361.
Computer Graphics.
Chapter 10 Computer Graphics
POLYGON MESH Advance Computer Graphics
“Animation Through the Ages”
3D Graphics Rendering PPT By Ricardo Veguilla.
Texture Mapping COMP575/COMP770.
CS451Real-time Rendering Pipeline
Chapter 10: Computer Graphics
Mike Merchant Nicholas Hilbert
Interactive Computer Graphics
CNM 190 Advanced Digital Animation
© University of Wisconsin, CS559 Fall 2004
Chapter 14 Shading Models.
(c) 2002 University of Wisconsin
Lighting.
Working with 3Ds Max. 3Ds Max.
UMBC Graphics for Games
(c) 2002 University of Wisconsin
Chapter I Introduction
Image.
An Algorithm of Eye-Based Ray Tracing on MATLAB
Dr. Jim Rowan ITEC 2110 Vector Graphics II
14th Lecture – Final Lecture
Computer Graphics Lecture 15.
Computer Graphics Material Colours and Lighting
Chapter 14 Shading Models.
Introduction to spagetti and meatballs
Dr. Jim Rowan ITEC 2110 Vector Graphics II
Presentation transcript:

Week 2 - Wednesday

 What did we talk about last time?  More on graphics  Introduction to Scratch  Lab 1

Some ideas for these slides borrowed from the UC Berkeley course "The Beauty and Joy of Computing" designed by Dan Garcia

 We were talking about 2D graphics  Ultimately, almost everything ends up as 2D graphics because our screens display in 2D  3D graphics is another large area of computer science  Making realistic movies and games is tricky  Artists are usually involved, but computer scientists make the tools the artists use  From the CS perspective, you can divide 3D graphics into two important categories:  Offline rendering  Real-time rendering

 Offline rendering will be our focus today  In this case, offline means that the rendering has already happened when you see the images  Offline rendering is used for television, movies, and print media  You can create an entire movie from computer graphics (CG), like Pixar does  Or you can add CG elements to a movie, like Gollum in the Lord of the Rings  Each frame produced by offline rendering often takes hours to render

 Real-time rendering is rendering done as you watch it, typically in an interactive way  Real-time rendering is almost exclusively the province of video games, like Witcher III shown right  Render rates are often between 20 and 60 frames per second  How much faster is that than offline rendering?

 For most offline and real-time rendered graphics, the basic outline of producing images is the same  Modeling is creating the 3D objects  Animation is making them move  Lighting and shading determine the lighting of the scene and other elements of visual appearance  Rendering is the computation that determines the final image ModelingAnimation Lighting and Shading Rendering

 Artists usually do the modeling of 3D objects  But computer scientists create the programs that they use:  AutoCAD  Maya  3DS Max  Blender (free!)  And many others…  Modeling by hand is very common, but it is possible to scan 3D objects or generate objects procedurally (like simulating the growth of a tree) Model of an eastern banjo frog provided by Autodesk

 A spline is a curve in space that is defined as a piecewise function  Splines are a common tool for defining shapes in 2D and 3D  Artists add control points with handles to change the slope of the curves

 Non-uniform rational basis splines (NURBS) are a very general form of splines  Many 3D modeling program represent surfaces as patches between these splines  Rendering NURBS usually means turning these mathematically precise surfaces into triangles

 If you can't get an artist to model the object for you, there are a few other ways  Generate the data procedurally  Visualization of scientific (or other) data as spheres, cubes, or other primitives  Sampling or scanning the real world  Reconstruction from photographs  Combinations!

 People have worked a fair bit on modeling trees  New research takes an existing tree model and deforms it to its environment  It approximates biological reactions to space and light constraints  It's a combination of procedural and artist modeling  Recent SIGCSE paper: "Plastic Trees: Interactive Self- Adapting Botanical Tree Models" by Pirk et al. 

 Once you have the model, you have to make it move around the scene  One part of this process is rigging, which ties parts of the model together  For example, pull the foot and it pulls the leg  The model can be moved to different key frames  Then a program can blend between them  Motion capture is also a popular method for animating models  The results can be more natural

 Models created by artists  Movement based on motion capture  Andy Serkis (Gollum, Kong) is perhaps the best known motion capture artist  But there is a dispute over whether or not he can get acting awards for his work  cameron.htm cameron.htm

 Mostly, we're talking about putting the real world inside of a computer  What if you wanted to turn your 3D (computer) model into a 3D (real) model?  New research turns a skinned mesh into a model that can be created with articulation points and generated with a 3D printer  So you can play with it!  Recent SIGCSE paper: "Fabricating Articulated Characters from Skinned Meshes" by Bächer, Bickel, James, and Pfister 

 Once the models are moving around the environment, we still need lighting to see them  Virtual lights are placed in the scene  A camera location is chosen  Materials for the models are chosen  What colors?  Rough, smooth?  Shiny, reflective, matte?

 Then, rendering is the process of taking all this data and figuring out what the individual color of each pixel in the final 2D image will be  Many parts of the model might overlap with a single pixel  A lot of math has to be done to figure out what the final color is

 Most rendering systems divide the models into triangles  Usually millions of triangles for offline rendering  Each part of a triangle that overlaps with a pixel is called a fragment  Triangles are useful because the math involved is simple, and they are always flat

 The amount of math involved is breathtaking  Each triangle exists in 3D space  Matrix multiplication is used to map the location of the object into view space (as seen from the camera) and then screen space (flattening out into 2D)  Shading equations based on physics and the interaction of light with matter determine the final color of the fragment

 And that's just the color of the fragment, assuming nothing is blocking the light  Adding shadows and reflections means dealing with interactions between different objects

 Older video games didn't have shadows at all  But shadows add important cues about relative depth and size of objects  Unless you're using a global illumination model, shadows are tricky to make  In older Pixar movies, artists had to decide which lights shadowed which objects

 Ray tracing is one type of global illumination model  Rays are traced from the camera through the screen to the closest object, called the intersection point  For each intersection point:  Trace a ray to each light source  If the object is shiny, trace a reflection ray  If the object is not opaque, trace a refraction ray  Opaque objects can block the rays, while transparent objects attenuate the light  It's even more complicated, since rays scatter when they bounce

 100 million CPU hours to render the film  2 years of actual time on 2,000 computers with more than 24,000 cores  5.5 million hairs on Sully's fur  Five times the original!  It still can take 29 hours to render a single frame  You need 24 frames per second for movie quality  They upgraded to a global illumination model for Monsters University

Almost 10 years old but still impressive in many ways

 We will talk about video games and real-time rendering  Lab 2

 Keep playing with Scratch