What is Computer Graphics?

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Presentation transcript:

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

What drives computer graphics? Graphic User Interfaces (GUI) www.webpagesthatsuck.com

What is Computer Graphics? Look at 5 areas Hardware Rendering Interaction Modeling Scientific Visualization

Hardware: Amazing Changes Fundamental architecture shift Dual computing engines: CPU and GPU More in GPU than CPU Fast, cheap GPUs ~$300 Cheap memory Displays at low cost How many monitors do you have/use?

Hardware... some not so good Devices 3D displays Etc

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 Morning Evening

Rendering Realism Cornel Measurement Lab

Rendering Realism Real Synthetic

Is this real?

Terrain Modeling: Snow and Trees Added Terrain models give a fast overview over a landscape and are often fascinating and overwhelmingly beautiful works of artists who invest all their affection and an immense amount of work and know-how, combined with a developed sense for the portrayed landscape.

Growth Models o deusson,

Rendering/Modeling Hair

Humans Final Fantasy (Sony) Jensen et al.

Is Photorealism Everything? Compiled By : Engr.Syed Atir Iftikhar

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 UNC and UVA

3D Scene Recreation

360o Scan

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 Materials Procedural (growth) models 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

Models

Scientific Visualization National Library of Medicine Visual Human