School of Continuing Studies CS 351: Introduction to Computer Graphics CS 351.

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Presentation transcript:

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

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

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,

What drives computer graphics? ● Graphic User Interfaces (GUI) – Slide information from Leonard McMillian's slides

What is Computer Graphics? ● Look at 5 areas – Hardware – Rendering – Interaction – Modeling – Scientific Visualization Slide information from Richard Riesenfeld

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 Morning Evening a preetham, et. al., utah

Rendering Realism Cornel Measurement Lab

Rendering Realism Real Synthetic Shirley, et. al., cornell

Is this real? m fajaro, usc

Terrain Modeling: Snow and Trees Added s premoze, et.al., utah

Growth Models o deusson,

Rendering/Modeling Hair

Humans Final Fantasy (Sony) Jensen et al.

Is Photorealism Everything?

Non-Photorealistic Rendering b gooch, et.al., utah

Tone Shading a gooch, et. al., utah

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 Fuchs et.al., UNC UNC and UVA

3D Scene Recreation Faugeras et. al

360 o Scan p willemsen, et. al., utah

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 s drake, et. al., utah

Modeling is hard ● Mathematical challenge ● Computational challenge ● Interaction challenge ● Display challenge (want 3D) ● Domain knowledge, constraints

Growth Models o deusson,

Model Capture marc levoy, et. al., stanford

Models D Johnson and J D St Germain, Utah Russ Fish et al., Utah

Scientific Visualization Johnson et al., Utah 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