Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 1: Overview and History Ravi Ramamoorthi

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Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 1: Overview and History Ravi Ramamoorthi

Goals  Systems: Write complex 3D graphics programs (real-time scene in OpenGL, offline raytracer)  Theory: Mathematical aspects and algorithms underlying modern 3D graphics systems  This course is not about the specifics of 3D graphics programs and APIs like Maya, Alias, DirectX but about the concepts underlying them.

Demo: Surreal (HW 3) Makiko Yasui and Dixon Koesdjojo, Spring 2003

Course Staff  Ravi Ramamoorthi  PhD Stanford, PhD thesis developed “Spherical Harmonic Lighting” widely used in games (e.g. Halo series), movies (e.g. Avatar), etc. (Adobe, …)Spherical Harmonic Lighting  At Columbia , research on rendering/image synthesis, data-driven appearance. Normal Mapping VideoNormal Mapping Video  At Berkeley since Jan nd time teaching 184. New this semester: modern 3D graphics programs with shaders  Teaching Assistants:  Fu-Chung Huang  Brandon Wang  [Grader to be announced]

Why Study 3D Computer Graphics?  Applications (discussed next)  Fundamental Intellectual Challenges Some content inspired by Pat Hanrahan from Stanford’s CS148

Entertainment Movies: Brave, Pixar 2012

Entertainment Games: Halo 3, Bungie 2007

Lighting Simulation Interior Design Automobile Visualization

Computer Aided Design Interiors Professional Mechanical CAD Architectural CAD Electronics CAD Casual Users Google Sketchup

Visualization: Science and Medicine Visible Human Project: University of Hamburg

Virtual Reality  VR for design and entertainment  Simulators: Surgical, Flight, Driving, Spacecraft

Digital Visual Media  From text to images to video (to 3D?)  Image and video processing and photography  Multimedia computers, tablets, phones  Flickr, YouTube, WebGL  Real, Virtual Worlds (Google Earth, Second Life)  Electronic publishing  Online gaming  3D printers and fabrication

Why Study 3D Computer Graphics?  Applications (discussed next)  Fundamental Intellectual Challenges  Create and interact with realistic virtual world  Requires understanding of all aspects of physical world  New computing methods, displays, technologies  Technical Challenges  Math of (perspective) projections, curves, surfaces  Physics of lighting and shading  3D graphics software programming and hardware

3D Graphics Pipeline Modeling AnimationRendering

3D Graphics Pipeline Modeling AnimationRendering HW 1: Transformations (Feb 9) Place objects in world, view them Simple viewer for a teapot HW 4: Curves (Mar 22) Bezier and B-Spline curves To model and draw objects

Curves for Modeling Rachel Shiner, Final Project Spring 2010

3D Graphics Pipeline Modeling AnimationRendering HW 1: Transformations (Feb 9) Place objects in world, view them Simple viewer for a teapot HW 4: Curves (Mar 22) Bezier and B-Spline curves To model and draw objects HW 2: Scene Viewer (Feb 23) View scene, Lighting and Shading (with GLSL programmable shaders) HW 5: RayTracer (Apr 19) Realistic images with ray tracing (two basic approaches: rasterize And raytrace images [HW 2,5])

Image Synthesis Examples Collage from 2007

3D Graphics Pipeline Modeling AnimationRendering HW 1: Transformations (Feb 9) Place objects in world, view them Simple viewer for a teapot HW 4: Curves (Mar 22) Bezier and B-Spline curves To model and draw objects HW 2: Scene Viewer (Feb 23) View scene, Lighting and Shading (with GLSL programmable shaders) HW 5: RayTracer (Apr 19) Realistic images with ray tracing (two basic approaches: rasterize And raytrace images [HW 2,5]) HW3: Programming with OpenGL (Mar 12)

Interactive 3D Graphics Tianyu Liu: HW 3, Spring 2010

3D Graphics Pipeline Modeling AnimationRendering HW 1: Transformations (Feb 9) Place objects in world, view them Simple viewer for a teapot HW 4: Curves (Mar 22) Bezier and B-Spline curves To model and draw objects HW 2: Scene Viewer (Feb 23) View scene, Lighting and Shading (with GLSL programmable shaders) HW 5: RayTracer (Apr 19) Realistic images with ray tracing (two basic approaches: rasterize And raytrace images [HW 2,5]) HW3: Programming with OpenGL (Mar 12) HW6: Final Project (Animation, or anything else) [May 7]

Final Project John Ng and Andrea Goh, Spring 2010

Logistics  Website has most of the information (look at it)  Office hours: 3pm – 4pm on class days  See website for sections, TA office hours  Course newsgroup on Piazza  Textbook: Fundamentals of Computer Graphics by Shirley (3 rd edition): Not strictly needed  OpenGL Programming Guide, GLSL Book  Website for late, collaboration policy, etc  Questions?

New This Semester  Modern 3D Graphics Programming with GPUs  GLSL + Programmable Shaders from HW 1  Should be very portable, but need to set up your environment, compilation framework (HW 0) NVIDIA Fermi, image from Pat Hanrahan

Workload  Lots of fun, rewarding but may involve significant work  6 programming projects; almost all are time-consuming (but you have groups of two for projects 2,3,5). START EARLY !!  Course will involve understanding of mathematical, geometrical concepts taught (tested on midterm, final)  Prerequisites: Solid C/C++/Java programming background. Linear algebra (review on Mon) and general math skills  Should be a difficult, but fun and rewarding course

To Do  Look at website  Various policies for course. if confused.  Skim assignments if you want. All are ready  Assignment 0a, Due Jan 26 Thu (see website). Compilation and Photo [both essential]  Any questions?

History  Brief history of significant developments in field  End with a video showcasing graphics The term Computer Graphics was coined by William Fetter of Boeing in 1960 First graphic system in mid 1950s USAF SAGE radar data (developed MIT)

How far we’ve come: TEXT Manchester Mark I Display

From Text to GUIs  Invented at PARC circa Used in the Apple Macintosh, and now prevalent everywhere. Xerox Star Windows 1.0

Drawing: Sketchpad (1963)  Sketchpad (Sutherland, MIT 1963)  First interactive graphics system (VIDEO)VIDEO  Many of concepts for drawing in current systems  Pop up menus  Constraint-based drawing  Hierarchical Modeling

 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

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

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

History of Computer Animation History of Computer Animation  10 min clip from video on history of animation  Covers sketchpad, animation, basic modeling, rendering  A synopsis of what this course is about

Related courses  CS 283, graduate class taught every year (this semester)  Many CS 294 and similar courses, e.g. visualization, physical simulation, geometric modeling, …  Other related courses: Computer Vision, Robotics, User Interfaces Computational Geometry, Photography, …