Modeling, CG, and others Jyun-Ming Chen Fall 2001.

Slides:



Advertisements
Similar presentations
Department of nskinfo i-education
Advertisements

Introduction to Massive Model Visualization Patrick Cozzi Analytical Graphics, Inc.
Shared Graphics Skills Cameras and Clipping Planes
CHAPTER 12 Height Maps, Hidden Surface Removal, Clipping and Level of Detail Algorithms © 2008 Cengage Learning EMEA.
CSCE 641 Computer Graphics: Image Mosaicing Jinxiang Chai.
CGDD 4003 THE MASSIVE FIELD OF COMPUTER GRAPHICS.
Tomas Mőller © 2000 Speeding up your game The scene graph Culling techniques Level-of-detail rendering (LODs) Collision detection Resources and pointers.
2.1 si SI31 Advanced Computer Graphics AGR Lecture 2 Basic Modelling.
Image-Based Lighting : Computational Photography Alexei Efros, CMU, Fall 2005 © Eirik Holmøyvik …with a lot of slides donated by Paul Debevec.
BPC: Art and Computation – Spring 2007 Overview of Spring Semester Tools and Technologies Glenn Bresnahan
Graphics Systems I-Chen Lin’s CG slides, Doug James’s CG slides Angel, Interactive Computer Graphics, Chap 1 Introduction to Graphics Pipeline.
Introduction to 3D Beginner: the class Instructor : Hee Holmen.
1 Advanced Scene Management System. 2 A tree-based or graph-based representation is good for 3D data management A tree-based or graph-based representation.
Hierarchical Transformations Hierarchical Models Scene Graphs
Computer Graphics Inf4/MSc Computer Graphics Lecture 11 Texture Mapping.
Hidden Surface Removal
3-D Modeling Concepts V part 2.
3D Concepts Coordinate Systems Coordinates specify points in space 3D coords commonly use X, Y, & Z A vertex is a 'corner' of an object Different coordinate.
Modeling and representation 1 – comparative review and polygon mesh models 2.1 Introduction 2.2 Polygonal representation of three-dimensional objects 2.3.
1 Kinematics ( 運動學 ) Primer Jyun-Ming Chen Fall 2009.
1 Perception, Illusion and VR HNRS 299, Spring 2008 Lecture 19 Other Graphics Considerations Review.
Introduction to 3D Computer Graphics and Virtual Reality McConnell text.
Shapes Properties Binding Chung Ji Hye.
1 CMT Fundamentals of Computer Graphics Revision Dr. Xiaohong Gao BG---Room 2C23 Week 11.
CSE 381 – Advanced Game Programming Basic 3D Graphics
3D Objects Subject:T0934 / Multimedia Programming Foundation Session:12 Tahun:2009 Versi:1/0.
Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Chapter 8 This presentation © 2004, MacAvon Media Productions Animation.
Week 11 - Thursday.  What did we talk about last time?  Image processing  Blurring  Edge detection  Color correction  Tone mapping  Lens flare.
Main Navigation  Similar to Unity 3D  Unlike Unity it is a right handed coordinate system  Used to determines whether a positive rotation is clockwise.
09/09/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Event management Lag Group assignment has happened, like it or not.
3D Intro. 3D Technology Progression G-4 G-4
CS 450: COMPUTER GRAPHICS REVIEW: INTRODUCTION TO COMPUTER GRAPHICS – PART 2 SPRING 2015 DR. MICHAEL J. REALE.
Object Orientated Data Topic 5: Multimedia Technology.
Real-Time Rendering SPEEDING UP RENDERING Lecture 04 Marina Gavrilova.
Image-based Rendering. © 2002 James K. Hahn2 Image-based Rendering Usually based on 2-D imagesUsually based on 2-D images Pre-calculationPre-calculation.
 The creation of moving pictures one frame at a time Literally 'to bring to life' e.g. make a sequence of drawings on paper, in which a character's position.
Computer Graphics The Rendering Pipeline - Review CO2409 Computer Graphics Week 15.
Real-time Graphics for VR Chapter 23. What is it about? In this part of the course we will look at how to render images given the constrains of VR: –we.
Kinematics Primer Jyun-Ming Chen. Contents General Properties of Transform 2D and 3D Rigid Body Transforms Representation Computation Conversion … Transforms.
Vision-based human motion analysis: An overview Computer Vision and Image Understanding(2007)
Kinematics Jehee Lee Seoul National University. Kinematics How to animate skeletons (articulated figures) Kinematics is the study of motion without regard.
111/16/ :14 UML Instance Transformation x y z x y z x y z x y z SRT Model Coordinates.
Geometric Modeling How to design a graphical model? How to create a digital description of a real-world object? Design Digitize.
Vertices, Edges and Faces By Jordan Diamond. Vertices In geometry, a vertices is a special kind of point which describes the corners or intersections.
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 7. Speed-up Techniques Presented by SooKyun Kim.
Subject Name: Computer Graphics Subject Code: Textbook: “Computer Graphics”, C Version By Hearn and Baker Credits: 6 1.
Graphics Interface 2009 The-Kiet Lu Kok-Lim Low Jianmin Zheng 1.
Zhang & Liang, Computer Graphics Using Java 2D and 3D (c) 2007 Pearson Education, Inc. All rights reserved. 1 Chapter 11 Animation.
Photo VR Editor: A Panoramic and Spherical Environment Map Authoring Tool for Image-Based VR Browsers Jyh-Kuen Horng, Ming Ouhyoung Communications and.
IAT-241 Animation Visualization  Visual thinking  Hand and digital drawing  3D spaces and transformations.
1 Perception and VR MONT 104S, Fall 2008 Lecture 20 Computer Graphics and VR.
Rendering Large Models (in real time)
Image-Based Rendering Geometry and light interaction may be difficult and expensive to model –Think of how hard radiosity is –Imagine the complexity of.
Graphics, Modeling, and Textures Computer Game Design and Development.
CS 551/645 Introduction to Computer Graphics Fall 2000.
UNIT 11: 3D AutoCAD Objectives: How to print or plot a drawing How to setup a layout using title blocks and viewports Create and manage new layouts Be.
3D Animation 1. Introduction Dr. Ashraf Y. Maghari Information Technology Islamic University of Gaza Ref. Book: The Art of Maya.
© TMC Computer School HC20203 VRML HIGHER DIPLOMA IN COMPUTING Chapter 4 – Object Manipulation in VRML.
1 Geometry for Game. Geometry Geometry –Position / vertex normals / vertex colors / texture coordinates Topology Topology –Primitive »Lines / triangles.
Computer Graphics: Programming, Problem Solving, and Visual Communication Steve Cunningham California State University Stanislaus and Grinnell College.
Rendering Pipeline Fall, 2015.
Week 12 - Thursday CS361.
Real-time Walkthrough of Virtual Space using Environment Map
3D Object Representations
Graphics, Modeling, and Textures
Prepared by: Engr . Syed Atir Iftikhar
Chap 10. Geometric Level of Detail
Terrain Jyun-Ming Chen Spring 2004.
Presentation transcript:

Modeling, CG, and others Jyun-Ming Chen Fall 2001

Contents Modeling geometric modeling model segmentation LOD Image-based vs. geometry-based systems Primers on Computer Graphics Kinematics

Geometric Modeling how 3D objects are described in the geometric database shape primitives: box, cylinder, sphere, cone, indexed face set  watch for the face orientation (used for backface culling) procedurally defined shape: extrusion, sweep, in rendering, all objects are converted to triangles

Computer Graphics Primer

Animation displaying a sequence of rendered scenes frame rate: number of scenes displayed per second movie: NTSC: VR: at least 16 to be flicker-free; the higher the better factors affecting frame rate size of rendering area model complexity: retrieving, rendering hardware displaying/shading mode

Model Segmentation especially important for walkthrough applications in a large geometric database million polygons; 10 frames/sec

Cell Segmentation manage model complexity by grouping objects visible from different rooms Leaf nodes store corresponding links to visible objects Visibility problem auto-segmentation separating plane priority priority = 0.5*occlusion + 0.3*balance + 0.2*split

Level of Detail (LOD) Change based on: distance or image size multi-resolution model automatic model simplification  Borrel & Rossignac (92)  Edge Collapsing  …

LOD (cont) Model flickering problem: Hysteresis Model morphing Mipmap: LOD concepts applied to texture mapping Implement this in VRML Proto

Rational Reducer (Systems in Motion) Price: 4,950 USD !!

Generating Mipmaps

Image-based VR compared to “ geometry-based ” VR able to keep constant frame rate regardless of the scene complexity authoring tools camera setup procedure “ hybrid ” -VR

Image Acquisition

Image Warping

Stitched Panorama

Kinematics Primer

Kinematics in VRML Syntax of Transform Node (partial) usually interpretation using local axes is easier the two-link arm in VRML take advantage of “ short hand notation ” center t + r explore other fields (scale, scaleOrientation) on your own

Transform in VRML97

Exercises sketch the 3D model of the given VRML file Biped model: Construct each rigid part at default position Use transform to take them to due places Animate joint angles using OrientationInterpolators Coordinate your animation using ScalarInterpolators