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Graphics
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Applications Digital media Entertainment Art Visualization Science Modeling Games Software Virtual Reality
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Monsters, Inc Walt Disney Pictures and Pixar Animation Studios 2.5 million rendermarks (measure of computing power) Technical achievements: depiction of fur and hair –shadowing, density, lighting, and movement –Sulley’s coat includes nearly 3 million hairs –Boo’s hair and pigtails Motion –Boo’s T-shirt moves independently of her body
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Shrek PDI/DreamWorks 275 people, 3 years –computer animators, software developers, and engineers "Holy Grails of CG Animation“ –realistic humans facial animation systems –natural environments large-scale organic wind, foliage –textures clothing –motion simulation fire
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Art Photorealism Digital art
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Visualization Medicine GIS Motion biology
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Science Mathematics of curves and surfaces Physics of light and color
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When photography is not possible Outer space Molecular modeling Simulation of dangerous phenomena
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Games
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Software - Pixar Animation Studios Pixar’s RenderMan ® 3D rendering software –used for Pixar’s own feature film productions. –used in 32 of the last 36 films nominated for a Best Visual Effects Oscar Movies which have used RenderMan –Finding Nemo –The Lord of the Rings: The Two Towers, Return of the King –Harry Potter and the Chamber of Secrets –Men in Black II –Minority Report –The Scorpion King –Spider Man –Star Wars Episode II - Attack of the Clones http://www.pixar.com/howwedoit/index.html
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Virtual Reality (VR) Immersive 3d graphics with intuitive interfaces Interactive Virtual environments Augment reality History –term “virtual reality” coined by Jaron Lanier –VPL Research, Inc (1983) Spurred high-performance consumer-level computing –Pong (1971), Doom (1992), Quake (1996) … –computer and video game industry now produces revenues of $6 billion per year
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Virtual hardware Head mounted display –provides stereo images and sound –computer tracks user’s head so it can create illusion of stable, 360 degree environment Gloves –make gestures and interact with objects in the virtual world
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VR system components Hardware –Sensor/tracking hardware –Display devices –Graphics hardware Software –graphical modeling –physical simulation –user input processing –artificial intelligence
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Cave Automatic Virtual Environment CAVE Electronic Visualization Lab, UI Chicago Provides illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube
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Immersive VR Head-referenced viewing provides natural interface for navigation in three-dimensional space –allows for look-around, walk-around, and fly-through capabilities in virtual environments Stereoscopic viewing enhances depth perception and sense of space. Virtual world presented full scale, proportioned to human size Realistic interactions with virtual objects via data glove and similar devices allow manipulation, operation, and control of virtual worlds Illusion of being fully immersed in an artificial world enhanced by auditory and other non-visual technologies Networked applications allow for shared virtual environments
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Challenges in VR design Interactivity real-time systems –system must respond to user inputs without any perceptible delay Real-time constraint –fast computation and graphics 3D interface design Tracking hardware High-resolution display hardware Must be compelling!
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