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CSE 5542 - Real Time Rendering
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TBT (Not So) Real Time Rendering
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Time - TR 10:20 AM – 11:15 AM Place - DL 0264 Where ?
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Name: Raghu Machiraju Email: machiraju.1@osu.edumachiraju.1@osu.edu Office hours: MWF 11:30 – 1:00 PM The Instructor
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Name: TBD Email: TBA Office hours: TBA The Grader
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Information Web: http://www.cse.ohio-state.edu/~raghu/5542 Piazza: https://piazza.com/osu/autumn2014/cse5542/home Prerequisite: 3901 (560) or 3902 or 3903 math 2568 (568) or 571 permission from the instructor
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Pre-reqs
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Must Haves You need to be enthusiastic about Computer Graphics You need to be fluent in C/C++ programming You need to be comfortable with linear algebra You need to be willing to get hands-dirty: OpenGL, 3D Printing, GLSL, hardware
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The Book
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OpenGL programming Guide, 8 th edition OpenGL shading language 3 rd edition http://proquest.safaribooksonline.com Useful Books
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Reference Books Computer Graphics Principle and Practice 3 rd edition Real-Time Rendering 3 rd edition
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Reference Books OpenGL 4.0 Shading Language Cookbook Graphics shaders: Theory and Practice, 2 nd edition
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Und Others
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Grading Four Labs: 40% - Strict deadlines. Quizzes: 4 x 5% - Date is a stochastic variable Midterm Exam: 20% - Firm date. Final Exam: 20% - Firm date.
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Labs ? Your own machine … Graphics PC Lab – CL 112D Graphics cards that supports at least OpenGL 2.1 Platforms: PC (visual studio), Mac OS X or Linux
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What do we Study ?
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Teapots
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A Real One
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Drawing Teapots
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Step 1
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Step 2
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Step 3
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Step 4
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Step 5
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Step 6
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Manufacturing Teapots
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https://www.ted.com/talks/lisa_harouni_a_primer_on_3d_ printing http://oncampus.osu.edu/replicating-in-3d/ http://news.cornell.edu/stories/2013/04/rapid-reality- students-design-3-d-printed-products
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You will all make these http://www.thingiverse.com/thing:68880
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Manufacturing Teapots http://onderin.de.buro.la/cura-ani-500-64c.gif
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We will not do this …
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Virtual Teapots
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An Icon !
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Which one is real ?
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Real vs Virtual – Boston Museum
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More fake ones ! http://codegolf.stackexchange.com/questions/22620/draw-the-utah-teapot
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Shutterbug !
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Toy Story
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A Platonic Relationship !
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Building with Blender https://www.youtube.com/watch?v=QyiBw L2Scec
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Another Method https://www.youtube.com/watch?v=x8AiEi 4aJ4g
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You will be doing this …
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And better than this !
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OpenGL, GLSL
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Learning Outcomes Basic understanding of graphics hardware/software Basics of modeling and 3D Printing OpenGL/GLSL to control graphics hardware Advanced real time rendering algorithms
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Specific Topics Overview of Graphics Hardware and Software Coordinate systems OpenGL geometry drawing - OpenGL vertex buffer objects OpenGL Shading Language - Vertex and fragment shaders 3D transformation and Viewing Quaternion and virtual trackball
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Specific Topics Illumination –Flat, Gourad, Phong shading models –Fixed function pipeline and shaders Visibility and Z-buffering Texture Mapping –Image and procedural textures Bump, environment, & projective texture mapping
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Specific Topics Real time shadows Advanced topics in shaders –Geometry shader –Tessellation shader Advanced topics in rendering and graphics
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54 Angel and Shreiner: Interactive Computer Graphics6E © Addison-Wesley 2012 Image Formation
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55 Image Formation –Cameras –Microscopes –Telescopes –Human visual system
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56 Synthetic Camera Model center of projection image plane projector p projection of p
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57 Ray Tracing and Geometric Optics Problemo ? Image Formation (Eine Explanation)
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The Real Thing ! http://www.uccs.edu/~rtirado/Astronomy_Texts/Lig ht_Image_Formation.pdf
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59 Essentials of Image Formation Objects Camera Light source(s) Light-material interaction Independence of objects, viewer, and light source(s)
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60 Light
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61 Luminance vs. Color http://www.workwithcolor.com/color-luminance-2233.htm
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62 How Many Colors ? Human visual system –Rods: monochromatic, night vision –Cones Color sensitive Three types of cones Only three values (the tristimulus values) are sent to the brain –Three primary colors – R, G, B
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63 Angel and Shreiner: Interactive Computer Graphics6E © Addison-Wesley 2012 In Days Long Gone
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Even in these days !
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The Camera
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Real Cameras
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Viewing
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68 Angel and Shreiner: Interactive Computer Graphics6E © Addison-Wesley 2012 Eine Simple Camera – The Pinhole x p = -x/z/dy p = -y/z/d Simple Perspective - find projection of point at (x,y,z) z p = d
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Perspective
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DYC http://www.pinhole.cz/en/pinholecameras/dirkon_01.html
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Not Bad
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Let Us Go Digital http://electronics.howstuffworks.com/digital-camera.htm
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Rasters
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Pixels & Resolution
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Is A Pixel Really A Square ? http://alvyray.com/Memos/CG/Microsoft/6_pixel.pdf
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An image ? 8 bits/pixel 0 255
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CCD Cameras - Resolution http://www.dalsa.com/shared/content/pdfs/CCD_vs_CMOS_Litwiller_2005.pdf
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Image Digitization Sampling: Resolution Quantization: Measured Value
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Image Digitization Sampling Quantization
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