Computer GraphicsCSE167PrerequisitesReadingProgramming ProjectsGradingTestsUndergraduate Computer Graphics at UCSDCourse OutlineAngel GamesSlide 11ApplicationsImage ProcessingImage SynthesisPhotoreal RenderingPhororeal RenderingNon-Photoreal RenderingNPRComputer VisionSlide 20AnimationPhysics SimulationCharacter AnimationModelingSlide 25Slide 26Historical MilestonesRaster GraphicsDisplay TechnologyResolution & Frame RatesInterlacingFramebufferPrimitives3D ModelsSlide 35Traditional Graphics PipelineTransformationLightingClippingScan ConversionPixel ProcessingScene RenderingOpenGLOpenGL ExampleOpenGL Program OrganizationComputer GraphicsCSE167: Computer GraphicsInstructor: Steve RotenbergUCSD, Fall 2005CSE167Computer GraphicsInstructor: Steve Rotenberg ([email protected])TAs:Wojciech Jarosz ([email protected])Alex Kozlowski ([email protected])Lecture: Center Hall 105 (TTh 11:00am-12:20pm)Section: TBDOffice: CS 4112, (TTh 9:45-10:45am)Web page:http://graphics.ucsd.edu/courses/cse167_f05/index.htmlPrerequisitesLinear algebraFamiliarity with:Vectors (dot products, cross products…)MatricesC++ or JavaObject oriented programmingReading3D Computer Graphics: A Mathematical Introduction with OpenGL (Buss)Required pages are listed on the class web pageProgramming ProjectsNOTE: Details of this may change. Check the web page for updatesProject 1: Due Thursday, Oct. 6, 11:00amMake a program that draws some simple 3D objectsProject 2: Due Thursday, Oct. 20, 11:00am Implement a simple hierarchical object, like a hand. It should include basic lighting as well.Project 3: Due Thursday, Nov. 3, 11:00amMake a program that renders a textured sceneProject 4: Due Thursday, Nov. 17, 11:00amDisplay a curved surface with texture and lightingProject 5: Due Thursday, Dec. 1, 11:00amChoose one of the followingWater fountain (particle system)Ray tracerProcedural treeChoose your own project (but talk to me first)Grading10% Project 110% Project 210% Project 310% Project 415% Project 520% Midterm25% FinalTestsMidtermThursday, Oct 27, 11:00am-12:20pmCenter Hall 105FinalTuesday, Dec 6, 11:30am – 2:30pmLocation: TBDUndergraduate Computer Graphics at UCSDCSE 166: Image ProcessingCSE 167: Computer GraphicsCSE 168: Rendering AlgorithmsCSE 169: Computer AnimationMath 155B: Mathematics for Computer GraphicsCourse Outline1. Introduction2. Matrices, 3D transforms3. Viewing, perspective4. Triangle rendering5. Scene graphs, clipping6. Lighting7. Texture mapping8. Aliasing, sampling9. Advanced texturing10. Shadows11. Midterm12. Color13. Scene management14. Curves & surfaces15. Graphics hardware16. Ray tracing17. Global illumination18. Procedural modeling19. Animation20. ReviewAngel GamesComputer GraphicsApplicationsMovie, TV special effectsVideo gamesScientific visualizationMedical visualizationIndustrial designSimulationCommunicationEtc.Image ProcessingSome computer graphics operations involve manipulating 2D images (bitmaps)Image processing applies directly to the pixel grid and includes operations such as color correction, scaling, blurring, sharpening, etc.Common example include digital photo processing and digital ‘painting’ programs (Adobe Photoshop…)Image SynthesisImage synthesis or image generation refers more to the construction of images from scratch, rather than processing of existing imagesSynthesis of a 2D image from a 3D scene description is more commonly called renderingPhotoreal RenderingPhotoreal rendering refers to rendering a 3D scene in a realistic wayModern photoreal rendering algorithms are essentially a physically based simulation of light propagation and scattering throughout a 3D environmentIn a sense, this means that there is a ‘correct’ image that should be generated, given an input data set. This allows the subject of photoreal rendering to have a strong theoretical basis (namely, the science of optics)Most modern photoreal rendering algorithms are based on the classic ray tracing algorithm, that traces the path of individual light rays starting from the eye and working backwards to the light sourcesPhororeal RenderingNon-Photoreal RenderingNon-photoreal rendering (NPR) refers to rendering images in other ways…Sometimes, this is done to achieve aesthetic goals such as artificial water colors, pencil sketches, paint brushstrokes…Other times, the goal is to maximize the communication of visual information, as in scientific and medical visualizationNPRComputer VisionComputer vision is sometimes considered as a separate discipline from computer graphics, although they share many things in commonA central goal in computer vision is to take a set of 2D images (usually from a video or set of photos) and infer from that a 3D description of what is being viewedThis is a very different process than rendering, and is more of a form of artificial intelligenceComputer VisionAnimationAn animation is just a sequence of individual imagesBasically, the subject of computer animation focuses on how things change over time. Usually, this refers to motion, but can also refer to other properties changing over time.Physical simulation is a very powerful tool in computer animation and can be used to generate believable animations of rigid objects, deformable objects, gasses, liquids, fracture, particle effects, and even explosions and fireComputer animation also includes a large number of techniques specifically developed to manipulate virtual charactersPhysics SimulationCharacter AnimationModelingModeling refers to the techniques involved with creating, scanning, editing, and manipulating 3D geometric dataModeling is often done by a human user with an interactive editing programMore complex objects, such as trees, can be constructed with automatic procedural modeling algorithms3D models are also often acquired from real world objects using laser scanning or computer vision techniquesModeling also includes the use of curved surfaces and other higher order primitives, which are often converted into triangles using various tessellation algorithmsAnother important area of modeling includes mesh reconstruction for surface simplificationModeling makes heavy use of computational geometryModelingComputer
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