EEL 5771-001 Course: Intro to Computer Graphics(Fall 2020 ...
Computer Graphics (fall,2009)
description
Transcript of Computer Graphics (fall,2009)
Computer Graphics(fall,2009)
School of Computer ScienceUniversity of Seoul
Syllabushttp://www.minho-kim.com/courses/09.02.71033/syllabus.shtml
Introduction
Computer Graphics in Action computer animations
“Partly Cloudy” (2009, Pixar) special effects in films
untitled video games
Prince of Persia (2008, Ubisoft Montreal) Far Cry 2 (2008, Ubisoft Montreal) Resident Evil 5 (2009, Capcom) Blade & Soul (2009, NCsoft) Starcraft II (????, Blizzard)
CAD (Computer-Aided Design) SolidWorks Google Sketchup
3D modeling Blender
scientific visualization/simulation Nucleus Medical Art
Early Computer Graphics
1958(?) The first video game (?) 1961 “Catalogue” by John Whitney 1981 1975 1977 Making of the Computer Graphics for
Star Wars (Episode IV)
Research in Computer Graphics
Latest papers at the SIGGRAPH conference
What is Computer Graphics?
“...the representation and manipulation of pic-torial data by a computer.”(Wikipedia)
http://en.wikipedia.org/wiki/Computer_graphics
In this course, we're interested in 3-dimensional and interactivecomputer graphics.
How can we generate 3D graphics?
Digital camera analogy (geometric optics model) Input: 3D (real) objects / output: pixel image Each sensor (pixel) captures the color of light
that hits it. The color of light is determined based on many variables. (light source, material property, etc...)
...why don't we just “simulate” it?
Realistic Rendering Techniques
Ray-tracing POV-Ray (http://www.povray.org) YafaRay (http://www.yafray.org)
Photon mapping Examples: http
://graphics.ucsd.edu/~henrik/images/caustics.html
Radiosity More in “Chapter 12: Advanced Rendering.”
Realistic Rendering Techniques (cont’d)
...But it's soooooooo slow...why? Complicated objects, complex computations, ... Not suitable for "interactive" applications!
How can we generate “interactive” 3D graphics?
In other words, how can we make it "fast"? simplifies 3D objects by primitives (points, lines, triangles,...) simplifies computations
lighting computed only at vertices simplified lighting equation simplified shading method
“pipelined”& parallel process support by special hardware (graphics cards)
interactive 3D graphics API: OpenGL & DirectX hardware gets more and more powerful!
more and more “tricks”!!! texture/bump mapping, billboard, LOD, ...
Wireframe
Wireframe with Depth Cue
Antialiasing
Flat Shading
Lighting & Smooth Shading
Texture-mapping & Shadows
Motion-blur
Fog