Lecture 1_ Computer Graphics _Chapter 1 Introduction

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Computer Graphics, Chapter 1 Introduction, Lecture - 1:Why Study 3D Computer GraphicsApplicationsThe Visual Science3D Graphics PipelineGeometric ModellingCurves ModellingAnimationRenderingViewing Transformation Pipeline2D TransformationColor TheoryIllumination Models and Shading

Transcript of Lecture 1_ Computer Graphics _Chapter 1 Introduction

  • COMPUTER GRAPHICS Dr. Zeeshan Bhatti

    BSIT-PIV

    Chapter 1Institute of Information and Communication Technology

    University of Sindh, Jamshoro BY: DR. ZEESHAN BHATTI 1

  • Course Details

    Course Code: ITEC 612-613

    Course Title: Computer Graphics

    Lecturer: Dr. Zeeshan Bhatti, [email protected]

    Schedule: Monday and Thursday 8:30-9:15

    Refered Book

    Computer Graphics: Principles and Practice in C, by J. D. Foley, A. Van Dam, S. K. Feiner, J. F. Hughes.Hardcover, 1200 pages, Addison-Wesley Pub Co; 2nd edition,

    Course web page:

    https://sites.google.com/site/drzeeshanacademy/

    Blog:

    http://zeeshanacademy.blogspot.com/

    Facebook

    https://www.facebook.com/drzeeshanacademyBy: Dr. Zeeshan Bhatti 2

  • SENG-620 Artificial Intelligence and Computer Vision

    Course overview: Introduction to Computer Graphics; display memory; generation of points, vectors, shapes, objects, etc.; raster and geometric graphics; interactive and passive graphics; graphics peripherals; analog and digital images and analog/digital conversion; mathematics of 2-D and 3-D transformations; applications in animation, computer aided design and instruction; hypertext and multimedia; dialog design; user-interface.

    Prerequisites: Programming Fundamentals, Data Structures, Mathematics, Linear Algebra.

    Grading: 10 marks: Attendance

    10 marks: Assignment

    30 marks: Midterm

    50 marks: Final Exam

    By: Dr. Zeeshan Bhatti 3

  • Why Study 3D Computer Graphics?

    Systems: Write complex 3D graphics programs (real-time scene in OpenGL, offline raytracer)

    Theory: Mathematical aspects and algorithms underlying modern 3D graphics systems

    This course is not about the specifics of 3D graphics programs and APIs like Maya, Alias, DirectX but about the concepts underlying them.

    Applications (discussed next)

    Fundamental Intellectual Challenges

    Some content inspired by Pat Hanrahan from Stanfords CS148

  • Applications

    CAD - Computer Aided Design (Mechanical, Architectural)

    Simulators (Flight, Driving, Sports)

    Advertising

    Virtual Reality

    Architectural Visualization

    Art and Entertainment

    Games

    Special effects

    Education

    Scientific visualization

    By: Dr. Zeeshan Bhatti 5

  • Entertainment

    Movies: Brave, Pixar 2012

  • Entertainment

    Games: Halo 3, Bungie 2007

  • Lighting Simulation

    Interior Design

    Automobile Visualization

  • Computer Aided Design

    Interiors Professional

    Mechanical CAD

    Architectural CAD

    Electronics CAD

    Casual Users

    Google Sketchup

  • Visualization: Science and Medicine

    Visible Human Project: University of Hamburg

  • Virtual Reality

    VR for design and entertainment

    Simulators: Surgical, Flight, Driving, Spacecraft

  • Digital Visual Media

    From text to images to video (to 3D?)

    Image and video processing and photography

    Multimedia computers, tablets, phones

    Flickr, YouTube, WebGL

    Real, Virtual Worlds (Google Earth, Second Life)

    Electronic publishing

    Online gaming

    3D printers and fabrication

  • Why Study 3D Computer Graphics?

    Applications (discussed next)

    Fundamental Intellectual Challenges

    Create and interact with realistic virtual world

    Requires understanding of all aspects of physical world

    New computing methods, displays, technologies

    Technical Challenges

    Math of (perspective) projections, curves, surfaces

    Physics of lighting and shading

    3D graphics software programming and hardware

  • The Visual Sciences

    By: Dr. Zeeshan Bhatti 14

  • The Visual Sciences

    Image Processing:

    From Images to Images

    Computer Vision:

    From Images to Models

    Computer Graphics:

    From Objects to Models (Geometric Modeling).

    From 2D/3D Models to Images (Rendering).

    From 4D Models to Images (Animation).

    By: Dr. Zeeshan Bhatti 15

  • 3D Graphics Pipeline

    Modeling Animation Rendering

  • Geometric Modeling

    From a concept (or a real object) to a geometric representation on a computer

    Example: a sphere can be described as (x,y,z,r)

    Complex objects can be constructed from simpler ones

    By: Dr. Zeeshan Bhatti 17

  • Curves for Modeling

    Rachel Shiner, Final Project Spring 2010

  • Animation

    Definition of complex time-dependent behaviour of objects

    Issues with rigid and elastic joints

    Realistic rendering of collective behaviours

    Examples:

    Automatic interpolation between key-frames

    Physics based simulation

    By: Dr. Zeeshan Bhatti 19

  • Rendering

    Given a scene and viewing parameters, produce an image

    Images are a 2D array of pixels

    Important sub problems:

    Which pixels are covered by each object ? (Scan Conversion)

    What is visible at each pixel ? (Visible Surface Algorithm)

    What color should a pixel be ? (Illumination, Shading Algorithms).

    By: Dr. Zeeshan Bhatti 20

  • Rendering and Image Synthesis Examples

    Collage from 2007

  • Interactive 3D Graphics

  • Final Project

  • Rendered Image

    By: Dr. Zeeshan Bhatti 24

  • Viewing Transformation Pipeline

    By: Dr. Zeeshan Bhatti 25

  • Viewing Factors

    Objects:

    Geometrical Properties of an Object (Solid Modeling)

    Physical Properties of Objects Surfaces

    (Illumination Models, Color Models)

    Camera:

    Projections

    Light Source:

    Color Theory

    Spatial set-up:

    3D Transformations, Coordinate Systems

    By: Dr. Zeeshan Bhatti 26

  • 2D Drawing

    Goal: Getting Acquainted with Images

    Displays (Raster vs. Vector)

    Basic Definitions: Pixel, Resolution, Dynamic Range

    Line Drawing (Incremental and Mid-Point Algorithms)

    Techniques for Drawing Circles

    Filling Polygons

    By: Dr. Zeeshan Bhatti 27

  • 2D Transformations

    Goal: Introduction to 3D, Review Linear Algebra

    Basic 2D Transformations: Translation, Scaling, Rotation, Shear.

    Composition of Transformations and Transformation

    Groups:

    By: Dr. Zeeshan Bhatti 28

  • 2D Transformations

    Transformations in Matrix notation:

    Composition of transformations in matrix notation

    The homogeneous coordinates in 2D:

    Change of coordinates:

    By: Dr. Zeeshan Bhatti 29

  • 2D Viewing

    Goal: Introduction to 3D and some Rendering Concepts

    Viewing Transformation pipe-line:

    Line and Polygon Clipping:

    By: Dr. Zeeshan Bhatti 30

  • 3D Viewing

    Goal: Geometrical Transformations in Viewing Pipeline

    From Model Coordinates to Viewer Coordinates:

    By: Dr. Zeeshan Bhatti 31

  • 3D Viewing

    Projections:

    Orthographic

    Oblique

    Perspective

    The Viewing Volume:

    By: Dr. Zeeshan Bhatti 32

  • Solid Modeling

    Goal: Learn how to Define Solid Objects

    1D Curves in 3D

    Primitive based: line segments.

    Free form:

    Implicit, Explicit, Parametric (Polynomials, Splines)

    2D Surfaces in 3D

    Primitive Based: Polygon Mesh

    Free Form: As Above

    3D volumes in 3D

    Volume Rep.

    Sweep Volumes

    Spatial Occupancy (Voxels, Octree, )

    Constructive Solid Geometry

    Boundary Rep.

    Polyhedra

    Free Form: As AboveBy: Dr. Zeeshan Bhatti 33

  • Solid Modelling

    By: Dr. Zeeshan Bhatti 34

  • Parametric Surfaces

    Bilinear Interpolation

    Splines:

    Cardinal Spline

    Hermite Spline

    Bezier Spline

    B Spline

    By: Dr. Zeeshan Bhatti 35

  • Color Theory

    Goal: Understanding what a color is

    The Trichromatic Color Theory

    Linear Color Space and Color Representations: RGB,CMY,HSB

    Perceptual Color Spaces: LAB,YIQ

    The CIE Chromaticity Diagram

    By: Dr. Zeeshan Bhatti 36

  • Illumination Models and Shading

    Goal: Understanding the physical properties of an object

    Light Source Parameters (Shape, Position, Color, Intensity)

    Surface Parameters: Ambient, Diffuse, Specular

    Polygon Rendering Methods

    Transparency

    Shadow

    By: Dr. Zeeshan Bhatti 37

  • Illumination Models and Shading

    By: Dr. Zeeshan Bhatti 38

  • Example: Creating an Image from a Model

    By: Dr. Zeeshan Bhatti 39

    Polygonal Model Generated from Spline Patches.

    Orthographic Projection

  • Example: Creating an Image from a Model

    By: Dr. Zeeshan Bhatti 40

    Polygonal Model Generated from Spline Patches.

    Orthographic Projection

  • Example: Creating an Image from a Model

    By: Dr. Zeeshan Bhatti 41

    Depth Cueing

  • By: Dr. Zeeshan Bhatti 42

    Depth Clipping

  • By: Dr. Zeeshan Bhatti 43

    Colored Vectors

  • By: Dr. Zeeshan Bhatti 44

    Visible Line Determination

  • By: Dr. Zeeshan Bhatti 45

    Visible Surface Dtermination with Ambient

    Illumination

  • By: Dr. Zeeshan Bhatti 46

    Individually Shaded Polygon with Diffuse

    Reflection

  • By: Dr. Zeeshan Bhatti 47

    Gouraud Shaded Polygon with Diffuse

    Reflection

  • By: Dr. Zeeshan Bhatti 48

    Gouraud Shaded Polygon with Specular

    Reflection

  • By: Dr. Zeeshan Bhatti 49

    Phong Shaded Polygon with

    Specular Reflection

  • By: Dr. Zeeshan Bhatti 50

    Curved Surfaces with Specular

    Reflection

  • By: Dr. Zeeshan Bhatti 51

    Multiple Lights

  • By: Dr. Zeeshan Bhatti 52

    Texture Mapping

  • By: Dr. Zeeshan Bhatti 53

    Shadows

  • By: Dr. Zeeshan Bhatti 54

    Reflection Mapping

  • Example: Polynomial Texture Maps

    From:

    http://www.hpl.hp.com/research/ptm/

    By: Dr. Zeeshan Bhatti 55

  • Example: Polynomial Texture Maps

    From:

    http://www.hpl.hp.com/research/ptm/

    By: Dr. Zeeshan Bhatti56

  • Thankyou

    Q & A

    By: Dr. Zeeshan Bhatti 57

    Referred BookComputer Graphics: Principles and Practice in C, by J. D. Foley, A. Van Dam, S. K. Feiner, J. F. Hughes.Hardcover, 1200 pages, Addison-Wesley Pub Co; 2nd edition,

    For Course Slides and Handoutsweb page:

    https://sites.google.com/site/drzeeshanacademy/

    Blog:http://zeeshanacademy.blogspot.com/

    Facebook: https://www.facebook.com/drzeeshanacademy