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Games, Movies and Virtual Worlds – An Introduction to Computer Graphics

Games, Movies and Virtual Worlds – An Introduction to Computer Graphics. Ayellet Tal Department of Electrical Engineering Technion. When you think about graphics, you envision. When you think about graphics , you envision. When you think about graphics, you envision. Science Art

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Games, Movies and Virtual Worlds – An Introduction to Computer Graphics

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  1. Games, Movies and Virtual Worlds –An Introduction to Computer Graphics Ayellet Tal Department of Electrical Engineering Technion

  2. When you think about graphics, you envision

  3. When you think about graphics , you envision

  4. When you think about graphics, you envision

  5. Science Art Engineering Medicine Entertainment Advertising Education Applications

  6. Science Art Engineering Medicine Entertainment Advertising Education Applications

  7. Science Art Engineering Medicine Entertainment Advertising Education Applications

  8. Science Art Engineering Medicine Entertainment Advertising Education Applications

  9. Science Art Engineering Medicine Entertainment Advertising Education Applications

  10. Science Art Engineering Medicine Entertainment Advertising Education Applications

  11. Science Art Engineering Medicine Entertainment Advertising Education Applications

  12. Science Art Engineering Medicine Entertainment Advertising Education Applications Outside-In http://www.geom.uiuc.edu/docs/outreach/oi/moregraphics.html http://www.physics.orst.edu/~bulatov/vrml/index.html

  13. The world complex dynamic multi-dimensional continuous The screen simple static two-dimensional discrete Why interesting?

  14. Beauty • Science – math and physics • Engineering – software and hardware • Artistic and aesthetic issues • Fun!

  15. Issues in computer graphics • Geometric modeling • Rendering • Animation • Scientific visualization “The purpose of computing is insight, not numbers”Hamming • Virtual reality • Human-computer interaction

  16. Geometric modeling How do we represent objects?

  17. Wish list • Large domain • Unambiguous • Unique • Accurate • Impossible to create invalid representations • Easy to create and maintain • Closure under certain operations • Compact • Efficient

  18. Geometric modeling How do we represent objects? Voxels

  19. Geometric modeling How do we represent objects? Splines

  20. Geometric modeling How do we represent objects? Polyhedra

  21. Rendering • What pixels? • What’s in the pixel? • Which color?

  22. What pixels = scan conversion • Given: A mathematical description of a two or a three dimensional “scene” • Find: A value for each pixel in the frame buffer

  23. What pixels = scan conversion • Given: A mathematical description of a two or a three dimensional “scene” • Find: A value for each pixel in the frame buffer

  24. What’s in the pixel - visibility Goal: Hidden surface removal • In object space or in image space? • In software or in hardware?

  25. What color? • Illumination and shading • Transparency, reflection

  26. Issues - recap • Modeling: • Construct / represent objects • Transform to construct scene • Rendering: • Project • Scan convert • Remove hidden surface • Assign colors

  27. Animation How to define / represent complex time-dependent behavior of objects?

  28. Animation topics • Automatic in-between • Transformations • Collision • Motion • Facial animation • Morphing • Physically-based simulation

  29. Animation topics • Automatic in-between • Transformations • Collision • Motion • Facial animation • Morphing • Physically-based simulation

  30. Animation topics • Automatic in-between • Transformations • Collision • Motion • Facial animation • Morphing • Physically-based simulation

  31. Animation topics • Automatic in-between • Transformations • Collision • Motion • Facial animation • Morphing • Physically-based simulation

  32. Animation topics • Automatic in-between • Transformations • Collision • Motion • Facial animation • Morphing • Physically-based simulation

  33. Animation topics • Automatic in-between • Transformations • Collision • Motion • Facial animation • Morphing • Physically-based simulation 72 Frames - 5 Full Frames

  34. Animation topics • Automatic in-between • Transformations • Collision • Motion • Facial animation • Morphing • Physically-based simulation

  35. Animation topics • Automatic in-between • Transformations • Collision • Motion • Facial animation • Morphing • Physically-based simulation 1993, Apple Computer, Inc.

  36. Case study –Teaching dinos to dance

  37. Algorithm • Decomposition • Control skeleton extraction • Joint binding • Motion definition or “copying”

  38. Algorithm • Decomposition • Control skeleton extraction • Joint binding • Motion definition or “copying”

  39. Algorithm • Decomposition • Control skeleton extraction • Joint binding • Motion definition or “copying”

  40. Algorithm • Decomposition • Control skeleton extraction • Joint binding • Motion definition or “copying”

  41. Algorithm • Decomposition • Control skeleton extraction • Joint binding • Motion definition or “copying”

  42. Research topic: decomposition Let S be an orientable mesh. Goal: decompose S into connected sub-meshes S1, S2… Sk that are face-wise disjoint, and whose union gives S. S1 S2 S Sk

  43. Key idea: two-phase algorithm • Find major components with fuzzy boundaries • Find exact boundaries

  44. Algorithm outline • Construct fuzzy decomposition • Assign distances to pairs of faces • Assign probabilities of belonging to patches • Compute a fuzzy decomposition 2. Construct exact boundaries

  45. Algorithm outline • Construct fuzzy decomposition • Assign distances to pairs of faces • Assign probabilities of belonging to patches • Compute a fuzzy decomposition 2. Construct exact boundaries

  46. Algorithm outline • Construct fuzzy decomposition • Assign distances to pairs of faces • Assign probabilities of belonging to patches • Compute a fuzzy decomposition 2. Construct exact boundaries

  47. Algorithm outline • Construct fuzzy decomposition • Assign distances to pairs of faces • Assign probabilities of belonging to patches • Compute a fuzzy decomposition 2. Construct exact boundaries

  48. Algorithm outline • Construct fuzzy decomposition • Assign distances to pairs of faces • Assign probabilities of belonging to patches • Compute a fuzzy decomposition 2.Construct exact boundaries

  49. Problem: finding boundaries • Given: • G=(V,E) the dual graph of the mesh • A,B,Fuzzy • Goal: Partition V into VA’ and VB’ s.t. A Fuzzy B

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