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Introduction

Introduction. Computer Graphics COMP 770 (236) Spring 2009 Instructor: Dinesh Manocha. Welcome to COMP 770 (236). Instructor: Dinesh Manocha Email: dm@cs.unc.edu Office: Brooks 250 Office hours: W 1:00–2:00 (or by appt.) Webpage: http://www.cs.unc.edu/~dm/UNC/COMP236/comp236.html.

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Introduction

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  1. Introduction Computer GraphicsCOMP 770 (236)Spring 2009 Instructor: Dinesh Manocha

  2. Welcome to COMP 770 (236) • Instructor: Dinesh ManochaEmail: dm@cs.unc.eduOffice: Brooks 250Office hours: W 1:00–2:00 (or by appt.) • Webpage:http://www.cs.unc.edu/~dm/UNC/COMP236/comp236.html

  3. About you • Name • Your background • What are you studying? • Previous graphics experience

  4. Prerequisites • COMP 665(235) • Displays and 2D Graphics • Pixels, lines, images • Foundations of 3D Graphics • Points, vectors, matrices, transformations • Foundations of image analysis • Sampling, reconstruction, aliasing • Foundations of computer vision • Eye, color, perception

  5. Prerequisites • COMP 575(136) • Basic graphics pipeline • Transformations, clipping, rasterization • Texture mapping • Ray tracing • Hidden surface removal

  6. Prerequisites • Know a programming language in the C family (C / C++ / C# / Java / Python) • Some familiarity with graphics API (OpenGL or DirectX) • Can use any platform (Windows, Mac or Linux)

  7. Computer Graphics: Overview Simulation & Rendering Modelling Image Computer vision inverts the process

  8. Mathematical tools 3D models and interaction Visibility Rasterization Lighting and shading Shadows Texture mapping Ray tracing Global illumination Curves and surfaces Simplification and levels of detail Graphics hardware Solid Modeling Topics

  9. Mathematical tools • homogeneous coordinates • vectors • planes • frames • transformations

  10. Loading and view models Picking and selection Modeling a trackball VR is all about interaction COMP 872 3D models and interaction

  11. Classic problem BSP trees Ray casting Depth buffering Visibility Computations Images courtesy of Cornell University

  12. Rasterization • Clipping • Scan conversion

  13. Flat, gouraud, and phong shading Empirical and physically-based illumination models BRDFs Lighting and shading

  14. Shadow volumes Shadow maps Soft shadows Images courtesy of Stamminger and Drettakis 02 Umbra Penumbra Shadows

  15. Surface parameterization Mipmaps and filtering Reflection and environment mapping Texture mapping Images courtesy of Jeremy Birn (www.3drender.com/jbirn)

  16. Object intersection Reflection and refraction Depth-of-field, motion blur, glossy reflections, soft shadows Ray tracing

  17. Rendering equation Path tracing, photon mapping, radiosity COMP 870 Advanced rendering Images courtesy of Caligari (www.caligari.com) Global illumination

  18. Bezier curves and B-splines NURBS and subdivision surfaces Parametric solids COMP 767 Geometric and solid modeling 0-levels 1-level 2-levels 3-levels 4-levels 5-levels Curves and surfaces

  19. CSG and B-Rep operations Generating complex solids from simple shapes COMP 767 Geometric and solid modeling Solid Modeling

  20. Levels of detail Progressive meshes Simplification and LOD 82 million triangles

  21. History Architecture Shading languages Now:general purpose Graphics hardware

  22. Keyframing Parameteric splines Motion capture Simulation COMP 768 Animation & Simulation (less or no coverage)

  23. Textbook • No official textbook. Here are some possible references:

  24. Textbook • No official textbook. Here are some possible references:

  25. Textbook • No official textbook. Here are some possible references:

  26. Course Grading • Problem assignments & class participation (50%) • Midterm: 20% • Final Project: 30% • Guest lecture on a topic (optional): 10%

  27. Grading • Assignments: 40%Final project: 30%Class participation 1 midterm: 30% • Late policy: Assignments will lose 5% each day late (M-F)

  28. Course Project • Start thinking about a project idea ASAP • Should have some novelty • Ok to combine with RAship or other course projects • Project proposal due by Feb. 23, 2009 • Periodic updates • Final project presentation (during finals week)

  29. Honor Code • Students are here for the learning not the grade. • Collaboration encouraged, but assignments must be your own work. • Cite any other’s work if you use their code.

  30. About your instructor • Have been at UNC for 16+ years • Research in geometric/solid modeling, real-time rendering, graphics hardware, simulation, ray tracing, sound rendering, crowd simulation, shadows • http://gamma.cs.unc.edu

  31. Next time: 01/14/09 • Overview of graphics rasterization pipeline • Guest lecture by Paul Merrell

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