Lecture 16 Computer Graphics Mirror and Shadows Taku Komura.
Computer Graphics Taku Komura - The University of Edinburgh · Classic streams of computer graphics...
Transcript of Computer Graphics Taku Komura - The University of Edinburgh · Classic streams of computer graphics...
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Computer Graphics
An Introduction
Taku Komura
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What’s this course all about?
19/09/11 Lecture 1
We will cover…
Graphics programming and algorithms
Graphics data structures
Applied geometry, modelling and rendering
How to use OpenGL
Not covering : how to use software like Maya, 3D Studio Max, etc.
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Other Important things● You need to know about math● We will use basic linear algebra
○ Dot product, cross product, matrix calculations
○ Basic calculus, solving linear systems
Please don’t take the course if you don’t likemath
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Outline for Today●Classic streams of computer graphics●Application areas of computer graphics●About SIGGRAPH●Overview of the course
○Topics in Graphics Pipeline, etc
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Classic streams of computer graphics
● 2D/3D modeling (aircraft, car manufacturing)● Interactive applications (computer games, design)● Realistic rendering (Lots of work at University of Utah)● Computer art (many people)
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2D/3D Modeling
Designing curved surfaces was important for car and aircraft manufacturers in the old days•Such modeling requires a lot of mathematics•Lots of mathematicians join the graphics research community nowadays too
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Interactive applications
•Sketchpad (1963, Ivan Sutherland)•Head mount display (1968, IvanSutherland)•Tennis game (1958), Space war (1962)
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Realistic Rendering (University of Utah)
● Gouraud shading (Gouraud, 1971)● Phong shading (Phong, 1975)● Phong illumination model (Phong 1973)
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Realistic Rendering (University of Utah)
•Bump mapping (1978)–Jim Blinn•Subdivision surface(Catmull, Clark 1978)
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Computer Art (1960-)
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Yoichiro Kawaguchi
Motivation : going to Mars
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Outline for Today●Classic streams of computer graphics●Application areas of computer graphics●About SIGGRAPH●Overview of the course
○Topics in Graphics Pipeline, etc
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The Application Areas of Computer Graphics
Computer AnimationComputer GamesVirtual RealityScientific VisualizationHuman Computer Interactions
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Computer Graphics is about animation (films)
Lecture 1
Major driving force now
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What are the Challenges? ● Realistic Lighting and Reflections:
○ Need to make the lighting condition appear like real
○ Need to make objects reflect the light realistically
● Physical simulations:○ Fluids (liquid, fire), rigid bodies
● Realistic movements of the faces, bodies, etc.○ Need to make the imaginary characters
appear as if they are really in the environment
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Realistic Lighting and Reflections:● Need to make the lighting condition appear like
real● Need to make objects reflect the light
realistically (modeling the reflection model)
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Physical Simulation
●Cloth http://www.youtube.com/watch?v=NoazGEnzsRA
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Physical Simulation
●Water http://www.youtube.com/watch?v=feBfMf2J8uQ
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Physical Simulation●Rigid objects, destruction, explosions● http://www.youtube.com/watch?
v=bDFniqj07FQ
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Computer Games
Lecture 1
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What are the Challenges? ●Everything altogether must run in real-time (30 frames per second)●Rendering (drawing the scene)●character control (player characters + non player
characters)●Physical simulation (object collision, deformations) ●user input
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Character Control●Controlling the non-player character
intelligently●For player character, selecting an action based
on the user input -> smooth transition
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Virtual Reality, Medical Imaging is another driving force
Lecture 1
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Computer Aided Design, 3D modelling
Lecture 1
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3D modelling
Modelling a cup by Maya
http://vimeo.com/5423236
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Scientific Visualisation
Lecture 1
To view below and above our visual range
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What are the challenges?
●Converting the numbers into something that is easy to understand
●Making use of human's visual perception
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Volume rendering
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Human Computer Interactions
●Sketch-based interfaces●Story telling, puppetry ●puzzles
Teddy http://www.youtube.com/watch?v=e2H35SlLmUA
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Outline for Today●Classic streams of computer graphics●Application areas of computer graphics●About SIGGRAPH●Overview of the course
○Topics in Graphics Pipeline, etc
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SIGGRAPH (Special Interest Group on GRAPHics and Interactive Techniques)
○The biggest computer graphics conference in the world that started in 1974
○Now about 20,000 attendees every year○Most important techniques have been presented
at the SIGGRAPH Technical Paper programme○Getting a paper into SIGGRAPH is very
important for CG researchers
Lecture 1
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Overview of the Course● Graphics Pipeline (Today)
○ 3D transformations○ (Local lighting effects) Illumination, lighting,
shading, mirroring, shadowing○ Hidden surface removal○ Rasterization○ Ray tracing
● Global illumination ● Modelling, Curves and Surfaces
Lecture 1
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Graphics Pipeline
●Graphics processes generally execute sequentially
●Pipelining the process means dividing it into stages
●Especially when rendering in real-time, different hardware resources are assigned for each stage
Lecture 1
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Graphics Pipeline
●There are three stages ○Application Stage○Geometry Stage ○Rasterization Stage
19/09/11 Lecture 1
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An example thro’ the pipeline…
Lecture 1
The scene we are trying to represent:
Images courtesy of Picture Inc.
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Application stage●Entirely done in software by the CPU●Read Data
○ the world geometry database,○ User’s input by mice, trackballs, trackers, or sensing
gloves●In response to the user’s input, the application
stage change the view or scene
19/09/11 Lecture 1
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Preparing Shape Models(Lecture 2)
Lecture 1
Designed by polygons, parametric curves/surfaces, implicit surfaces and etc.
Defined in its own coordinate system
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Geometry Stage
● Applying transformations to the object vertices (scaling, rotating, translating)
● View transformation (viewing from the camera)● Illumination and shading (for Gouraud shading)
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Model Transformation (Lecture 3)
19/09/11 Lecture 1
● Objects put into the scene by applying translation, scaling and rotation
● Linear transformation called homogeneous transformation is used
● The location of all the vertices are updated by this transformation
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Perspective Projection (Lecture 4)
19/09/11 Lecture 1
● We want to create a picture of the scene viewed from the camera
● We apply a perspective transformation to convert the 3D coordinates to 2D coordinates of the screen
● Objects far away appear smaller, closer objects appear bigger
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Hidden Surface Removal (Lecture 7)
Lecture 1
● Objects occluded by other objects must not be drawn
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Shading and Lighting (Lecture 6)
Lecture 1
● We need to decide the colour of each pixels taking into account the object’s colour, lighting condition and the camera position
Object
point light source
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Shading : Constant Shading - Ambient
Lecture 1
● Objects colours by its own colour
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Shading – Flat Shading
Lecture 1
● Objects coloured based on its own colour and the lighting condition
● One colour for one face
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Gouraud shading, no specular highlights
19/09/11 Lecture 1
● Lighting calculation per vertex
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Specular high lights added
Lecture 1
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Rasterization (Lecture 5)●Converts the vertex information output
by the geometry pipeline into pixel information needed by the video display
●Aliasing: distortion artifacts produced when representing a high-resolution signal at a lower resolution.
●Anti-aliasing : technique to remove aliasing
● Illumination and shading (for Phong shading)
Lecture 1
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Anti-aliasing
Lecture 1
Aliased polygons(jagged edges)
Anti-aliased polygons
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Lecture 1
● How is anti-aliasing done? Each pixel is subdivided
(sub-sampled) in n regions, and each sub-pixel has a color;● Compute the average color value
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Texture mapping (Lecture 8)
Lecture 1
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Other effects: Bump mapping (Lecture 9)Reflections (Lecture 10),
shadows (Lecture 11)
Lecture 1
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Other covered topics: Ray Tracing (Lecture 12)
Global Illumination (Lecture 13)
Lecture 1
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Polynomial Curves, Surfaces(Lecture 14,15)
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OpenGL (Lecture 4 / Lab session)
○OpenGL is a standard computer graphics library for interactive computer graphics
○A TA will give an introductory session for OpenGL
Lecture 1
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Course support resources
●Graphics course website●http://www.inf.ed.ac.
uk/teaching/courses/cg○ lecture material,○ recommended reading,○ Links to support material for lectures and projects,○ Practical description and resources
Lecture 1
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Summary●The course is about algorithms, not
applications○Lots of mathematics
●Graphics execution is a pipelined approach
●Basic definitions presented●Some support resources indicated
Lecture 1