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26/09/2016
1
CS7029 - PART B : VISUAL COMPUTINGIntroductory Lecture
Some third party images in these notes are used under Fair Use for education
and should not be distributed without the original authors permission.
2 LECTURER DETAILS
John Dingliana
GV2: Graphics Vision and Visualization Group [gv2.scss.tcd.ie]
School of Computer Science & Statistics
Location (From October 3):
TCD Center for Creative Technologies
Stack B, IFSC
Email: John.Dingliana@scss.tcd.ie
Module Webpage:
http://www.scss.tcd.ie/John.Dingliana/cs7029
© independent.ie
3 MODULE OBJECTIVES
Explore the technology underlying Computer Images
How this is applied to advanced areas such as geometric modelling,
rendering and animation
Explore digital Images as a medium.
Discuss digital modes of input and output – and the
limitations/potentials of graphical digital media
Appreciate the production processes, complexity, tools and issues
involved in producing 2D/3D digital media
4 LEARNING OUTCOMES
Identify theoretical principles and techniques underlying modern graphical applications,
including the hardware and low-level software used in such systems.
Discuss how low-level fundamental components common to all computer applications come
together to produce high-level computer imagery in digital media
Generate three-dimensional (3D) environments using a scene-definition tool and render
images of these using a photo-realistic 3D rendering tool
Employ an industry-standard computer aided tool to create 3D objects and models,
modify a virtual camera, animate and render images and videos of complex virtual scene.
Write computer programs for modifying computer images and generating graphical
objects in 2D and 3D
Implement an interactive computer application, that handles input events from the user
(such as mouse, keyboard input) to affect graphical output
On successful completion of this module, students shall be able to:
5 LEARNING OUTCOMES
A. Knowledge
Define key concepts in computer graphics and image processing
Explain how certain operations are performed
B. Reflective/Interpretive
Draw conclusions (from A) on how graphical media can be utilised
Compare / appreciate merits of certain approaches to graphical output
C. Technical/Creative
Design solutions to certain real-world graphical problems using techniques discussed in the course
D. Practical
Employ a range of tools to develop solutions to a range of graphical problems
6 MODULE STRUCTURE (PART B ONLY)
Classes each week on Monday 11am-1pm.
Note Lecture Swap – week 2 and 3
No CS7029 lecture in Week 2 (3rd October)
Two lectures in Week 3: Mon 10th October @ 11-1 AND Tues 11th October @ 11-1
Normally 1 hour of lecture followed by 1 hour of labs
POV-Ray
3D modelling (bottom-up), rendering (top-down)
3D Studio Max
3D modelling, rendering, animation
Processing
Image processing, interaction, graphical programming, multi-media
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Student works © of respective authors.
WHAT IS A COMPUTER IMAGE?Understanding the problem domain
different about
^
9 IMAGES: DEFINITION
Image – (noun)
1. a physical likeness or representation of a person, animal, or thing,photographed, painted, sculptured, or otherwise made visible.
2. an optical counterpart or appearance of an object, as is producedby reflection from a mirror, refraction by a lens, or the passage ofluminous rays through a small aperture and their reception on asurface.
3. a mental representation; idea; conception.
4. Psychology. a mental representation of something previouslyperceived, in the absence of the original stimulus.
5. form; appearance; semblance: We are all created in God's image.
6. counterpart; copy: That child is the image of his mother.
7. a symbol; emblem.
...
14. Archaic. an illusion or apparition.
10 DIGITAL IMAGES
An image is a visual output of data stored in terms of numeric,
recordable elements.
Most digital images we use today are output as a regular grid of
pixels, referred to as a raster.
Intermediately the image can be stored in the form of lines, curves
and filled areas, referred to as vector primitives (objects).
All of these are represented by (whole) numbers: i.e. digital.
11 RASTER AND VECTOR REPRESENTATIONS
Andreas Horning © Used under creative commons
Source unknown.
12 DIGITAL IMAGE PROCESSING
Digital Image Processing is the act of recording and modifying data
used in generating the images.
This could be done in different ways…
Manually: where the user specifies each colour
Procedurally: where a sequence of steps is defined that generates an image
© Pascal Vuylsteker
26/09/2016
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13 SOME RELATED AREAS
Image Processing Computer Vision
Rendering
Image Acquisition
Images
Data / ModelsConcepts
Modelling
Real World
14 SOME RELATED AREAS
Image Processing Computer Vision
Rendering
Image Acquisition
Images
Data / ModelsConcepts
Modelling
Real World
COMPUTER GENERATED IMAGERYThe computer graphics process
16 THE GRAPHICS PROCESS
The process of
creating/modifying digital
images.
Discrete
Digital
Representations
© Daniel Rozin – Used without permissionURL: www.smoothware.com/danny/
17
© Daniel Rozin – Used without permission. URL: www.smoothware.com/danny/
18
MODEL IMAGECONCEPT
COMPUTER GRAPHICS
The core technological issues in computer generated imagery.
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MODEL IMAGECONCEPT
MODELLING
19
MODELS (in computer graphics): A Digital, Descriptive or Mathematical
representation of a scene or object that can be stored (efficiently) in computer
memory.
20 MODELLING
© Walt Disney and TSL, 2001
21
© Walt Disney and TSL, 2001
22 MODELLING
Modelling for most practical users implies authoring 3D
content. In this module we are interested in more than this.
23 MODELLING ISSUES
Conversion of geometric data
for Digital Storage
Uniqueness of representation
Efficiency
Correctness
Fidelity/Resolution?
Consider final use of model and
how it is to be rendered
24 RESOLUTION AND MODELING
Source unknown
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25 TYPES OF MODELS
(C) Gareth Bradshaw, Image Synthesis Group, TCDImage from wwikipedia, Used under Creative Commons License
Source unknown
26
MODEL IMAGECONCEPT
RENDERING
The rendered IMAGE is a visual representation of the
model on digital output media.
27 RENDERING
A single model might be represented in many different ways.
© Steven Collins and Image Synthesis Group, TCD
28 3D ISSUES
3D information on a 2D display
Projection
Viewing
Hidden Surface Removal
Lighting
29 3D ISSUES
3D information on a 2D display
Projection
Viewing
Hidden Surface Removal
Lighting
30 LOW-LEVEL ISSUES
2D Issues
Line Drawing
Clipping
Polygon Filling
Curves
Rasterization!
Discretization.
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31
MODEL IMAGECONCEPT
IMAGE PROCESSING
Operations on Images
32 IMAGE PROCESSING
33
MODEL IMAGECONCEPT
ANIMATION
Remodel and Re-render
CGI: APPLICATION AREASWhy is CG Important?
USER INTERFACES
B205 Control Console (1960)
How would we communicate information from
Machine to User if not for Imagery
A more modern “console”
36 GRAPHICAL USER INTERFACES (GUI)
Different types of images suit different tasks
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37 IMMERSIVE VIRTUAL REALITY 38 AUGMENTED REALITY
IMAGE SYNTHESIS 40 COMPUTER ANIMATION
CGI as a medium in its own right?
41
CGI Recreating Reality?
Final Fantasy: The Spirits Within © Columbia Pictures render by Square Pictures
Beowulf © Paramount Pictures / Warner Bros
42
CGI augmenting reality
VISUAL EFFECTS
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44 VISUAL EFFECTS
CGI replacing reality
AIDING TRADITIONAL ANIMATION
46 AIDING TRADITIONAL ANIMATION 47 ABSTRACT IMAGERY
48 ABSTRACT ANIMATION
Anjyu 2001 © Yasuo Ohba
50 SIMULATING HUMAN EXPRESSION
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51 IMAGE ABSTRACTION 52 VIDEO ABSTRACTION
53 ANIMATION CONTROL
Pipe dreams © Animusic
INTERACTIVE VIRTUAL ENVIRONMENTS
© GV2 Research Group, TCD
57 CULTURAL HERITAGE
Cultural Visualisation and Virtual Restoration
58
Digital Michelangelo project © Stanford University
26/09/2016
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59 SCIENTIFIC VISUALIZATION AND ANALYSIS
All images Public Domain. Credit respectively
(from top left): Gravity Waves, by Ian Foster, Carl
Kesselman and Steve Tuecke. Molecular
Visualization, by UCRL-WEB (wci.llnl.gov). Solar
system, by Mdf. Climate visualization, by UCRL
and Forrest Hoffman and Jamison Daniel of Oak
Ridge National Laboratory. Fluid simulation, by
Lawrence Livermore National Laboratory
(wci.llnl.gov)
60 DATA VISUALIZATION
Image credits: Fielding Cage © TIME.com
61 MEDICAL IMAGE ENHANCEMENT 62 MEDICAL VISUALIZATION & VIRTUAL SURGERY
63 ILLUSTRATIVE VISUALIZATION COMMERCIAL DESIGN AND PROTOTYPING
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65
(C) NBBJ Architects – Reebok Building designed using Alias/Wavefront StudioTools(TM)
66 APPEARANCE MODELLING
© Steven Collins,
TCD Graphics Vision and Visualization Group
67 LIGHTING AND LAYOUT DESIGN 68 CGI – DEGREES OF ADOPTION
Passive Viewers
• Data: Images, Video
Interactive User
• Interactive Applications: e.g. games, simulators, VR
Creative Author
• Tools: Digital Artists, 3D Modellers
Developer
• Graphical software: scripts, code, math equations, bits and bytes
Engineer
• Graphics hardware: input/output devices, boards and circuits
MODULE TOPICS
70 RASTER IMAGES AND DISPLAYS
How digital images are stored and displayed
© 2000-2016 GOMEZ GRAPHICS, used without permission
© learn.digilentinc.com, licensed under Creative Commons
26/09/2016
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71 3D OBJECT MODELS
Representing shape
Basic mathematical principles
used in computer graphics
2D and 3D Modelling data
structures
Modelling operations
72 MATERIAL PROPERTIES
Colour
Texture
Relief and micro-geometry
73 LIGHTING
Simulating Light Material
Interaction
Lighting Cues for Conveying 3D
shape
74 REALISTIC RENDERING
Image Synthesis
Global Illumination
Ray-tracing
75 3D MODELLING IN PRACTICE
Computer aided 3D Modelling Tools
Shape Modelling
Texturing
Animation
75
76 SCENE MODELLING
Modelling Transforms
Translate
Rotate
Scale
Scene and Modelling
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77 CAMERA MODELLING
The Virtual Camera (or eye)
Viewing
Projection
78 ANIMATION
Motion Synthesis
Real-time animation
Procedural Animation
79 IMAGE PROCESSING
Manipulation,
enhancement and filtering
80 RASTERIZATION
From Model to Image
Discretization
Anti-aliasing
Demosaicing
81 PROCEDURAL GRAPHICS
Procedural Modelling
Procedural Images
Fractals
Procedural Animation
Behavioural Simulation
Physically-based animation
82 INTERACTIVE GRAPHICS
Input devices
Event-driven programs
Virtual and augmented
Reality Technology
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83 RECOMMENDED BOOKS
The course won’t be based on a particular textbook. However the
following two books are good reading … if you can get your hands on
them:
The Computer in the Visual Arts. Anne
Morgan Spalter. [US]
3D Computer Graphics: A User’s Guide for
Artists and Designers. Andrew Glassner.
[out of print]
84 ALTERNATIVE TEXTS
The following are roughly equivalent and cover the technical
aspects of the course but are designed for Computer Science
Students:
Interactive Computer Graphics: A Top-Down Approach using
OpenGL (4th Edition), Edward Angel.
Computer Graphics with OpenGL (3rd Edition), Donald Hearn
and M. Pauline Baker.
Computer Graphics Using Open GL (2nd Edition), Francis S. Hill.
Computer Graphics: Theory Into Practice. Jeffrey J. McConnell.
Introduction to Computer Graphics, James D. Foley, Andries van
Dam, Steven K. Feiner, John F. Hughes, Richard L. Phillips.
Computer Graphics: Principles and Practice in C (2nd Edition),
James D. Foley, Andries van Dam, Steven K. Feiner, John F.
Hughes.
85 IMAGE PROCESSING
The Computer Image. Alan Watt and Fabio
Policarpo.
Somewhat Technical (math and computing)
86 PROCESSING [PROCESSING.ORG]
Processing: A Programming Handbook for Visual Designers and Artists - Casey
Reas and Ben Fry
Processing: Creative Coding and Computational Art – Ira Greenberg
87 ASSIGNMENT 1: INTRODUCE YOURSELF
Worth 1% of cs7029 part B.
Due Monday 3rd October, 2016. Write about 2 paragraphs (max 300 words)
What is your background? Please detail any previous experience in:
programming
mathematics
3D modelling tools + 2D graphical tools
What do you expect from this module? What do you think a better understanding of images and computer graphics will enable you to do?
Submit through mymodule.tcd.ie [use this to test if it is working]
OR eMail it (in word or text format) to John.Dingliana@scss.tcd.ie
With Subject field to include : “cs7029 - Assignment1”
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