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Computer Graphics (fall,2009) School of Computer Science University of Seoul

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Page 1: School of Computer Science University of Seoul

Computer Graphics(fall,2009)

School of Computer ScienceUniversity of Seoul

Page 2: School of Computer Science University of Seoul

Syllabushttp://www.minho-kim.com/courses/09.02.71033/syllabus.shtml

Page 3: School of Computer Science University of Seoul

Introduction

Page 4: School of Computer Science University of Seoul

Computer Graphics in Action computer animations

“Partly Cloudy” (2009, Pixar) special effects in films

untitled  video games

Prince of Persia (2008, Ubisoft Montreal) Far Cry 2 (2008, Ubisoft Montreal)  Resident Evil 5 (2009, Capcom) Blade & Soul (2009, NCsoft) Starcraft II (????, Blizzard)

CAD (Computer-Aided Design) SolidWorks Google Sketchup 

3D modeling Blender

scientific visualization/simulation Nucleus Medical Art

Page 5: School of Computer Science University of Seoul

Early Computer Graphics

1958(?) The first video game (?) 1961 “Catalogue” by John Whitney 1981 1975  1977 Making of the Computer Graphics for

Star Wars (Episode IV)

Page 6: School of Computer Science University of Seoul

Research in Computer Graphics

Latest papers at the SIGGRAPH conference

Page 7: School of Computer Science University of Seoul

What is Computer Graphics?

“...the representation and manipulation of pic-torial data by a computer.”(Wikipedia)

http://en.wikipedia.org/wiki/Computer_graphics

In this course, we're interested in 3-dimensional and interactivecomputer graphics.

Page 8: School of Computer Science University of Seoul

How can we generate 3D graphics?

Digital camera analogy (geometric optics model) Input: 3D (real) objects / output: pixel image Each sensor (pixel) captures the color of light

that hits it. The color of light is determined based on many variables. (light source, material property, etc...)

...why don't we just “simulate” it?

Page 10: School of Computer Science University of Seoul

Realistic Rendering Techniques (cont’d)

...But it's soooooooo slow...why? Complicated objects, complex computations, ... Not suitable for "interactive" applications!

Page 11: School of Computer Science University of Seoul

How can we generate “interactive” 3D graphics?

In other words, how can we make it "fast"? simplifies 3D objects by primitives (points, lines, triangles,...) simplifies computations

lighting computed only at vertices simplified lighting equation simplified shading method

“pipelined”& parallel process support by special hardware (graphics cards)

interactive 3D graphics API: OpenGL & DirectX hardware gets more and more powerful!

more and more “tricks”!!! texture/bump mapping, billboard, LOD, ...

Page 12: School of Computer Science University of Seoul

Wireframe

Page 13: School of Computer Science University of Seoul

Wireframe with Depth Cue

Page 14: School of Computer Science University of Seoul

Antialiasing

Page 15: School of Computer Science University of Seoul

Flat Shading

Page 16: School of Computer Science University of Seoul

Lighting & Smooth Shading

Page 17: School of Computer Science University of Seoul

Texture-mapping & Shadows

Page 18: School of Computer Science University of Seoul

Motion-blur

Page 19: School of Computer Science University of Seoul

Fog