Computer Graphics (fall,2009)

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Computer Graphics (fall,2009). School of Computer Science University of Seoul. Syllabus. http://www.minho-kim.com/courses/09.02.71033/syllabus.shtml. Introduction. Computer Graphics in Action. computer animations “Partly Cloudy” (2009, Pixar) special effects in films untitled - PowerPoint PPT Presentation

Transcript of Computer Graphics (fall,2009)

Computer Graphics(fall,2009)

School of Computer ScienceUniversity of Seoul

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

Introduction

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

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)

Research in Computer Graphics

Latest papers at the SIGGRAPH conference

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.

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?

Realistic Rendering Techniques (cont’d)

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

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, ...

Wireframe

Wireframe with Depth Cue

Antialiasing

Flat Shading

Lighting & Smooth Shading

Texture-mapping & Shadows

Motion-blur

Fog