Cs 352:
description
Transcript of Cs 352:
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Cs 352:
Interactive2D and 3D
Computer Graphics
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This Class Interactive 2D and 3D Graphics
Programming (with a taste of photorealistic graphics,
image processing, and modeling) Top-down approach
Course Information Syllabus Policies Platform Projects
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Aspects of Graphics Design vs. Programming Interactive vs. Photorealistic 2D vs. 3D Graphics vs. image processing vs. user
interfaces
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Kinds of Graphics Software Photoshop, Illustrator, etc. 3D Modeling (CAD, animation) Rendering (ray tracing, radiosity) Animation tools Graphics programming APIs (OpenGL,
DirectX) Scene graph libraries Game engines
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Comet SimulationCOMET CRASH -
Sandia supercomputer simulations of a one-kilometer comet entering Earth's atmosphere, approaching the ocean's surface, and impacting the ocean, deforming the ocean floor and creating a giant high-pressure steam explosion rising into the stratosphere. The explosion ejects comet vapor and water vapor into ballistic trajectories that spread around the globe. The New York City skyline is shown for scale.
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Ray-traced Image
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OpenGL OpenGL: a widely-used, open API for 3D
graphics Old, originally from Silicon Graphics (SGI) Low-level, procedural (vs. scene graph retained
mode) Designed for speed, control over hardware Need hardware support for top performance Widely used for CAD, VR, visualization, flight
simulators Managed by non-profit “Khronos Group” consortium
Support All major graphics cards, platforms have support Mobile devices (iOS, Android) use an embedded
version HTML5 has experimental WebGL support Bindings for JavaScript, Java, C#, Perl, Python, Ruby, Scheme, Visual
Basic, Ada, …
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Graphics Only OpenGL does not support windowing,
interaction, UI, etc It must be used with another windowing
system/library such as MS Windows—various Cocoa X11 Qt GLUT, GLFW HTML5 JavaScript?
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History GL (SGI), 1980s to early 1990s [
reality engine?] OpenGL Architecture Review Board,
1992 Selected versions:
1.0, 1992 (Happy Twentieth birthday!) 1.3, 2001—better texture support 2.0, 2004—GLSL (GL Shading Language, user
programmable vertex shaders) 3.0, 2008—plan: fundamental changes to the API—
no longer state-based, requires use of GLSL 1.3. Compromise: old API deprecated (but still used)
4.1, 2010—new geometry control, shaders, OpenGL ES 2.0 compatibility
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OpenGL ES OpenGL ES (for Embedded Systems) is a
subset of OpenGL for mobile phones, consoles, etc
Common and Common Lite profiles (lite profiles are fixed-point only)
Version 2.0 released in 2007 GLSL for shaders Supported in iOS, Android, WebGL,… Version 3.0, 2012: texture compression, new
version of GLSL ES, 32-bit floats, enhanced texturing
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http://wiki.maemo.org/OpenGL-ES
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Refraction using vertex shaders
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OpenGL vs. proprietary OpenGL
Older Has survived the Direct3D challenge and emerged
as undisputed standard for 3D graphics programming
Used more for professional applications Mobile gaming is mostly on OpenGL ES Unreal, Unity, other game engines on OpenGL ES
DirectX: MS only Used more for games Latest versions are good
Metal (Apple)
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WebGL OpenGL 2.0 ES in your Web browser, no
plugins needed! Supported by all major browsers except
IE (Microsoft hates Web standards, OpenGL)
Working group: Apple, Google, Mozilla, Opera (not Microsoft)
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Other software we’ll use POV ray-tracer ImageMagick image manipulation
library 3D Modeling: Google's SketchUp or
Blender HTML5 Canvas element for 2D graphics
The only cross-platform environment nowadays…
Overview Three.js graphics library for WebGL
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Chapter 1: Graphics Systems and Models A Graphics
System Processor Memory Frame Buffer
Display Input Devices Output Devices
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Images Array of pixels Red, Green, Blue May also have analpha value(opacity)
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Pixels and the Frame Buffer Pixels:
picture elements 3 values: RGB, 0-255 or 0-65536 or 0.0-1.0 4 values: RGBA (Alpha = opacity)
Frame buffer Depth: bits per pixel May have 24, 32, 64, or flexible depth
HDR
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The Human Visual System Rods: night vision Cones: day vision Three types of
cones, with different color sensitivity
We model andrender for itscapabilities
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Spectral Sensitivity
Color spectrum: 780 nm (blue)…350 nm (red)
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Display terms Scan line Resolution Horizontal and vertical re-trace Refresh, refresh rate Interlace NTSC, PAL, S-video, Composite,
Component HDTV
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LED Display
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Graphics Paradigms Modeling Rendering
Photo-realistic: Ray tracing Radiosity
Interactive: Projection – camera model Transformations, clipping Shading Texture mapping Rasterization
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Ray Tracing
Ray Tracing
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Ray-traced blob
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How does Ray-Tracing work? Modeling
Build a 3D model of the world Geometric primitives Light sources Material properties
Simulate the bouncing of light rays Trace ray from eye through image pixel to see
what it hits From there, bounce ray in reflection direction,
towards light source, etc. Thus, model physics of emission, reflection,
transmission, etc. (backwards)
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Modeling the Worldcamera { location <0, 5, -5> look_at <0, 0, 0> angle 58}
light_source { <-20, 30, -25> color red 0.6 green 0.6 blue 0.6 }
blob { threshold 0.5 sphere { <-2, 0, 0>, 1, 2 } cylinder { <-2, 0, 0>, <2, 0, 0>, 0.5, 1 } cylinder { <0, 0, -2>, <0, 0, 2>, 0.5, 1 } cylinder { <0, -2, 0>, <0, 2, 0>, 0.5, 1 } pigment { color red 1 green 0 blue 0 } finish { ambient 0.2 diffuse 0.8 phong 1 } rotate <0, 20, 0>}
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Ray thru pixel
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Flat blob
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Bounce toward lights
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Shadows
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Shaded blob
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Blob with Highlights
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Blob with ground plane
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Blob with transparency
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Blob with refraction
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Types of illumination Ambient – "light soup" that affects
every point equally Diffuse – shading that depends on the
angle of the surface to the light source Specular – 'highlights.' Falls off sharply
away from the reflection direction
Example: lighted teapot
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What are these made of?
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Material types Dielectrics (non-conductors):
In body reflection, light penetrates the surface and is affected by material pigment
Highlights are the color of the light source Examples: paint, plastic, wood, …
Conductors (metals) No light penetrates the surface Highlight and "body" reflection are affected
equally by the material Same color for diffuse and specular
reflection
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Finishes
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Textures
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Surface (Ripples)
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POV-Ray Primitives
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Constructive Solid Geometry
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Sunsethf
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How to ray-trace… Transparency? Refraction? Reflection? Fog? Anti-aliasing?
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Drawbacks of ray tracing? Time: many rays are needed per pixel…
Up to 25 rays through each pixel Each ray may bounce and split many times Each ray tested for intersection with many
objects E.g. 1M pixels * 25 rays per pixel * 40 rays
per ray tree * 1000 objects = 1 trillion object intersection tests…
Too slow for real time? Shape limitations Hard lighting
No soft shadows, inter-object diffusion, etc
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POV-Ray An excellent, free ray tracer: POV-Ray We'll use for a brief intro to ray tracing Runs on PC, Unix, Mac, Beowolf
clusters, … Installed on the computers in the Unix
lab You may wish to install on your own
computer
First "lab": make a ray-traced image of four different types of primitives, one each plastic, glass, metal, and mirrored, over checked floor
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Beyond Ray Tracing Problems with ray tracing:
hard shadows no color bleeding slow
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Radiosity in POV-Ray
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Radiosity Treat each patch as reflector and
emitter of light Each patch affects every other patch
depending on distance, orientation, occlusion etc.
Let light "bounce around" for a few iterations to compute the amount of light reaching a patch
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Radiosity image
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Radiosity - table
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Image: Wikipedia
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Radiosity example
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Source: ACM
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Form factors We need to know the percentage of the
light leaving one patch that reaches another (form factor).
How to compute?
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Hemicube algorithm Form factor computation:
Put a hemicube around patch reference point
Render an image in each of five directions Count pixels…
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Radiosity summary Radiosity gives wonderful soft shading But even slower than ray tracing… Can't do reflection, refraction, specular
highlights with radiosity Can combine ray tracing and radiosity
for best of both worlds (and twice the time)
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Interactive techniques Ray tracing and radiosity are too slow We'll concentrate on interactive
techniques
What kind of rendering can be done quickly?
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Shutterbug - Orthographic
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- Perspective
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- Depth Cueing
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- Depth Clipping
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- Colored Edges
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- Hidden line removal
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- Hidden surface removal
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- Flat shading
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- Gouraud shading
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- Gouraud/specular
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- Gouraud/phong
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- Curved surfaces
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- Improved illumination
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- Texture mapping
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- Displacements, shadows
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- Reflections
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Rendering pipeline
Where does lighting happen? Shading? Reflections? Resizing and moving objects? Textures? Bump mapping? Displacement mapping? Hidden surface removal?
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History of Interactive Graphics
http://www.geeks3d.com/20080810/graphics-rendering-pipelines/
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Nvidia: Moore's Law is Dead, Multi-core Not Future
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