Department Of Computer Science Drexel University

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CS 536Computer GraphicsIntroductionWeek 1, Lecture 1David Breen, William Regli and Maxim PeysakhovDepartment of Computer ScienceDrexel University1

Overview Course Policies/Issues Brief History of Computer Graphics The Field of Computer Graphics:A view from 66,000ft Structure of this course Homework overview Introduction and discussion of homework #12

Computer Graphics:Course Goals Provide introduction to fundamentals of2D and 3D computer graphics– models)– Drawing, clipping, transformations andviewing– Evaluation of geometric models Convert to Open Inventor for display3

Interactive Computer GraphicsCS 537 Not sure when it will be offered again Learn and program OpenGL Computer Graphics was a pre-requisite– Not anymore5

Advanced Rendering Techniques(Advanced Computer Graphics) Might be offered in the Spring term3D Computer GraphicsCS 536 is a pre-requisiteImplement Ray Tracing algorithmLighting, rendering, photorealismStudy Radiosity and Photon Mapping7

ART Student Images8

Computer Graphics:Technical Material Course coverage– Mathematical preliminaries– 2D lines and curves– Geometric transformations– Line and polygon drawing– 3D viewing, 3D curves and surfaces– Bezier & Hermite curves, Splines, B-Splinesand NURBS– Solid Modeling– Hierarchical models– Color, hidden surface removal, Z-buffering 9

Computer Graphics:Course Management Issues All course policies are in the syllabusExtensive use of PDF handoutsMust read email every dayThere will be 7 programming assignments(plan on 8-to-15 hrs)Suggestion: print out handouts before class,use them to take notesRead and summarize a research paperFinal exam on material not covered by theprogramming assignmentsREAD THE SYLLABUS!!11

Computer Graphics:Collaboration Policies Thou Shall––––write your own codedo your own mathattribute any work that is not your owntalk amongst yourselves, share ideas Thou Shall Not––––Share/copy codeWork in groupsUse ideas without attributionUtilize geometry/graphics libraries All code will be auto checked for plagiarism Violations will result in an automatic F12

Go to class web page13

CG Technical Areas Geometric Modeling– Mathematics and algorithms that define 2D and 3Dgeometric objects14

CG Technical Areas Human/Computer Interaction– Methods for creating graphics data via user inputSurface Drawing, Steven Schkolne15

CG Technical Areas Lighting and Shading– Math, physics and algorithms that specify how lightinteracts with matter16

CG Technical Areas Rendering– Algorithms that take geometry, lighting, shading and viewinginformation and generate an image17

CG Technical Areas Visualization– Techniques for visually communicating and exploringscientific, medical or abstract data18

CG Technical Areas Perception– Study of how humans perceive light and information19

CG Technical Areas Animation– Algorithms for making models change over time20

CG Technical Areas Simulation– Using physics to make models move21

CG Technical Areas Software and Hardware– Designing software and hardware systems to implementgraphics algorithms22

Computer Graphics:In The Beginning MIT - 1963Ivan Sutherland’sSketchpad Modifiedoscilloscope fordrawing The original CADsystemCourtesy Marc Levoy @ Stanford U23

Computer Graphics from 66,000ft Display types Display/Renderingalgorithms Application areas– Entertainment– CAD/CAM– Scientific & medicalvisualization– Training & education– Synthetic realities– Art and design– Games27

2D Graphics Raster:Pixels––––––X11 bitmap, XBMX11 pixmap, XPMGIFTIFFPNGJPGLossy, jaggies whentransforming, good forphotos. Vector:Drawing sy, smooth whenscaling, good for line art anddiagrams.28

2D Graphics Raster: Vector:29

Adobe Photoshop:2D Raster Graphics30

2D Raster Graphics31

Adobe Illustrator:2D Vector Graphics32

2D Vector Graphics33

3D Rendering 1960s - the visibility problem– Roberts (1963), Appel (1967) hidden-line algorithms– Warnock (1969), Watkins(1970) - hidden-surfacealgorithms– Sutherland (1974) - visibility sorting 1970s - raster graphics– Gouraud (1971) - diffuselighting– Phong (1974) - specular lighting– Blinn (1974) - curved surfaces,texture– Catmull (1974) - Z-bufferhidden-surface algorithm– Crow (1977) - anti-aliasingCourtesy Marc Levoy @ Stanford U36

3D RenderingToward Reality in the 1980s global illumination– Whitted (1980) - ray tracing– Goral, Torrance et al.(1984), Cohen (1985) radiosity– Kajiya (1986) - therendering equation photorealism– Cook & Torrance (1982) –rough surface reflectance– Cook (1984) - shade trees– Perlin (1985) - shadinglanguages– Hanrahan and Lawson(1990) - RenderManCourtesy Marc Levoy @ Stanford U37

el complexity.jpg38

Away from Reality early 1990s - nonphotorealistic rendering– Drebin et al. (1988),Levoy (1988) - volumerendering– Haeberli (1990) impressionistic paintprograms– Salesin et al. (1994-) automatic pen-and-inkillustration– Meier (1996) - painterlyrenderingCourtesy Marc Levoy @ Stanford U39

And Back Again late 1990s & 2000s - photonmapping, subsurface scatteringand participating medium– H. Wann Jensen40

Application Areas Entertainment CAD/CAM Scientific &Medicalvisualization Training &Education Synthetic Realities– VR, AR, etc. Art and design GamesPixar41

Lord Of the Rings Troll42

Application Areas Entertainment CAD/CAM Scientific &Medicalvisualization Training &Education Synthetic Realities– VR, AR, etc. Art and design Gamesτ s M(è ) è V (è, è ) G(è ) F(è , è )Regli et al @ Drexel43

Application Areas Entertainment CAD/CAM Scientific &MedicalVisualization Training &Education Synthetic Realities– VR, AR, etc. Art and design GamesLombeyda & Breen @ CalTech44

Application Areas Entertainment CAD/CAM Scientificvisualization Training &Education Synthetic RealitiesBoeing– VR, AR, etc. Art and design GamesHamburg U, Germany45

Application Areas Entertainment CAD/CAM Scientificvisualization Training &Education Synthetic RealitiesTelepresenceUCLA– VR, AR, etc. Art and design GamesAugmented RealityFakeSpace Cave46

Application AreasKimmel Center Entertainment CAD/CAM Scientificvisualization Training &Education Synthetic Realities– VR, AR, etc. Art and design Games47

Application Areas Entertainment CAD/CAM Scientificvisualization Training &Education Synthetic Realities– VR, AR, etc. Art and design Games48

Programming Assignments No APIs: OpenGL, GLUT, Mesa, DirectX May use math (vector/matrix), argument processing andOpen Inventor writing libraries Just compute lines and polygons from higher-leveldescriptions– Sorry, no color until ICG or ART Output in the form of Open Inventor– A standard (now a bit out-of-fashion) for 3D graphics Program source (and makefile/script) turned in via BbLearn Executable/Programs MUST RUN on Linux (tux) Whatever language you want, so long as the TA canrun code on tux (c, c , java, python, )50

For programming assignments Use Open Inventor as your graphicsrepresentation We will be evaluating a variety of 3D graphicsprimitives GPUs can (only) display lines and polygons.So higher-level geometry descriptions needto be converted into these lower-levelprimitives Tip: Renew your friendship with your linearalgebra & multi-variate calculus textbook Read homeworks ahead. It will help you tostructure your code for future requirements. 51

Assignment Dependencies Every HW – Read in geometry parameters and write out (tostandard out) Open InventorHW1 – Evaluate arbitrary-degree Bezier curves– Output polylines & spheres HW2 – Link together cubic Bezier curves from HW1– Output polylines & spheres HW3 – Evaluate bicubic Bezier patch– Output triangles, normals & spheres HW4 – Evaluate surface of revolution– Output triangles & normal. Similar to HW3HW5 – Union of two polygons– Input and output PostscriptHW6 – Evaluate a (biparametric) superellipsoid. Similar to HW4– Output triangles & normalsHW7 – Evaluate a hierarchical model consisting of cuboids52

Data Structures Control points and tangents 3D Polylines 3D Polygons (vertices, edges, facesand normals) Triangle mesh (topology of mesh) Model hierarchy54

When it’s all over!56

Don’t forget ICG & ART!57

Programming Assignment 1 Input list of 3D control pointsOutput polyline & spheres as Open InventorPrimary output format for the courseCreate data structures to hold control pointsand polylineImplement code to evaluate (i.e., computepoints on) an arbitrary-degree 3D BeziercurveDraw spheres at control point locationsDue October 6thGet started now!58

Programming Assignment 1 Process command-line arguments Read in 3D control points Iterate through parameter space by du– for loop should use integers! At each u value evaluate Bezier curveformula to produce a sequence of 3Dpoints Output points by printing them tostandard out as a polyline and controlpoints as spheres in Open Inventor59

Computer Graphics Introduction Week 1, Lecture 1 David Breen, William Regli and Maxim Peysakhov Department of Computer Science Drexel University. 2 Overview Course Policies/Issues Brief History of Computer Graphics The Field of Computer Graphics: A view from 66,000ft

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