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First Things First This is 4003-571 / 4005-762 Welcome to Computer - PDF document

First Things First This is 4003-571 / 4005-762 Welcome to Computer Graphics II (Computer Graphics II) I am Joe Geigelyour host! Plan for this evening Logistics Logistics The LDAP database Be sure that your e-mail


  1. First Things First • This is 4003-571 / 4005-762 Welcome to Computer Graphics II – (Computer Graphics II) • I am Joe Geigel…your host! Plan for this evening Logistics • Logistics • The LDAP database – Be sure that your e-mail is correct. • What is this course about? • Requirements for course • But first… – Student Information Forms Logistics Logistics • Course Web Site: • Course Web Site: – http://www.cs.rit.edu/~jmg/cgII – http://www.cs.rit.edu/~jmg/cgII • Contact: • Everything you need to know – office hours: MW 2-4 or by appt. – Syllabus – Office: 70 (GCCIS) Rm 3527 – Projects – e-mail: jmg@cs.rit.edu – Assignments – phone: 475-2051 – Schedules – Reading List • Slides: – Diary – Will be available (in B&W – PDF) on Web site. 1

  2. Logistics What is this course about? • Prerequisite – one of the following: – Computer Graphics 1(CS 570/761) – Foundations of 3D Graphics Programming (IT 502) – 3D Graphics Programming (IT 735) • Warning: – Heavy Programming Load. What is this course about? What is this course about? • Image Synthesis using Computer Graphics: pho•tog•ra•phy, n ., the process or art of – Creating renderings of virtual worlds producing images of objects by the action of – Parallels between CG and photography. light on a sensitized surface, esp, a film in a – Lectures -> theory camera. – Assignments -> implementation – Projects -> Creative Design Photography = writing with light What is this course about? Process of Creating Images light real photo Photographic Photography: camera scene processing print Direct light Reflected light processing Viewing scene Computer 3D camera tone synthetic window Graphics: models model reproduction image Images are a view of the world from a given perspective 2

  3. real photo Photographic Photography: camera scene processing print What is this course about? 3D Scene Modeling processing Description simulated light Computer 3D camera tone synthetic Illumination transport in Graphics: models model reproduction image virtual 3D space 2D array of Capture captured scene illuminances 3D Object 3D World 3D Eye 3D Eye 2D Eye 2D Screen Coordinates Coordinates Coordinates Coordinates Coordinates Coordinates Tone Digital image suitable Object Viewing 3D Clipping Projection Window to Viewport for display Reproduction Transformation Transformation Mapping real photo Photographic real photo Photographic Photography: camera Photography: camera scene processing print scene processing print processing processing Computer 3D camera tone synthetic Computer 3D camera tone synthetic Graphics: models model reproduction image Graphics: models model reproduction image Objects and Transformations Perspective Procedural Modeling Sampling Theory Scene Description Languages Camera Models real photo Photographic Photography: camera scene processing print real photo Photographic Photography: camera scene processing print processing processing Computer 3D camera tone synthetic Graphics: models model reproduction image Computer 3D camera tone synthetic Graphics: models model reproduction image Light and Color Local Illumination Shading/Material Properties Shading Models Tone Reproduction Procedural Shading (RenderMan) Texture Mapping Global Illumination Ray Tracing Radiosity Advanced Rendering Systems 3

  4. Goal of the course Grading • Master the basic rendering pipeline. • Assignments – Identify where to “plug-in” algorithms and • Projects techniques • Reading of CG Literature (graduate only) – Programming Assignments • Illustrate depth in advanced method of your choice – Project Grading Lectures • Conceptual Graduate Undergrad – Basic idea Assignments 40% 50% • Technical – Details including what you’ll need to know for assignments. Project 40% 50% • Advanced – Overview of advanced tecniques Readings 20% Extra Credit – Fodder for projects Assignments Assignments • Can use the language / toolkit / API of your • Weekly Programming Assignments: choice – Ray-tracing – OpenGL • 7 submissions – DirectX – Procedural Shaders using RenderMan – Java3D / Java2D / JAI • 1 submission – URT / ppm • Can work in groups of 2 (but not required) – Each team member will receive the same grade 4

  5. Assignments Assignments • Code should readable • Grading – Well documented – Each assignment is worth 10 points (7) – Use style guidelines of CS2/3/4 – RenderMan assignment worth 25 points • Deliverables – Final code submission worth 5 points. – Web site! – Code – Total 100 points – Images Assignment Reading of CG Literature • Grad only • Posting Dates – Undergrads encouraged but not required. – See SCHEDULE and ASSIGNMENTS on • To familiarize yourself with the CG literature Web site for posting / due dates • Each lecture will have a list of papers associated with it. • Late policy – Papers available from READING LIST section of Web – 10% penalty for each day late! site – Having trouble keeping up? See me well • Some on electronic reserve • Username / Password in FILES section of mycourses. before due date. Reading of CG Literature Reading of CG Literature • Each class: • Summaries – Choose 1 paper from list and summarize – Due at the start of each lecture – Summary – No late submissions, please! • 1-2 pages • Basic idea presented in the paper • How the topic fits in with the CG pipeline – Grading • Personal critique • √ – Was the paper well written / understandable – Did you care for the topic presented • √ + – Did you like the work as a whole • √ - – Other comments 5

  6. Reading of CG Literature Reading of CG Literature • Have a favorite related CG paper not on the • Questions so far list? Let me know. • Acceptable sources – SIGGRAPH Proceedings – Communications of the ACM • Break before discussing projects? – ACM Transactions on Graphics – IEEE Computer Graphics & Applications. – Others? See me first. Projects Projects • Requirement 1: • Purpose of the project – Must involve creation of a 3D scene using 3D API or – Hands on experience with image synthesis renderer – Provide the opportunity to gain expertise using • Static – Final result of project is a single rendered image. 3D API or rendering system (Using a renderer such as POV or Radiance). • Application – Use a 3D API to create an application involving – Study an aspect of the image synthesis pipeline, a 3D scene in depth • Web based – Use a Web based 3D scene description mechanism (e.g. VRML) to allow for viewing/interaction with a 3D scene using the Web Projects – Static Rendering Projects – Renderers • Renderman – Not really a rendering, more of a scene description specification standard 3D Scene – Programmable Shaders!!! Description Renderer – Created by Pixar…Used in Pixar films. Shaders – prman – Pixar’s renderer • Available for Windows NT/2000/XP • Available in ICL6 Texture Map – References • The Renderman Companion by Upstill • Advanced Renderman by Apodaca/Gritz 6

  7. Projects – Renderers Projects – Renderers • Persistance of Vision (POV) • Radiance – “a suite of programs for the analysis and visualization – Freeware Ray-Tracer of lighting in design.” – Available for most platforms (even Amiga!) – Physically-based – Emphasizes accuracy – Available on UNIX platforms – Reference • Rendering With Radiance by Ward Larson/Shakespeare Projects – Application Projects – Application • 3D APIs – OpenGL • Standard – available for most platforms C. C++, • Computer Graphics Using OpenGL, Hill Java code – Java3D • For Java 3D Scene • The Java 3D API Specification, Sowizral, et al. Description – GL4Java 3d software • OpenGL wrappers in Java library Shaders • http://www.jausoft.com/gl4java.html – DirectX / Direct 3D Texture Map • For Microsoft Platforms • Any favorite references? Projects – Web Based Projects – Web Based • Several proprietary formats – Viewpoint, MM Shockwave, Abobe Atmosphere 3D Scene • VRML Description – ISO Standard for Web Based 3D Worlds – Latest incarnation is X3D Shaders Internet • Reference Texture Map – The Annotated VRML 2.0 Reference Manual by Carey / Bell 7

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