Principles of Computer Graphics and Image Processing
Introduction (00)
- RNDr. Martin Madaras, PhD.
martin.madaras@stuba.sk
Introduction (00) RNDr. Martin Madaras, PhD. - - PowerPoint PPT Presentation
Principles of Computer Graphics and Image Processing Introduction (00) RNDr. Martin Madaras, PhD. martin.madaras@stuba.sk Overview PCGIP introduction Personal introduction Projects that might be interesting Computer Graphics
martin.madaras@stuba.sk
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Heavy Rain (2010), PS3 Final Fantasy (2001)
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Horizon: Zero Dawn (PS4) – custom engine, procedural clouds
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The Order: 1886 (PS4) – custom engine, interior 3D scans
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https://www.cs.virginia.edu/~luebke/publications/portals.html
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http://graphics.cs.lth.se/research/shadows/
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Foley, J et. al. -- Computer Graphics: Principles and Practice, Addison-
HILL, F. Computer graphics using OpenGL. Upper Saddle River: Prentice
ŽÁRA, J. -- BENEŠ, B. -- SOCHOR, J. Moderní počítačová grafika. Praha:
RUŽICKÝ, E. -- FERKO, A. Počítačová grafika a spracovanie obrazu.
OpenGL Sources SHREINER, D. -- OpenGL ARB, The OpenGL
http://www.glprogramming.com/red/ http://nehe.gamedev.net/ www.google.com
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Specification [6p]
Data structures (1p) Class diagrams (1p) Pseudocodes (1p) User interaction diagrams (1p) Structure rendering algorithms (1p) Modul connection diagrams (1p)
Use of texture mapping on 3D geometry [4p]
Unique 3D meshes (2p) Unique texturing using uv coordinates (2p)
Camera transformations [6p]
Camera with perspective projection (1p) Animated camera (2p) Interactive camera (2p) Use of multiple camera view positions (1p)
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Implementation of a scene with logically relative objects (1p) Changing scenes and multiple areas/scenes (2p)
At least 2 different scenes
Scene has a logical ground and background (sky, ceiling, walls…) (1p) Presented demo must have a beginning and a logical ending (1p)
Dynamic scene with objects being created and destroyed during demo
At least 2 different types of objects
Procedurally generated scene (2b)
Effective object to object collisions and interactions (3p)
Dynamic response to collisions
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Procedurally driven animation (2p)
Encapsulated method with parameters Logical branching
Basic simulated animation with at least 2 forces using matrix algebra (2p)
Hierarchical object transformation (2p)
At least 2 levels with 3 objects Using the aggregation and transformation matrices
Data driven animations, recommended using key-frames (3p)
Key-frame sequence represented by code structure of transformation matrix
Interpolation using curves or quaternions and spherical linear interpolation
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Diffuse scene lighting with materials (2p) Changeable color of light (1b) Correct Phong lighting with multiple light sources (2p)
Correct depth-based attenuation At least 3 material and light components Correctly combine material and light components
Correct shadows or reflections using any approach you can think of (2p)
1xA4 description of the project manual + runnable package (1b) 2xA4 screens from the projects + game video (2b) Critical evaluation and update of the specification (4b)
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https://tinyurl.com/y3jdfms4
https://tinyurl.com/y6244wyn
https://tinyurl.com/yyxv2gj3
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Display devices Image representation Vision and Color
Filtering Warping Composition Morphing
Sampling and Reconstruction Quantization and Aliasing
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Representing and manipulation of 2D images
Representing and manipulation of 2D and 3D objects
Constructing images from virtual models
Simulating changes over time
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http://y2u.be/wZ08VhzvifI
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