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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


  1. PCGIP Introduction (0) - 3D Modeling (1) - Transformations and Projections (2) - Rasterization, Rendering Pipeline (3) - 58

  2. PCGIP Introduction (0) - 3D Modeling (1) - Transformations and Projections (2) - Rasterization, Rendering Pipeline (3) - Shading, Lighting (4) - 59

  3. PCGIP Introduction (0) - 3D Modeling (1) - Transformations and Projections (2) - Rasterization, Rendering Pipeline (3) - Shading, Lighting (4) - Visibility, Culling (5) - https://www.cs.virginia.edu/~luebke/publications/portals.html 60

  4. PCGIP Introduction (0) - 3D Modeling (1) - Transformations and Projections (2) - Rasterization, Rendering Pipeline (3) - Shading, Lighting (4) - Visibility, Culling (5) - [MIDTERM] (5.11.2019) - 61

  5. PCGIP Introduction (0) - 3D Modeling (1) - Transformations and Projections (2) - Rasterization, Rendering Pipeline (3) - Shading, Lighting (4) - Visibility, Culling (5) - [MIDTERM] (5.11.2019) - Textures (6) - 62

  6. PCGIP Introduction (0) - 3D Modeling (1) - Transformations and Projections (2) - Rasterization, Rendering Pipeline (3) - Shading, Lighting (4) - Visibility, Culling (5) - [MIDTERM] (5.11.2019) - Textures (6) - Invited talk 31.10 – 3D printing (7) - 63

  7. PCGIP Introduction (0) - 3D Modeling (1) - Transformations and Projections (2) - Rasterization, Rendering Pipeline (3) - Shading, Lighting (4) - Visibility, Culling (5) - [MIDTERM] (5.11.2019) - http://graphics.cs.lth.se/research/shadows/ Textures (6) - Invited talk 31.10 – 3D printing (7) - Shadows (8) - 64

  8. PCGIP Introduction (0) - 3D Modeling (1) - Transformations and Projections (2) - Rasterization, Rendering Pipeline (3) - Shading, Lighting (4) - Visibility, Culling (5) - [MIDTERM] (5.11.2019) - Textures (6) - Invited talk 31.10 – 3D printing (7) - Shadows (8) - Dynamics, Animations (9) - 65

  9. PCGIP Introduction (0) - 3D Modeling (1) - Transformations and Projections (2) - Rasterization, Rendering Pipeline (3) - Shading, Lighting (4) - Visibility, Culling (5) - [MIDTERM] (5.11.2019) - Textures (6) - Invited talk 31.10 – 3D printing (7) - Shadows (8) - Dynamics, Animations (9) - Colors, Human Vision System (10) - 66

  10. PCGIP Introduction (0) - 3D Modeling (1) - Transformations and Projections (2) - Rasterization, Rendering Pipeline (3) - Shading, Lighting (4) - Visibility, Culling (5) - [MIDTERM] (5.11.2019) - Textures (6) - Invited talk 31.10 – 3D printing (7) - Shadows (8) - Dynamics, Animations (9) - Colors, Human Vision System (10) - Image Processing (11) - 67

  11. PCGIP Introduction (0) - 3D Modeling (1) - Transformations and Projections (2) - Rasterization, Rendering Pipeline (3) - Shading, Lighting (4) - Visibility, Culling (5) - [MIDTERM] (5.11.2019) - T extures (6) - Invited talk 31.10 – 3D printing (7) - Shadows (8) - Dynamics, Animations (9) - Colors, Human Vision System (10) - Image Processing (11) - Ray-casting, Advanced rendering + intro to ACGM (12) - 68

  12. PCGIP Evaluation Courses: 60p Semestral tasks in courses: 10p OpenGL Project: 50p Credit: obtain at least (70% from project ) 35p and (50% from courses and midterm) 10p Mid-term exam: 10p Week 7 written mid-term examination during lecture: 10p Final exam: 30p Only students with credit Completion Obtain at least 56p in total 69

  13. PCGIP Prerequisites Practical lessons attendance Max. 2x absence Showcase of projects Projects showed after practical lessons wont be evaluated! Project assignment Deadline is 3 rd week of semester (11.10) Beta version (at least 70%) has to be presented before the end of semester Submission and short review has to be done in AIS / G-Suite Completion Obtain at least (70% from project ) 35p and (50% from courses and midterm) 10p Obtain at least 56p in total 70

  14. PCGIP Prerequisites C++ programming language - C++ series in content of game development - https://www.youtube.com/user/TheChernoProject - https://www.youtube.com/playlist?list=PLlrATfBNZ98dudnM48yfGUldqGD0S4FFb - OpenGL basics - PPGSO template + google - 71

  15. Lectures vs. exam 72

  16. Sources and literature  Foley, J et. al. -- Computer Graphics: Principles and Practice, Addison- Wesley 2013, Professional, ISBN 978-0321399526  HILL, F. Computer graphics using OpenGL. Upper Saddle River: Prentice Hall, 2001. 922 s. ISBN 0-02-354856-8.  ŽÁRA, J. -- BENEŠ, B. -- SOCHOR, J. Moderní počítačová grafika. Praha: Computer Press, 2005. 606 s. ISBN 80-251-0454-0.  RUŽICKÝ, E. -- FERKO, A. Počítačová grafika a spracovanie obrazu. Bratislava: SAPIENTIA, 1995. 324 s. ISBN 80-967180-2-9.  OpenGL Sources SHREINER, D. -- OpenGL ARB, The OpenGL Programming Guide. Addison-Wesley, 2009. s. ISBN 978-0321552624  http://www.glprogramming.com/red/  http://nehe.gamedev.net/  www.google.com 73

  17. How the lectures should look like #2 Ask questions, please!!! - Be communicative - www.slido.com #PPGSO00 - More active you are, the better for you! - 74

  18. ACGM Introduction, Global / Local Illumination vs. Rasterization (0) - Photorealistic R. – Raytracing, Radiosity, Monte-Carlo (1) - BRDF models, Physically B.R., Image B.L. (2) - Procedural Modeling and Texturing + Volumetric representation (3) - Computational Geometry (4) - Geometry Objects Interaction (5) - Motion Capture, Skeletal Animation, Skinning (6) - 3D Scanning, 3D Model Reconstruction (7) - Point cloud Registration, Alignment, Meshing (8) - Virtual and Augmented Reality (9) - 3D Printing, Light field / Stereoscopic, HDR (10) - GPGU, Compute / Geometry / Tessellation Shaders (11) - 75

  19. Computer Vision / Computer Graphics 76

  20. Computer Vision/ Computer Graphics Computer Graphics Computer Vision 77

  21. Image Processing What is Image Processing? 78

  22. What is IP? “Any use of computers to process or manipulate images “ - “The image can be a 2D (intensity, RGB) or 3D (depth map, structured - point cloud)“ “Computer Vision uses image processing algorithms to solve tasks” - 79

  23. Introduction What is Computer Graphics? 80

  24. What is CG? “Any use of computers to create or manipulate images “ - “The pictorial representation and manipulation of data by a computer “ - 81

  25. Goals of CG - Recreating reality – convincingly - Creating alternative reality - Convert information into an optical form 82

  26. Recreating reality 83

  27. Recreating reality 84

  28. Recreating reality 85

  29. Alternative reality 86

  30. How the lectures should look like #3 Ask questions, please!!! - Be communicative - www.slido.com #PPGSO00 - More active you are, the better for you! - 87

  31. These slides Pdf versions available at: - http://www.sccg.sk/~madaras - Sections students - YouTube videos with presentations - I will try to update web every Friday during the semester - 88

  32. PPGSO Project OpenGL Project (simple demo / scene / game ) 89

  33. OpenGL Project - No engines allowed (NO Unity, Unreal engine etc.) - You can cooperate, help each other - Libraries for resource loading are allowed - Evaluated is graphical output, interaction and animation - Gameplay is secondary (is not scope of this lecture) 90

  34. OpenGL Project  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) 91

  35. OpenGL Project  Scene logic [5p]  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)  Objects and interactions [6b]  Dynamic scene with objects being created and destroyed during demo simulation (1p)  At least 2 different types of objects  Procedurally generated scene (2b) Constraints and deterministic definitions for object localization   Effective object to object collisions and interactions (3p)  Dynamic response to collisions 92

  36. OpenGL Project  Transformations and animation [9b]  Procedurally driven animation (2p)  Encapsulated method with parameters  Logical branching  Basic simulated animation with at least 2 forces using matrix algebra (2p) Eg. gravity + wind   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 and time information  Interpolation using curves or quaternions and spherical linear interpolation 93

  37. OpenGL Project  Lighting with multiple light sources [7b]  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)  Project report (pdf) [7b]  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) 94

  38. OpenGL Project  Get a project!  https://tinyurl.com/y3jdfms4  Subject information:  https://tinyurl.com/y6244wyn  Practical lessons:  https://tinyurl.com/yyxv2gj3 95

  39. Fast Forward to Practical Assignment Image Filter 96

  40. Image Processing  Raster Graphics  Display devices  Image representation  Vision and Color  Image Filtering  Filtering  Warping  Composition  Morphing  Image Manipulation  Sampling and Reconstruction  Quantization and Aliasing 97

  41. Image Processing  Pixel operations  Add noise  Modify brightness  Modify contrast  Change saturation  Filtering  Composition  Quantization 98

  42. Computer Graphics  Image processing  Representing and manipulation of 2D images  Modeling  Representing and manipulation of 2D and 3D objects  Rendering  Constructing images from virtual models  Animation  Simulating changes over time 99

  43. Image Processing - Image Filtering / Image Manipulation - Pixel operations Filtering - Composition - Quantization - Warping and Morphing - Sampling, Reconstruction and Aliasing - 100

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