TOTAL RECAP INFOGR Computer Graphics Jacco Bikker & Debabrata - - PowerPoint PPT Presentation

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TOTAL RECAP INFOGR Computer Graphics Jacco Bikker & Debabrata Panja - April-July 2018 Lecture 15: Grand Recap Welcome! INFOGR Lecture 15 Grand Recap RECAP Lecture 4: Graphics Fundamentals Conc oncepts: Raster,


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TOTAL RECAP

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INFOGR – Computer Graphics

Jacco Bikker & Debabrata Panja - April-July 2018

Lecture 15: “Grand Recap”

Welcome!

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Lecture 4: Graphics Fundamentals

Conc

  • ncepts:

Raster, discretization, anti-aliasing, rasterization, frame rate, vertical retrace, ‘frame-less’, RGB colors, 16-bit, palletized, HDR.

Questions?

INFOGR – Lecture 15 – “Grand Recap”

▪ Where does the name ‘retrace’ come from? ▪ What is ‘vsync’? ▪ What is the difference between discretization and rasterization? ▪ What is the frame rate of the human eye? ▪ How many bits do we spend on red, green and blue in 16-bit colors, and why? ▪ Do you have to use floats for HDR? ▪ What is anti-aliasing? ▪ When is 240fps on a 60Hz monitor useful?

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Lecture 4, part 2 – Ray Tracing Intro

Conc

  • ncepts:

The “God Algorithm”: light transport in nature, light transport in a ray tracer, ray tracing versus rasterization, convex / concave, reflection and shadows in a rasterizer, global data, ray optics, refraction, reflection, Fresnel, Snell, Whitted-style (recursive) ray tracing, ray equation, ray setup, normalization, ray/plane intersection, ray/sphere intersection, primary rays, shadow rays, shadow acne, distance attenuation, absorption, N dot L.

Questions?

INFOGR – Lecture 15 – “Grand Recap”

▪ Can a triangle be concave? ▪ What is ‘Fresnel’, and who is ‘Schlick’? ▪ What is ‘Snell’s law’? ▪ What is a ‘refraction index’? Is 8.1 a reasonable refraction index? What about 0.1? ▪ What is Whitted-style ray tracing? ▪ What causes shadow acne? ▪ Why do we calculate N dot L?

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Lecture 4, part 2 – Ray Tracing Intro

Ma Make sure you can can: ▪ Explain why the efficient ray/sphere intersection code on slide 30 will not work for glass spheres; ▪ Setup a proper ray given a view direction, FOV and up vector; ▪ Explain why you need an up vector. INFOGR – Lecture 15 – “Grand Recap”

▪ How is the ‘up vector’ used when setting up a ‘lookAt’ matrix? ▪ How do you define the ‘up’ vector on one of those curvy Mario tracks?

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Lecture 5 – Ray Tracing

Conc

  • ncepts:

Calculating normals, vertex normal, normal interpolation, normal for a plane and a sphere, partially reflective surfaces, HDR sky dome, ray tree, diffuse material, Lambert, glossy, Phong, dielectrics, limitations of Whitted-style ray tracing.

Questions?

INFOGR – Lecture 15 – “Grand Recap”

▪ How can a vertex have a normal? ▪ How does one ‘Interpolate a normal’? ▪ What is the ‘ray tree’? ▪ What or who is Phong? ▪ Name something Whitted-style ray tracing can’t do.

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Lecture 6 – Ray Tracing (2)

Ma Make sure you can can: ▪ Construct a vector reflected in a plane; ▪ Explain why a bathroom mirror is (close to) white; ▪ Explain why we need a cap on recursion; ▪ Explain why rays transport little energy in a deep ray tree;

Questions?

INFOGR – Lecture 15 – “Grand Recap”

▪ Write down the equation that reflects a vector in a plane defined by a normal vector. ▪ How does one ‘Interpolate a normal’? ▪ What is the ‘ray tree’? ▪ What or who is Phong? ▪ Name something Whitted-style ray tracing can’t do.

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Lecture 7 – Accelerate

Conc

  • ncepts:

AABB, culling, bounding volume hierarchy, conservative tests, false negatives, early out, precalculate, loop hoisting, incremental rendering, rasterization, z-buffer, global data, slab test, ray tracing versus rasterization, spaces, scene graph, engine design. Ma Make sure you can can: ▪ Construct an AABB for a triangle, sphere, mesh, … ; ▪ Intersect a ray and a triangle; ▪ Intersect a ray and an AABB using the slab test; ▪ Cull a sphere and an AABB against a frustum.

Questions?

INFOGR – Lecture 15 – “Grand Recap”

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Lecture 11: OpenGL

Conc

  • ncepts:

OpenGL, ARGB, Khronos Group, Fahrenheit, Glide, 3dfx, VooDoo, HW T&L, OpenGL coordinate system, right handed, immediate mode, retained mode, state machine, GPU, streaming processor, caches, GPU model, state changes, vertex buffer objects, pixel shader, vertex shader.

Questions?

INFOGR – Lecture 15 – “Grand Recap”

▪ What is the relation between Vulkan, Khronos, Mantle and OpenGL? ▪ Why is z negative when going into the screen? ▪ What is a near clipping plane, and why do we need it? ▪ What is a state machine? ▪ Why don’t we run Windows on a GPU? ▪ What is the purpose of a vertex shader? ▪ What is ‘retained mode’? ▪ What is a ‘fixed function pipeline’?

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Lecture 12: Shaders

Conc

  • ncepts:

World space, camera space, model space, uniform variables, glossy, Phong, Phong exponent, ambient, planar reflections, environment maps, normal maps, tangent space, fur shells.

Questions?

INFOGR – Lecture 15 – “Grand Recap”

▪ What is the purpose of the ‘ambient’ color in Phong? ▪ What does the exponent in Phong do? ▪ How is fur rendered? ▪ How is a reflective lake simulated in a rasterizer? ▪ What is an ‘environment map’, and what are the limitations of the technique? ▪ What is ‘tangent space’? ▪ Why is a normal map mostly blue? ▪ Why do we not need to store z for a normal map?

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Lecture 13: Visibility

Conc

  • ncepts:

Painter’s, overdraw, BSP traversal (back-to-front, front-to-back), z-buffer, values in the z-buffer, z-fighting, Sutherland-Hodgeman clipping, n-gons, guard bands, back-face culling, frustum culling, hierarchical bounding volume culling, culling using a grid, portals: visibility, mirrors, ‘portals’.

Questions?

INFOGR – Lecture 15 – “Grand Recap”

▪ What is ‘overdraw’? Can it be completely prevented? ▪ Why would you want to store 1/z instead of z? ▪ How do you ‘backface cull’? ▪ What is a ‘portal’? ▪ How do you clip a polygon? ▪ What is z-fighting?

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Lecture 14: Post Processing

Conc

  • ncepts:

Post processing, camera / sensor behavior, lens flares, vignetting, chromatic aberration, noise / grain, HDR bloom and glare, tone mapping / exposure control, color correction / grading, gamma, gamma correction, depth of field, circle of confusion, ambient

  • cclusion, screen space AO, bilateral filtering, screen space

reflections, limitations of screen space approaches.

Questions?

INFOGR – Lecture 15 – “Grand Recap”

▪ What causes chromatic aberration in a real camera? ▪ How do you calculate HDR bloom? ▪ How is a color cube used for color correction? ▪ What is the ‘circle of confusion’? ▪ Name two limitations of screen space reflections. ▪ What quantity do you calculate for ambient occlusion?

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TOTAL RECAP

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INFOGR – Lecture 15 – “Grand Recap”

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What’s Next?

INFOGR – Lecture 15 – “Grand Recap”

Upcoming Attractions:

▪ Final Exam: Thursday June 28, 13:30 ▪ P3 deadline: Tuesday June 26, 23:59 ▪ Retake Exam: Thursday July 12, 13:30

This afternoon:

▪ Final practical + math questions

Master:

▪ Optimization & Vectorization ▪ Advanced Graphics

Bachelor:

▪ Concurrency

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INFOGR – Computer Graphics

Jacco Bikker - April-July 2018 - Lecture 14: “Grand Recap”

THE END

next up: “Final Exam”

CARACAL

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INFOGR