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INFOGR Computer Graphics Jacco Bikker - April-July 2015 - Lecture 1: Introduction Welcome! Todays Agenda: Topic Introduction Course Introduction Team Practical Details Assignments Field Study State of


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INFOGR – Computer Graphics

Jacco Bikker - April-July 2015 - Lecture 1: “Introduction”

Welcome!

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Today’s Agenda:

  • Topic Introduction
  • Course Introduction
  • Team
  • Practical Details
  • Assignments
  • Field Study
  • State of the Art
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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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Introduction

INFOGR – Lecture 1 – “Introduction”

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INFOGR – Lecture 2 – “Field Study” Computer Graphics 2015: Looking for realism (in several wrong places):

  • 1. Rasterization
  • Geometry
  • Textures, shaders
  • Clipping, culling
  • Post processing
  • 2. Ray tracing
  • Ray/triangle intersections
  • Bounding volume hierarchy
  • Snell, Fresnel, Beer
  • Whitted, Cook, Kajiya

Introduction

  • 3. Mathematics
  • Vectors
  • Matrices
  • Transformations
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INFOGR – Lecture 1 – “Introduction” Language: English, because of reasons. Prerequisites: C#. Literature: Fundamentals of Computer Graphics (3rd edition), by Peter Shirley and Steve Marschner (or 2nd, or 1st). 13 lectures (due to Liberation Day, Ascension Day and retakes). Supporting practica in all lecture weeks:

  • On Tuesdays,
  • In BBG-112, -175, -106, -109, -103

Introduction

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INFOGR – Lecture 1 – “Introduction” Supporting tutorials in all lecture weeks:

  • On Thursdays
  • In BBG-083, -169, -165 and -079.

Exams:

  • Mid-term: May 21st.
  • End of term: June 23rd.
  • Retake: July 9th.

Attendance: You are not required to attend any of the lectures / tutorials / practica (i.e., if you are here, it’s because you want to*).

*Obviously, attendance is highly recommended.

Introduction

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INFOGR – Lecture 1 – “Introduction”

Introduction

http://www.cs.uu.nl/docs/vakken/gr

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INFOGR – Lecture 1 – “Introduction” Course characteristics: This is a very intensive course. Be sure to keep up, i.e. don’t miss lectures. Be aware that this course will be attended by a diverse student population:

  • Math-savvy students;
  • Programming gurus;
  • Game people;
  • Informatics guys.

Regardless of your skill level and interests, make use of this course to improve.

Introduction

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Today’s Agenda:

  • Topic Introduction
  • Course Introduction
  • Team
  • Practical Details
  • Assignments
  • Field Study
  • State of the Art
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Team

INFOGR – Lecture 1 – “Introduction” Lecturer: Jacco Bikker bikker.j@gmail.com / j.bikker@uu.nl Office: BBL 425 Background: Gamedev:

  • Lost Boys
  • Davilex
  • Green Dino
  • Overloaded
  • Vanguard

Academia:

  • IGAD

Education:

  • HBO
  • Doctoral

(Delft; Ray Tracing in Games, 2012)

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Team

INFOGR – Lecture 1 – “Introduction” Teaching Assistants:

  • 1. Forough Madehkhaksar
  • 2. Coert van Gemeren
  • 3. Anna Aljanaki
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Team

INFOGR – Lecture 1 – “Introduction” Student Assistants:

  • 1. Tigran Gasparian
  • 2. Jordi Vermeulen
  • 3. Casper Schouls
  • 4. Sander Vanheste
  • 5. Jan Posthoorn
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Today’s Agenda:

  • Topic Introduction
  • Course Introduction
  • Team
  • Practical Details
  • Assignments
  • Field Study
  • State of the Art
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INFOGR – Lecture 1 – “Introduction” Assignment Overview: i. P1: Tutorial; ii. P2: Basic shader programming;

  • iii. P3a: Advanced shader programming, or:
  • iv. P3b: Ray Tracing.

Final practicum grade is 0.2 * P1 + 0.4 * P2 + 0.4 * max( P3a, P3b ). Exam overview: i. T1: Mid-term exam; ii. T2: Final exam. Final exam grade is 05 * T1 + 0.5 * T2. Final grade: (2T + P) / 3 Passing criteria: Final Grade ≥ 6.0 (after rounding); both T and P ≥ 5.0 (after rounding).

Practical Details

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INFOGR – Lecture 1 – “Introduction” How to hand in assignments:

  • http://www.cs.uu.nl/docs/submit

Retake:

  • You must have submitted all programming assignments
  • You must have participated in both exams
  • Your total grade must be at least a 4.0 (after rounding)
  • Retake covers whole course, and replaces min( T1, T2 ).

Practical Details

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Today’s Agenda:

  • Topic Introduction
  • Course Introduction
  • Team
  • Practical Details
  • Assignments
  • Field Study
  • State of the Art
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INFOGR – Lecture 1 – “Introduction” PART 1: Mathematics Tutorial 1 will be available on Thursday, April 23th. TA assistance is available on April 30th in rooms BBG-083, -169, -165 and -079. PART 2: Programming assignment P1 (XNA tutorial) is now available from the website. Assistance is available on Tuesday, April 28th in rooms BBG-112, -175, -106, -109 and -103.

Assignments

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Today’s Agenda:

  • Topic Introduction
  • Course Introduction
  • Team
  • Practical Details
  • Assignments
  • Field Study
  • State of the Art
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Field Study

  • A. S. Douglas. Noughts and Crosses. EDSAC, 1952.

INFOGR – Lecture 1 – “Introduction”

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Field Study

INFOGR – Lecture 1 – “Introduction”

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1981 1982 1982

Field Study

INFOGR – Lecture 1 – “Introduction”

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1985 1987 1990

Field Study

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Early graphics: 2D, with limitations

  • Tiles
  • Few colors
  • Sprites

Field Study

INFOGR – Lecture 1 – “Introduction”

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Field Study

INFOGR – Lecture 1 – “Introduction”

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Field Study

INFOGR – Lecture 1 – “Introduction”

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History of Graphics

INFOGR – Lecture 2 – “Field Study”

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History of Graphics

INFOGR – Lecture 2 – “Field Study”

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History of Graphics

INFOGR – Lecture 2 – “Field Study”

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History of Graphics

INFOGR – Lecture 2 – “Field Study”

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History of Graphics

INFOGR – Lecture 2 – “Field Study”

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History of Graphics

INFOGR – Lecture 2 – “Field Study”

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History of Graphics

INFOGR – Lecture 2 – “Field Study”

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History of Graphics

INFOGR – Lecture 2 – “Field Study”

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History of Graphics

INFOGR – Lecture 2 – “Field Study”

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Game production: Code Art Crysis: > 1M lines of code; 85k shaders Unreal 3 engine: 2M lines of code Frostbite: “10x Unreal 3” Minecraft: < 200k lines of code.

Field Study

INFOGR – Lecture 1 – “Introduction”

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History of graphics in games, digest

Initially fast progression:

  • from 2D to 3D,
  • from monochrome to true-color,
  • from wireframe to shaded,
  • from sparse to highly detailed.

But also:

  • from reasonably efficient to produce to extremely labor-intensive.

Field Study

INFOGR – Lecture 1 – “Introduction”

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State of the Art

Industry example: Unreal Engine 4

  • Lights
  • Shadows
  • Reflections
  • Ambient occlusion
  • Light shafts
  • Indirect lighting cache
  • Ray traced soft shadows
  • Bump mapping

INFOGR – Lecture 1 – “Introduction”

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State of the Art

Industry example: Unreal Engine 4

  • Lig

ights

  • Shadows
  • Reflections
  • Ambient occlusion
  • Light shafts
  • Indirect lighting cache
  • Ray traced soft shadows
  • Bump mapping

INFOGR – Lecture 1 – “Introduction”

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State of the Art

Industry example: Unreal Engine 4

  • Lights
  • Sha

Shadows

  • Reflections
  • Ambient occlusion
  • Light shafts
  • Indirect lighting cache
  • Ray traced soft shadows
  • Bump mapping

INFOGR – Lecture 1 – “Introduction”

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State of the Art

Industry example: Unreal Engine 4

  • Lights
  • Shadows
  • Ref

eflections

  • Ambient occlusion
  • Light shafts
  • Indirect lighting cache
  • Ray traced soft shadows
  • Bump mapping

INFOGR – Lecture 1 – “Introduction”

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State of the Art

Industry example: Unreal Engine 4

  • Lights
  • Shadows
  • Reflections
  • Ambient oc
  • cclusion
  • Light shafts
  • Indirect lighting cache
  • Ray traced soft shadows
  • Bump mapping

INFOGR – Lecture 1 – “Introduction”

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State of the Art

Industry example: Unreal Engine 4

  • Lights
  • Shadows
  • Reflections
  • Ambient occlusion
  • Lig

ight sha haft fts

  • Indirect lighting cache
  • Ray traced soft shadows
  • Bump mapping

INFOGR – Lecture 1 – “Introduction”

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State of the Art

Industry example: Unreal Engine 4

  • Lights
  • Shadows
  • Reflections
  • Ambient occlusion
  • Light shafts
  • Ind

Indirect li lighting cac cache

  • Ray traced soft shadows
  • Bump mapping

INFOGR – Lecture 1 – “Introduction”

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State of the Art

Industry example: Unreal Engine 4

  • Lights
  • Shadows
  • Reflections
  • Ambient occlusion
  • Light shafts
  • Indirect lighting cache
  • Ray tr

traced soft

  • ft sha

hadows

  • Bump mapping

INFOGR – Lecture 1 – “Introduction”

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State of the Art

Industry example: Unreal Engine 4

  • Lights
  • Shadows
  • Reflections
  • Ambient occlusion
  • Light shafts
  • Indirect lighting cache
  • Ray traced soft shadows
  • Bum

ump map apping INFOGR – Lecture 1 – “Introduction”

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State of the Art

Modern rendering in games:

Stacking algorithms that solve part of the problem: Shadows Reflections Participating media Indirect light Designed to ‘look good’, not to be (necessarily) correct Each partial solution comes with parameters and limitations But: well-suited for today’s hardware. INFOGR – Lecture 1 – “Introduction”

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Next week: Foundation

INFOGR – Lecture 1 – “Introduction”

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INFOGR – Computer Graphics

Jacco Bikker - April-July 2015 - Lecture 1: “Introduction”

END of “Introduction”

next lecture: “Graphics Fundamentals”