Introduction
Computer Graphics
COMP 770 (236)
Spring 2009
Instructor: Dinesh Manocha
1/12/09
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Welcome to COMP 770 (236)
■ Instructor: Dinesh Manocha
Email:
[email protected]
Office:
Brooks 250
Office hours: W 1:00–2:00 (or by appt.)
■ Webpage:
http://www.cs.unc.edu/~dm/UNC/COMP236/comp236.html
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About you
■ Name
■ Your background
■ What are you studying?
■ Previous graphics experience
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Prerequisites
■ COMP 665(235)
° Displays and 2D Graphics
° Pixels, lines, images
° Foundations of 3D Graphics
° Points, vectors, matrices, transformations
° Foundations of image analysis
° Sampling, reconstruction, aliasing
° Foundations of computer vision
° Eye, color, perception
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Prerequisites
■ COMP 575(136)
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Basic graphics pipeline
Transformations, clipping, rasterization
Texture mapping
Ray tracing
Hidden surface removal
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Prerequisites
■ Know a programming language in the C
family (C / C++ / C# / Java / Python)
■ Some familiarity with graphics API
(OpenGL or DirectX)
■ Can use any platform (Windows, Mac or
Linux)
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Computer Graphics:
Overview
Modelling
Simulation &
Rendering
Image
Computer vision inverts the process
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Topics
■ Mathematical tools
■ 3D models and
interaction
■ Visibility
■ Rasterization
■ Lighting and shading
■ Shadows
■ Texture mapping
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Ray tracing
Global illumination
Curves and surfaces
Simplification and levels
of detail
■ Graphics hardware
■ Solid Modeling
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Mathematical tools
■ homogeneous
coordinates
■ vectors
■ planes
■ frames
■ transformations
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3D models and interaction
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Loading and view models
Picking and selection
Modeling a trackball
VR is all about interaction
COMP 872
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b
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a
axis
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Visibility Computations
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Classic problem
BSP trees
Ray casting
Depth buffering
Images courtesy of Cornell University
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Rasterization
■ Clipping
■ Scan conversion
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Lighting and shading
■ Flat, gouraud, and phong
shading
■ Empirical and physicallybased illumination models
■ BRDFs
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Shadows
■ Shadow volumes
■ Shadow maps
■ Soft shadows
Images courtesy of Stamminger and Drettakis 02
Umbra
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Penumbra
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Texture mapping
■ Surface
parameterization
■ Mipmaps and filtering
■ Reflection and
environment mapping
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Images courtesy of Jeremy Birn (www.3drender.com/jbirn)
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Ray tracing
■ Object intersection
■ Reflection and refraction
■ Depth-of-field, motion blur,
glossy reflections, soft
shadows
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Global illumination
■ Rendering equation
■ Path tracing, photon
mapping, radiosity
■ COMP 870 Advanced
rendering
Images courtesy of Caligari (www.caligari.com)
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Curves and surfaces
■ Bezier curves and B-splines
■ NURBS and subdivision
surfaces
■ Parametric solids
■ COMP 767 Geometric and
solid modeling
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0-levels
1-level
2-levels
3-levels
4-levels
5-levels
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Solid Modeling
■ CSG and B-Rep operations
■ Generating complex solids
from simple shapes
■ COMP 767 Geometric and
solid modeling
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Simplification and LOD
■ Levels of detail
■ Progressive meshes
82 million triangles
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Graphics hardware
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History
Architecture
Shading languages
Now:general purpose
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Animation & Simulation
(less or no coverage)
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Keyframing
Parameteric splines
Motion capture
Simulation
COMP 768
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Textbook
■ No official textbook. Here are some
possible references:
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Textbook
■ No official textbook. Here are some
possible references:
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Textbook
■ No official textbook. Here are some
possible references:
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Course Grading
■ Problem assignments & class participation
(50%)
■ Midterm: 20%
■ Final Project: 30%
■ Guest lecture on a topic (optional): 10%
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Grading
■ Assignments:
40%
Final project:
30%
Class participation
1 midterm:
30%
■ Late policy: Assignments will lose 5%
each day late (M-F)
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Course Project
■ Start thinking about a project idea ASAP
■ Should have some novelty
■ Ok to combine with RAship or other
course projects
■ Project proposal due by Feb. 23, 2009
■ Periodic updates
■ Final project presentation (during finals
week)
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Honor Code
■ Students are here for the learning not the
grade.
■ Collaboration encouraged, but
assignments must be your own work.
■ Cite any other’s work if you use their code.
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About your instructor
■ Have been at UNC for 16+ years
■ Research in geometric/solid
modeling, real-time rendering,
graphics hardware, simulation,
ray tracing, sound rendering,
crowd simulation, shadows
■ http://gamma.cs.unc.edu
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Next time: 01/14/09
■ Overview of graphics rasterization pipeline
■ Guest lecture by Paul Merrell
1/12/09
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