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Graphics for Visualization, Design, and Animation: A Comprehensive Course

This course covers everything needed to create stunning graphics for visualization, design, and animation. Topics include pinhole camera and perspective geometry, graphics pipeline, OpenGL and glut, and more. Learn how to design and render 3D graphics on a 2D screen.

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Graphics for Visualization, Design, and Animation: A Comprehensive Course

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  1. CS770/870 Intro to Computer Graphics Text Edward Angel: Edition 5 www.ccom.unh.edu/vislab

  2. Metacognition Learning by doing Notes Discussion Assignments Tests Sleep and distributed learning (in time)

  3. Read Chapters 1, 2 and 8What is Graphics for? Visualization Design Animation UIs

  4. Data visualization (visLab)

  5. Show TrackPlot You will learn everything needed to do something like this.

  6. Design

  7. Animation

  8. Light and the Environment

  9. User Interfaces

  10. Course organization www.ccom.unh.edu/vislab/GraphicsCourse

  11. Pinhole camera andPerspective geometry3D (world) -> 2D screen Derive it. Write equations to show how something appears on a screen X,Y,Z (coordinate system) x,y,z (world coords of a point) xp, yp,zp(screen coords of a point) d: distance from origin to screen

  12. Other aspects of the pinhole camera • Camera Field of view • Theta = arctan(w/2d) – derive it. • Depth of focus (not with a pinhole) • Projective geometry – all the rest is translations, rotations and scales.

  13. The human eye Three colors (Because of cones)

  14. Graphics Pipeline Geometry Rotations Translations Scales Rasterization Interpolation Texture Color blending Clipping

  15. Assignment 1 Simple video game Paddle

  16. OpenGL and glut • OpenGl based on sgi gl. A widely used standard • Alternative is direct X • Based on the pipleline architecture • Giving way to “shaders” GPU programs • Low level mostly pixel based • Very fast e.g. 128 processors • we will not cover these methods because too low level

  17. Glut Graphics library utility toolkit. Provides windows, simple menus. (and removes the need for a lot of ugly code)

  18. GlutCB Mouse GlutCB Keyboard GlutCB Menus OS Main Setup callbacks Glut Hand control to OS

  19. The opengl pipeline (again) Graphics App Transform Translate Rotate scale Project Clip Rasterize What? -- mostly polygons

  20. Graphics Primitives • glBegin( <feature type> ); • GL_LINES, GL_TRIANGLES, GL_POINTS • glColor(); • glVertex( a list of vertices ); • glEnd(); • Note there are also pixel-based operations that Bypass the frame buffer.

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