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3D Modeling, Graphics, and Animation Course

Learn the theoretical foundations and practical algorithms for 3D modeling, graphics, and animation. Develop research habits, sharpen problem-solving skills, and master key concepts in geometric and visual computing. Suitable for students interested in graphics, animation, games, and CAD.

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3D Modeling, Graphics, and Animation Course

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  1. CS6491 Theoretical Foundations and Practical Algorithms for 3D Modeling, Graphics, and Animation Prof. Jarek Rossignac • Objectives • Instructor • GVC areas • Syllabus • Grading • Texts • Projects • Web site Turn cell phones off Close laptops/PDAs, unless you need them to take notes. No email, chat, surfing, games... Take copious and detailed notes Ask for clarification right away No private conversations, please!

  2. Course objectives and philosophy • Master key foundations of 3D modeling, graphics, animation • Become familiar with currenttechniques and tools • Become comfortable with the mathematical underpinnings • Understand why things are done this way • Internalize these concepts so that they are second nature • Develop research habits • Develop intuition • Sharpen algorithmic problem solving skills • Learn critical thinking and mathematical rigor • Learn how to ask questions and how to answer them • Develop Research ethics • Practice communication and teamwork skills • Develop a taste for Geometric & Visual Computing

  3. Audience This course is for students interested in research, teaching, or R&D careers in graphics, animation, games, CAD. No prior knowledge of graphics is expected. Knowledge of geometry Linear algebra. Vectors, lines, planes, triangles, circles, intersections. Software skills Processing or Java or C++ Software development and debugging Imagination Solutions to hard problems, elegant implementation Scientific rigor Proofs, justifications, methodology

  4. Interference Silhouettes T=T+T+T Sweeps Compression 3D morphs Blends Simplification Jarek (“Y-ah-r-eh-ck”) Rossignac (Rossignol + cognac)http://www.gvu.gatech.edu/~jarek • Maitrise M.E. & Diplome d’Engenieur ENSEM (Nancy, France) • PhD E.E. in Solid Modeling (U. of Rochester, NY) • IBM TJ Watson Research Center (11 years) • Senior manger: Visualization, Modeling, Graphics, VR • Visualization: Managed IBM Data Explorer (DX) product R&D • Simplification: 3D Interaction Acceleration (3DIX), OpenGL Accelerator • Geometry compression: VRLM, MPEG-4, awards (ACM TOG) • Georgia Institute of Technology (since 1996) • Professor, College of Computing, School of Interactive Computing • Director of GVU Center, 1996-2001 • Compression: Edgebreaker, Awards (IEEE TVCG) • Collaborations: Korea, Spain, Italy, Emory, BME

  5. Geometric and Visual Computing areas • Computer Aided Geometric Design (CAGD): Curves/surfaces • Solid Modeling: Representations and Algorithms for solids • Computer-Aided Design (CAD): Automation of Shape Design • Computer-Aided Manufacturing (CAM): NC Machining • Reverse Engineering: Fitting surfaces to scanned 3D points • Computational Geometry: Provably efficient algorithms • Finite Element Meshing (FEM): Construction and simulation • Animation: Capture, Design, Simulation of shape behavior • Visualization: Graphical interpretations of (large) 3D or 4D datasets • Rendering: Making (realistic) pictures of 3D geometric shapes • Image-Based Rendering (IBR): Mix images and geometry • Computer Vision: Reconstruction of 3D models from images • Robotics: Compute motions amongst obstacles, manipulate them • Virtual Reality (VR): Immersion in interactive environments • Augmented Reality (AR): Track and mark-up what you see

  6. Specific focus of the course • S.L.T. : Space (shape), Light (color), Time (animation) • 3D modeling (“geometry”) • Representations of 3D shapes (voxels, riangle meshes) • Construction techniques (subdivision, isosurfaces) • Algorithms (containment, intersection, volume, distances) • 3D graphics (“photometry”) • Projective shading and raserization (OpenGL) • Light propagation: Photorealistic rendering • Image-Based Rendering • 3D animation (“kinemetry”) • Motions, collisions, physic-based simulation • Deformations and warps • 3D Morphing

  7. Syllabus ( ≈ 1 week modules ) • 01 - Graphic Systems • 02 – Geometry • 05 – Curves • 03 – Topology • 04 – Arrangements • 06 – Animation • 07 – Morphology • 08 – Triangulation • 09 - Mesh processing • 10 - Light, perception • 11 – Photorealism, NPR • 12 - Graphics pipeline • 13 - Image-based rendering • 14 - Acceleration techniques • 15 - GPU shaders and advanced effects

  8. Grading Policy • 50% Projects • 20% Midterm (closed books) • 30% Final

  9. Reference books (suggested) Primary sources • Computational Geometry: Algorithms and Applications. By de Berg, van Kerveld, Overmars, Schwartzkopf. • Efficient algorithms for convex hulls, Delaunay, Booleans, medial axis… • Advanced Animation and Rendering Techniques: Theory and Practice. By Watt & Watt. • Nice overview of graphics, plus advanced material on animation and rendering Additional graduate books • Computer Graphics and Geometric Modeling: by David Salomon • Advanced modeling/rendering. Suitable for both graduates and undergraduates • Mathematics for Computer Graphics Applications: An Introduction to the Mathematics and Geometry of Cad/Cam, Geometric Modeling, Scientific visualization: by Mortenson • Warping and Morphing of Graphical Objects (with Cdrom): by Gomes, Darsa, Velho • Subdivision Methods for Geometric Design: A Constructive Approach: by Warren, Weimer Undergraduate texts if you need to catch up • Fundamentals of Computer Graphics. By Peter Shirley • Great (detailed) introduction to geometry and rendering • Computer Graphics: Principles and Practice: Second Edition in C, Foley, van Dam, Feiner, Hughes, 1996. • A classic. Comprehensive.

  10. Projects guidelines and deliverables • Several projects (some in small teams, some individual) • Ethics • It is OK to look at previous solutions (posted, published, or provided for class) • Not OK to copy from other students or teams • Cite clearly all sources of inspiration for your code and your write-up • Working in teams • Work together (same time and space) on all aspects (do not split the job) • Learn from each other and lear how to negotiate and collaborate • Make sure that you each contribute much more than your share • Deliverable report (mini research paper) • Concise, formal (title, authors, date, class, problem statement, refs…) • Demonstrate in-depth understanding of a topic • State problem, context, prior art • Exlpain clearly the nature of your solution and provide details where needed • Submit as web page with text, images, videos • Deliverable code • Processing (or other) applet linked from your Personal Project Page (PPP) • Explain what you have implemented, how, and why • Explain what does not work and why (suggest possible fixes) • Short and simple source code (points for elegance and conciseness) • Comments (original, clear, useful)

  11. Web site for the course http://www.gvu.gatech.edu/~jarek/6491 • Schedule • Projects, solutions • Test dates • List of topics (that you need to know) http://www.gvu.gatech.edu/~jarek/graphics • Slides • Reading • Links • Resources

  12. Strategy for success • Attend all classes and pay close attention • Take detailed and comprehensive notes of what I and other students write, draw, or say • Work on these notes, clean them up, mark what needs clarifications, bring them when you meet me at my office hours • Make sure that you understand everything ASAP! • Carefully read notes and all material provided. • Search additional information in books or on the web. • Do all proposed exercises • Ask questions in class or at the beginning of the next class. • Work in small study groups and explain the stuff to others. • Come and talk to the TA or to me during office hours. • Make sure that I know: you, what you know, that you care

  13. Expected amount of work per week • Study your notes, handouts and additional material: 2 • Right after class • Preferably in teams • Prepare cheat sheets with important results • Allowed to use 1 page on the midterm and 2 on the final • Do practice exercises: 1 • Try doing them individually • Then compare/discuss solutions with team members • Work on projects: 5+ • Start right away and work hard at the beginning • Ask me for clarification in class • Ask TA for help • For team projects, work together on all aspects

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