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Explore the evolution of digital media from traditional analog formats to high dynamic range displays. Discover advancements in computer-aided design, visual simulation, rendering techniques, and input hardware technologies. Learn about the transition of media types, desktop publishing, digital photography, video, and multimedia experiences. Delve into the impact of Ivan Sutherland's SKETCHPAD and the development of rendering algorithms like ray tracing, radiosity, and the rendering equation. Understand how innovations in digital media have transformed entertainment, motivation, and design practices. Discover the shift from raster to vector displays, the advent of frame buffers, and the integration of high-resolution imaging technologies for enhanced user experiences across various applications.
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Motivation: Computer-Aided Design • Computer-aided design • CAD • Visual simulation and Training • 우주선, 비행 시뮬레이션 • 자동차 운전, 골프시뮬레이션 • 수술 시뮬레이션
Motivation:Digital Media Technologies • Traditional media (analog to digital transition) • Desktop publishing and printing • Digital photography • Digital video와 HDTV • “New” media experience • Multimedia personal computer • 온라인게임 등 네트웍 그래픽스 및 웹 • 사진(flickr, cyworld) 및비디오공유 (youTube)
Ivan Sutherland (1963) - SKETCHPAD • 팝업메뉴 • 조건부 드로잉, 모델링 등 기본적인 기능
Display hardware • vector displays • 1963 – modified oscilloscope • 1974 – Evans and Sutherland Picture System • raster displays • 1975 – Evans and Sutherland frame buffer • 1980s – cheap frame buffers bit-mapped personal computers • 1990s – liquid-crystal displays laptops • 2000s – micro-mirror projectors digital cinema • 2010s – high dynamic range displays? • other • stereo, head-mounted displays • autostereoscopic displays
Input hardware • 2D • light pen, tablet, mouse, joystick, track ball, touch panel, etc. • 1970s & 80s - CCD analog image sensor + frame grabber
Input hardware • 2D • light pen, tablet, mouse, joystick, track ball, touch panel, etc. • 1970s & 80s - CCD analog image sensor + frame grabber
[Nayar00] Input hardware • 2D • light pen, tablet, mouse, joystick, track ball, touch panel, etc. • 1970s & 80s - CCD analog image sensor + frame grabber • 1990s & 2000’s - CMOS digital sensor + in-camera processing → high-dynamic range (HDR) imaging
• negative film = 130:1 (7 stops) • paper prints = 46:1 • [Debevec97] = 250,000:1 (18 stops)
1mm 0.3mm Input hardware 3mm mesh • 2D • light pen, tablet, mouse, joystick, track ball, touch panel, etc. • 1970s & 80s - CCD analog image sensor + frame grabber • 1990s & 2000’s - CMOS digital sensor + in-camera processing high-dynamic range (HDR) imaging • 3D • 1980s - 3D trackers • 1990s - active rangefinders
Input hardware • 2D • light pen, tablet, mouse, joystick, track ball, touch panel, etc. • 1970s & 80s - CCD analog image sensor + frame grabber • 1990s & 2000’s - CMOS digital sensor + in-camera processing high-dynamic range (HDR) imaging • 3D • 1980s - 3D trackers • 1990s - active rangefinders • 4D and higher • multiple cameras • multi-arm gantries
Rendering • 1960s - the visibility problem • Roberts (1963), Appel (1967) - hidden-line algorithms • Warnock (1969), Watkins (1970) - hidden-surface algorithms • Sutherland (1974) - visibility = sorting
1960s - the visibility problem • Roberts (1963), Appel (1967) - hidden-line algorithms • Warnock (1969), Watkins (1970) - hidden-surface algorithms • Sutherland (1974) - visibility = sorting • 1970s - raster graphics • Gouraud (1971) - diffuse lighting • Phong (1974) - specular lighting • Blinn (1974) - curved surfaces, texture • Crow (1977) - anti-aliasing
1960s - the visibility problem • Roberts (1963), Appel (1967) - hidden-line algorithms • Warnock (1969), Watkins (1970) - hidden-surface algorithms • Sutherland (1974) - visibility = sorting • 1970s - raster graphics • Gouraud (1971) - diffuse lighting • Phong (1974) - specular lighting • Blinn (1974) - curved surfaces, texture • Catmull (1974) - Z-buffer hidden-surface algorithm • Crow (1977) - anti-aliasing
early 1980s - global illumination • Whitted (1980) - ray tracing • Goral, Torrance et al. (1984), Cohen (1985) - radiosity • Kajiya (1986) - the rendering equation
early 1980s - global illumination • Whitted (1980) - ray tracing • Goral, Torrance et al. (1984), Cohen (1985) - radiosity • Kajiya (1986) - the rendering equation • late 1980s - photorealism • Cook (1984) - shade trees • Perlin (1985) - shading languages • Hanrahan and Lawson (1990) - RenderMan → shaders
early 1990s - non-photorealistic rendering • Drebin et al. (1988), Levoy (1988) - volume rendering • Haeberli (1990) - impressionistic paint programs • Salesin et al. (1994-) - automatic pen-and-ink illustration • Meier (1996) - painterly rendering
early 1990s - non-photorealistic rendering • Drebin et al. (1988), Levoy (1988) - volume rendering • Haeberli (1990) - impressionistic paint programs • Salesin et al. (1994-) - automatic pen-and-ink illustration • Meier (1996) - painterly rendering
early 1990s - non-photorealistic rendering • Drebin et al. (1988), Levoy (1988) - volume rendering • Haeberli (1990) - impressionistic paint programs • Salesin et al. (1994-) - automatic pen-and-ink illustration • Meier (1996) - painterly rendering • late 1990s - image-based rendering • Chen and Williams (1993) - view interpolation • McMillan and Bishop (1995) - plenoptic modeling • Levoy and Hanrahan (1996) - light field rendering • 2000s – image/video applications • “PhotoTourismFull.avi”
the traditional pipeline the new pipeline The graphics pipeline modeling animation rendering 3Dscanning motioncapture image-based rendering
The three big topics in CG • Modeling • 객체를 표현하는 방법 • 표현방법을 고안하는 것 • Animation • 움직이는 것을 표현하고 제어 • Rendering • 이미지를 창조하는 것
Topics • Drawing • Transformations • Input • Interaction • Color • Displays • Exposure • Imaging • Modeling • Animation • Rendering
Drawing 기하학적 모양 Images Bitmaps
Anti-aliasing Line/triangle drawing is jaggy algorithm • 울퉁불퉁한 경계를 줄이기 위하여, 부분적으로 pixel 색칠함 • 픽셀이 삼각형의 가운데에 위치할 때는 fully • 픽셀이 삼각형의 바깥부분에 위치할 때는 partially
Transformations What? x’ = T(x) => x 란 모델을 T 란 transformation 을 이용하여 x’로 변경 Why? Modeling • 편리한 좌표계에 객체 생성 • 프로토타입 모델을 여러 개 생성 • Robots 처럼 여러 객체를 연결하여 모델 만듬 Viewing • 위치, 시점을 변경 “staris1.avi, final.avi”
Transformations Scale Rotate Translate
Transformations Shear Reflect
Typography Renaissance Modern
Input Technology: Position 4-way and 8-way Joystick
Input Technology: Position trackball
Input Technology: Position Douglas Engelbart Mouse(1964) Mechanical Mouse
Input Technology: Position • 광마우스 • 1st generation (Xerox) • LED + photosensor over grid of lines • 2nd generation (Agilent) • CMOS imager • 1500 frames per second • 16 x 16 pixel resolution • 300 count per inch (cpi)
Input Technology: Position Gamepads Analog Joystick
Input Technology: Position Wii 콘트롤러 Sensors 3 DOF 이동 3 DOF 회전 포인팅
Interactive Techniques: Measure and Trigger • Polling • 주기적으로 디바이스의 상태를 읽음 • 마우스 microcontroller는 메시지를 100Hz 마다 보냄 • 버튼의 상태 • 마우스의 움직임 • Events • 키보드는 “make” 와 “break” 라는 메시지를 보냄
RGB color • Additive manner • R + G = Y • G + B = C • B + R = M • R + G + B = W • RGB coordinates • Black = (0,0,0) • Red = • Green = • Blue = • Yellow = • Magenta= • Cyan = • White =
The alpha channel • 영상의 일부만 덮어쓸 때 • Opaque 픽셀 in foreground • Background 픽셀 대체 • Transparent 픽셀 in foreground • Background 픽셀 ? • Partially transparent 픽셀 in foreground • Color = alpha*(foreground color) +(1-alpha)*(background color) RGBA 란?