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Computer Graphics (fall,2009)

Computer Graphics (fall,2009). School of Computer Science University of Seoul. Syllabus. http://www.minho-kim.com/courses/09.02.71033/syllabus.shtml. Introduction. Computer Graphics in Action. computer animations “Partly Cloudy” (2009, Pixar) special effects in films untitled

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Computer Graphics (fall,2009)

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  1. Computer Graphics(fall,2009) School of Computer Science University of Seoul

  2. Syllabus http://www.minho-kim.com/courses/09.02.71033/syllabus.shtml

  3. Introduction

  4. Computer Graphics in Action • computer animations • “Partly Cloudy” (2009, Pixar) • special effects in films • untitled • video games • Prince of Persia (2008, Ubisoft Montreal) • Far Cry 2 (2008, Ubisoft Montreal)  • Resident Evil 5 (2009, Capcom) • Blade & Soul (2009, NCsoft) • Starcraft II (????, Blizzard) • CAD (Computer-Aided Design) • SolidWorks • Google Sketchup • 3D modeling • Blender • scientific visualization/simulation • Nucleus Medical Art

  5. Early Computer Graphics • 1958(?) The first video game (?) • 1961 “Catalogue” by John Whitney • 1981 • 1975 • 1977 Making of the Computer Graphics for Star Wars (Episode IV)

  6. Research in Computer Graphics • Latest papers at the SIGGRAPH conference

  7. What is Computer Graphics? “...the representation and manipulation of pictorial data by a computer.”(Wikipedia) http://en.wikipedia.org/wiki/Computer_graphics In this course, we're interested in • 3-dimensional and • interactive computer graphics.

  8. How can we generate 3D graphics? • Digital camera analogy (geometric optics model) • Input: 3D (real) objects / output: pixel image • Each sensor (pixel) captures the color of light that hits it. The color of light is determined based on many variables. (light source, material property, etc...) • ...why don't we just “simulate” it?

  9. Realistic Rendering Techniques • Ray-tracing • POV-Ray (http://www.povray.org) • YafaRay (http://www.yafray.org) • Photon mapping • Examples: http://graphics.ucsd.edu/~henrik/images/caustics.html • Radiosity • More in “Chapter 12: Advanced Rendering.”

  10. Realistic Rendering Techniques (cont’d) • ...But it's soooooooo slow...why? • Complicated objects, complex computations, ... • Not suitable for "interactive" applications!

  11. How can we generate “interactive” 3D graphics? In other words, how can we make it "fast"? • simplifies 3D objects by primitives (points, lines, triangles,...) • simplifies computations • lighting computed only at vertices • simplified lighting equation • simplified shading method • “pipelined”& parallel process • support by special hardware (graphics cards) • interactive 3D graphics API: OpenGL & DirectX • hardware gets more and more powerful! • more and more “tricks”!!! • texture/bump mapping, billboard, LOD, ...

  12. Wireframe

  13. Wireframe with Depth Cue

  14. Antialiasing

  15. Flat Shading

  16. Lighting & Smooth Shading

  17. Texture-mapping & Shadows

  18. Motion-blur

  19. Fog

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