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Dive into the world of computer graphics with a focus on simulation, modeling, and rendering. Explore mathematical tools, 3D models, interaction, lighting, shading, texture mapping, ray tracing, and more. This course covers advanced topics in graphics technology. Join us for an exciting journey in visual computing!
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Introduction Computer GraphicsCOMP 770 (236)Spring 2009 Instructor: Dinesh Manocha
Welcome to COMP 770 (236) • Instructor: Dinesh ManochaEmail: dm@cs.unc.eduOffice: Brooks 250Office hours: W 1:00–2:00 (or by appt.) • Webpage:http://www.cs.unc.edu/~dm/UNC/COMP236/comp236.html
About you • Name • Your background • What are you studying? • Previous graphics experience
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
Prerequisites • COMP 575(136) • Basic graphics pipeline • Transformations, clipping, rasterization • Texture mapping • Ray tracing • Hidden surface removal
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)
Computer Graphics: Overview Simulation & Rendering Modelling Image Computer vision inverts the process
Mathematical tools 3D models and interaction Visibility Rasterization Lighting and shading Shadows Texture mapping Ray tracing Global illumination Curves and surfaces Simplification and levels of detail Graphics hardware Solid Modeling Topics
Mathematical tools • homogeneous coordinates • vectors • planes • frames • transformations
Loading and view models Picking and selection Modeling a trackball VR is all about interaction COMP 872 3D models and interaction
Classic problem BSP trees Ray casting Depth buffering Visibility Computations Images courtesy of Cornell University
Rasterization • Clipping • Scan conversion
Flat, gouraud, and phong shading Empirical and physically-based illumination models BRDFs Lighting and shading
Shadow volumes Shadow maps Soft shadows Images courtesy of Stamminger and Drettakis 02 Umbra Penumbra Shadows
Surface parameterization Mipmaps and filtering Reflection and environment mapping Texture mapping Images courtesy of Jeremy Birn (www.3drender.com/jbirn)
Object intersection Reflection and refraction Depth-of-field, motion blur, glossy reflections, soft shadows Ray tracing
Rendering equation Path tracing, photon mapping, radiosity COMP 870 Advanced rendering Images courtesy of Caligari (www.caligari.com) Global illumination
Bezier curves and B-splines NURBS and subdivision surfaces Parametric solids COMP 767 Geometric and solid modeling 0-levels 1-level 2-levels 3-levels 4-levels 5-levels Curves and surfaces
CSG and B-Rep operations Generating complex solids from simple shapes COMP 767 Geometric and solid modeling Solid Modeling
Levels of detail Progressive meshes Simplification and LOD 82 million triangles
History Architecture Shading languages Now:general purpose Graphics hardware
Keyframing Parameteric splines Motion capture Simulation COMP 768 Animation & Simulation (less or no coverage)
Textbook • No official textbook. Here are some possible references:
Textbook • No official textbook. Here are some possible references:
Textbook • No official textbook. Here are some possible references:
Course Grading • Problem assignments & class participation (50%) • Midterm: 20% • Final Project: 30% • Guest lecture on a topic (optional): 10%
Grading • Assignments: 40%Final project: 30%Class participation 1 midterm: 30% • Late policy: Assignments will lose 5% each day late (M-F)
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)
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.
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
Next time: 01/14/09 • Overview of graphics rasterization pipeline • Guest lecture by Paul Merrell