lecture01 welcome

Information about lecture01 welcome

Published on December 30, 2007

Author: Moorehead

Source: authorstream.com

Content

Slide1:  David Luebke University of Virginia Welcome, Introductions CS 445: Introduction to Computer Graphics A matter of reality:  A matter of reality Computer graphics is about simulation, abstraction, and representation of light and matter Interaction of light with matter To simulate the glossy sheen of car paint Or the waxy translucence of leaves and human skin Or the self-shadowing effects of hair Interaction of matter with matter Physics of objects colliding and deforming Fluid mechanics of water, or fire, or smoke Structural physics of cloth Slide3:  Skin shader from “Shrek” Slide4:  Accounting for translucent transmission of light Slide5:  Deep Shadow Maps, Lokovic & Veach, SIGGRAPH 2000 Slide6:  Without self-shadowing Slide7:  With self-shadowing Slide8:  Simulating rigid body dynamics Ron Fedkiw, Eran Guendelman and Robert Bridson Slide9:  Simulating Water Ron Fedkiw, Doug Enright and Steve Marschner Slide10:  Simulating Cloth Ron Fedkiw, Robert Bridson and John Anderson Realism?:  Realism? The quest of computer graphics is often described as photorealism Create images that cannot be distinguished from a photograph This requires modeling and simulation of optics, physics, and human perception But much of computer graphics concerns directed unreality Things that don’t or can’t exist: dinosaurs, ghosts, talking mice Controlled simulation, e.g. a puff of smoke that forms a word Shadows that obey director’s sense of atmosphere, not optics Nothing! Removing elements from images or scenes And sometimes the goal is not realism but depiction or abstraction Slide12:  Keyframe Control of Smoke Antoine McNamara, Adrien Treuille, Zoran Popović, Jos Stam Slide13:  Designing Effective Step-By-Step Assembly Instructions Maneesh Agrawala et al. Slide14:  Coherent Stylized Silhouettes Robert D. Kalnins, Philip L. Davidson, Lee Markosian and Adam Finkelstein Slide15:  Fragment-Based Image Completion Iddo Drori, Daniel Cohen-Or, Hezy Yeshurun Slide16:  Fragment-Based Image Completion Iddo Drori, Daniel Cohen-Or, Hezy Yeshurun Slide17:  Fragment-Based Image Completion Iddo Drori, Daniel Cohen-Or, Hezy Yeshurun Distinction: realism vs. speed:  Distinction: realism vs. speed Two general camps in computer graphics: Realistic graphics (a.k.a. image synthesis, CGI) Generate images offline for playback later Use: movies, television Rendering time frame: seconds to hours Rendering resources: high-end computer cluster, gigabytes of data Interactive graphics Generate images dynamically as user interacts with system Use: video games, CAD, virtual reality Rendering time frame: 10-30 milliseconds Rendering resources: cell phone to PC, megabytes of data Computer graphics: the view from ten thousand feet:  Computer graphics: the view from ten thousand feet Modeling How to represent shape computationally Animation How to represent, simulate, and control how things move Illumination How to model the interaction of light with matter Rendering How to generate an image from these representations Modeling:  Modeling How do we represent shape in computer graphics? Many, many different ways Splines, subdivision surfaces, voxels, metaballs, geometry images… Lowest common denominator: the polygonal mesh Represent surface with a faceted approximation Mesh = list of vertices (3D points) + list of polygons (which vertices are connected to which) Might also store geometric attributes (color, orientation, curvature…) Animation:  Animation How do we represent, simulate, and control how things move? One possibility: purely with the laws of physics E.g., the Navier-Stokes equations can guide a fluid mechanics simulation to produce realistic-looking water, smoke, and clouds Computationally tricky, hard to control Another possibility: purely by hand E.g., the animators behind Stuart Little have a control panel with literally hundreds of dials… Powerful technique, doesn’t scale well Another possibility: use measured data Motion capture techniques record (for example) an actor performing Can then play back that motion, using it to control simulated character Tricky to blend motions or apply to different characters/situations Illumination:  Illumination How do we model the interaction of light with matter? Enormously complex problem: real-world light Bounces off of every surface Spans an incredible dynamic range Common approximations: Tricolor spectrum (RGB) No shadows, no indirect illumination No reflection/refraction/diffraction/polarization/participating media Again, we often want controlled unrealism E.g., negative lights that cast shadows not illumination Much of cinematic lighting is unrealistic, for effect and for balance Rendering:  Rendering How do we generate an image from these representations? Often very different answers for offline and interactive rendering Offline rendering uses specialized software and techniques such as path tracing to model the optics of a scene Interactive rendering requires specialized computer hardware for rasterizing polygons into pixels An aside: Computer graphics careers & studies:  An aside: Computer graphics careers & studies Computer graphics in practice is wonderfully interdisciplinary Science: study the phenomena we are trying to re-create Engineering: build the hardware and software to make it happen Art: conceive the vision that drives the process Media studies: Examine this new media and its place in society Film and video game studios are teams of artists & engineers working side-by-side toward a shared vision UVA is a great place to get into this! Several CS courses on graphics (CS program/degree in CLAS) Media studies Art Digital Media Lab (Clemons Library)

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