Tartalom. Gyakorlat. Célja, feladata, területei. Raszter- és vektorgrafika 3D grafika. Programok Honlapok. IP-08xSZGE, IP-xSZGE, x {a,c,t,m1}
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2 Tartalom Számítógépes Grafika Eötvös Loránd Tudományegyetem nformatikai Kar 2012/2013. őszi félév Adminisztráció Bemutatkozás és elérhetőségek Előadás Gyakorlat Számítógépes grafika Célja, feladata, területei Megjelenítő eszközök Raszter- és vektorgrafika 3D grafika Ajánlás Programok Honlapok Könyvek Bemutatkozás és elérhetőségek Előadás Előadó: Valasek Gábor Szoba: Déli tömb Fogadóóra: TBA P-08xSZGE, P-xSZGE, x {a,c,t,m1} Őszi félév: keresztfélév Előfeltétel: P-08LA Vizsga: Két alkalmas részvizsga szorgalmi időszakban Kötelező! Vizsgaidőszakban: csak pót-részvizsga, és UV-k Honlap:
3 Gyakorlatok Számítógépes grafika P-08xSZGG Őszi félév: keresztfélév Előfeltétel: P-08LA, P-08xPNY1 Az előadás és a gyakorlat nem előfeltételei egymásnak. Az informatika tudomány egy ága Feladata: Vizuális anyagok előállítása, elemzése és manipulálása (feldolgozás) Képmanipulálás Képfeldolgozás és képelemzés Képfeldolgozás Képelemzés Brandon Christopher Warren, flickr Beatrice Murch and OpenCV Nem része a félév anyagának
4 Képfeldolgozás és képelemzés Képszintézis MSc. nf. Rendszerek, Grafika Blokk: Digitális képelemzés MSc. nf. Rendszerek, Térinformatika Blokk: Távérzékelt felvételek elemzése Cél: egy két- vagy háromdimenziós világról képet előállítani Bemenet: a virtuális világ modellje Kimenet: kép 2D: Modell Kép 3D: Modell Kép
5 Képszintézis Modellezés Kérdések: Hogyan írjuk le a világot? - Modellezés Hogyan számítjuk ki a képet? - Algoritmusok Hogyan jelenítjük meg azt? - Eszközök Hogyan írjuk le a világot? MSc., nformációs Rendszerek szakirány, Grafika Blokk: Geometriai modellezés MSc., nformációs Rendszerek szakirány, Grafika Blokk: Felület- és testmodellezés MSc., Modellalkotó szakirány, Számítógépes Grafika Blokk: A számítógépes grafika matematikai alapjai Speci: Maya Algoritmusok Eszközök Oszciloszkóp Ha adott a leírás, hogyan lesz belőle kép? MSc., nformációs Rendszerek szakirány, Grafika Blokk: Haladó Grafika Felix E. Guerrero, flickr Soren Peo Pedersen, Wikipedia
6 Eszközök Eszközök Sutherland - Sketchpad, 1963 CRT monitor a CAD alkalmazások őse 1024x1024-es kijelző fényceruzával + 40 nyomógombbal volt vezérelhető bevezette a kényszer alapú rajzolást: vízszintes, függőleges, merőleges stb. Soren Peo Pedersen, Wikipedia Eszközök Eszközök LCD monitor PDP kijelző Marvin Raaijmakers, Wikipedia Luís Flávio Loureiro dos Santos, Wikipedia Wikipedia
7 Eszközök Eszközök Parallax és Lenticular 3D monitorok Stereoscopy Mást lát a két szem, nincs mozgás parallaxis Head Mounted Display Shutter glasses Polarizált lencséjű szemüveg Autostereoscopy Nem kell hozzá külön eszköz a felhasználó részéről Parallax barrier Lenticular lens Marvin Raaijmakers, Wikipedia és még... Rasztergrafika nyomtatók 3D nyomtatók plotterek OLED kijelzők projektorok Doink, vecteezy.com
8 Vektorgrafika Modelleze s Geometriai modellek Optikai parame terek Textu ra k mind lehet genera lt, me rt, fe nyke pezet stb. Doink, vecteezy.com Algoritmusok blender Henrik, Wikipedia Megko zelı te si mo dok Suga rko vete s nkrementa lis ke pszinte zis Fe nyjelense gek Tu kro zo de s, fe nyto re s Vetett a rnye kok Globa lis illumina cio Te rfogati jelense gek Gilles Tran, Oyonale.com
9 Autodesk Maya & 3D Studio Max PovRay Maya 3D Studio Max Jaime Vives Piqueres, sculptris Google SketchUp
10 Honlapok Ajánlott irodalom (magyar) OpenGL wiki Cikkek, fórumok game-graphics-development Régi developer rész utódja - egyelőre Tudományos cikk adatbázis, nem csak grafikáról Szirmay-Kalos L., Antal Gy., Csonka F. Háromdimenziós grafika, animáció és játékfejlesztés. ComputerBooks, Szirmay-Kalos L. Számítógépes grafika. ComputerBooks, Nyisztor K. Shaderprogramozás - Grafika és játékprogramozás DirectX-szel Szak Kiadó, 2009 Ajánlott irodalom - grafika (angol) Ajánlott irodalom - DirectX 11 (angol) Tomas Akenine-Möller, Eric Haines, Naty Hoffman Real-Time Rendering (Third Edition). AK Peters Matt Pharr, Greg Humphreys Physically Based Rendering (Second Edition). Morgan Kaufmann Wolfgang Engel (editor) GPU Pro 1, 2, 3. AK Peters Frank Luna ntroduction to 3D Game Programming with DirectX 11. Mercury Learning nformation Allen Sherrod (Author), Wendy Jones Beginning DirectX 11 Game Programming Course Technology PTR
11 Ajánlott irodalom - OpenGL (angol) Ajánlott irodalom - OpenSceneGraph (angol) Edward Angel, Dave Shreiner nteractive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL (6th edition). Addison Wesley David Wolff OpenGL 4.0 Shading Language Cookbook Packt Publishing Rui Wang, Xuelei Qian OpenSceneGraph 3.0: Beginner s Guide. Packt Publishing Rui Wang, Xuelei Qian OpenSceneGraph 3 Cookbook Packt Publishing
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