Graphics 2. Revision lecture. A list of module sections. 3D graphics pipeline

Size: px
Start display at page:

Download "Graphics 2. Revision lecture. A list of module sections. 3D graphics pipeline"

Transcription

1 Graphics Level 3 10 credits in Semester 2 Revision lecture Make a list of module sections Discuss topics under each heading Professor Aleš Leonardis Office: 235; (Office hours: Fri 2-4pm) a.leonardis@cs.bham.ac.uk A list of module sections 3D graphics pipeline (overview) Object construction Object rendering Colour Viewing and projections Animation Raster conversion Splines and spline surfaces Scan line area-fill Hidden surface removal Texture mapping Ray tracing 3D graphics pipeline Modelling coordinates: - world coordinate system, - object coordinate system Camera coordinates Screen/Window coordinates Device coordinates WORLD/SCENE/OBJECT/CONCEPT 3D MODELLING VIEWING 3D CLIPPING PROJECTION RASTERIZATION 2D PIXELMAP DISPLAY 1

2 Object construction understand 3D coordinate systems (right, le; handed) explain 3D transforma>ons (transla>on, scaling, rota>on) describe the benefits of the homogeneous coordinates know how to represent surfaces (polygon tables: vertex and surface tables (order in which we traverse the ver>ces)) know how to represent volumes (construc>ve solid geometry, oct- tree, sweep func>ons) explain the height maps and parametric surfaces Rotation in the right-handed coordinate system Positive angle of rotation is counter-clockwise when the axis about which it occurs points toward the observer Positive angle of rotation for Z axis Matrix representation Homogeneous coordinates Z axis points at the observer Y Common notation for ALL transformations Common computational mechanism for ALL transformations Simple mechanism for combining a number of transformations => computational efficiency X 2

3 Point transformation in homogeneous coordinates Implemented by matrix multiplication P = M P Volumetric Modules Constructive Solid Geometry x' y' z' 1 = a d g j b e h k c f i l x y z 1 Constructive solid geometry Octrees Source: 3

4 Define sweep path Sweep representations Sweep functions: implementation Translational sweep Define a shape as a polygon vertex table Define a sweep path as a sequence of translation vectors T1 T2 Translate the shape, continue building a vertex table Define shape Define a surface table Spherical coordinates Superquadrics Superellipsoid x = r cosφ cosθ y = r cosφ sinθ z = rsinφ s1 x = r x cos φ cos s y = r cos 1 y φ sin z = r sin s1 z φ s2 s2 θ θ π / 2 φ π / 2 π θ π π / 2 φ π / 2 π θ π S1=S2=0.5 S1=S2=3.0 4

5 Rendering understand the role of objects (geometry, colour, microstructure (reflectance)) lights a camera in rendering characterize different light sources (ambient, directional: diffuse, directional: point source, divergent) explain camera parameters (a pinhole camera) know the shading models (ambient, diffuse, specular) explain the differences among the three approaches for computing shading for polygonal surfaces (flat shading, Gouraud shading, Phong shading) Rendering: setting up the scene Given Object surfaces Light sources Camera Compute Colour of each pixel on the screen This is colour that bounces off the surface point and goes in the direction of the camera (viewer) Normal vectors Normal vectors Computing normal vectors A cross-product of two vectors is a vector perpendicular (orthogonal, normal) to both input vectors if n = a x b, n a and n b Cross product is NOT commutative: a x b b x a although both cross-products are orthogonal to a and b Flat surface patch Curved surfaces 5

6 Computing cross product E1=V2 V1 Computing cross-product E2=V3 V2 V3 E2 Front face E1=V2 V1 E2=V3 V2 N1=E1 x E2 = 1 x 1 y 1 z x 2 x 1 y 2 y 1 z 2 z 1 x 3 x 2 y 3 y 2 z 3 z 2 Unit vectors V1 E1 V2 N1 N1=E1 x E2 1 x (y 2 y 1 )(z 3 z 2 ) (y 3 y 2 )(z 2 z 1 ) + 1 y (x 3 x 2 )(z 2 z 1 ) (x 2 x 1 )(z 3 z 2 ) + 1 z (x 2 x 1 )(y 3 y 2 ) (x 3 x 2 )(y 2 y 1 ) Surface visibility from surface normal E1=V2 V1 E2=V3 V2 N1=E1 x E2 = 1 x 1 y 1 z x 2 x 1 y 2 y 1 z 2 z 1 x 3 x 2 y 3 y 2 z 3 z 2 1 x (y 2 y 1 )(z 3 z 2 ) (y 3 y 2 )(z 2 z 1 ) + Unit vectors Inputs to computation Light sources (emitters) Colour (emission spectrum) Geometry (position and direction) Directional attenuation Surfaces (reflectors) Colour (reflectance and absorption spectrum of the material) Geometry (position, orientation of each surface patch) Micro-structure 1 y (x 3 x 2 )(z 2 z 1 ) (x 2 x 1 )(z 3 z 2 ) + 1 z (x 2 x 1 )(y 3 y 2 ) (x 3 x 2 )(y 2 y 1 ) N z 6

7 Surfaces Computing reflectance: shading model Micro-structure Defines reflectance properties Reflectance Diffuse: Matte surfaces Specular: Shiny surfaces + Requires Surface geometry, microstructure and colour Positions and type of light sources Position of the viewer (camera) Combines the three contributions: Ambient light Diffuse reflectance Specular reflectance Pixel colour: Ambient + Diffuse + Specular A complete shading model Shading model Combines all the terms: Pixel colour: Ambient + Diffuse + Specular I = A + D + S I = K a I a + K d I d cos θ d + K s I s (cos δ) n I r = K r I ar + K r I dr cos θ d + K s I sr (cos δ) n I g = K g I ag + K g I dg cos θ d + K s I sg (cos δ) n I b = K b I ab + K b I db cos θ d + K s I sb (cos δ) n Diffuse term: Reflectance Object surface: Lambertian (matte) Light reflected equally in every direction The amount of light reflected depends on the angle between the direction of light and a surface normal at each point Defined by the Cosine Law I = I d cos(θ) π/2 < θ < π/2 I d L K d θ N I 7

8 Shading model Algorithms for shading of surfaces Specular term: Reflectance Object surface: glossy Extends the ideal (mirror) case The reflected light forms a cone around the ideal (Snell-law) reflectance vector Shading model so far showed how to compute reflectance for individual points on a surface Shading varies across surfaces Point-by-point computation very expensive Three approaches for computing shading for polygonal surfaces Flat shading Gouraud shading Phong shading Colour Colour mapping functions know the origins of colour (spectral characteristics, human visual perception) know different colour spaces and how to convert between them (RGB, CIE XYZ, HSV, CMY) explain the role of Colour Lookup Table (CLUT) describe the Colour Mapping Functions 8

9 Viewing and projections Creating a view of the scene an outline define a virtual camera (view reference point (VRP), direction of gaze, view-up direction, viewing distance) understand how to implement a virtual snapshoot show understanding of viewing projections (parallel, perspective) define and explain a pinhole camera model 1. Create vertex tables (3D) for an object in the World coordinate system. 2. Define the (3D) Viewing (camera) coordinate system. 3. Change the 3D coordinates of the object from the World system to the Viewing system. 4. Create (2D) perspective projection of the object. 5. Plot the 2D vertices, edges and surfaces. Animation In-betweening - parametric equations explain how anima>on works know how to create the anima>on sequences explain the no>on of key frames describe in- betweening know about different animated models (rigid, ar>culated, dynamic, par>cle- based, behavior based) explain double buffering Parametric equations a flexible tool for interpolation Example for line segment between two points, (x n,y n ) and (x n+1,y n+1 ) calculate points in between the two given points x i = x n + t (x n+1 - x n ) y i = y n + t (y n+1 - y n ) t is the parameter which always changes between 0 and 1 when t = 0, we get x n when t = 1 we get x n+1 for 0 < t < 1 we get the points in between 9

10 In-betweening In-betweening should use interpolation based on the nature of the path, for example: straight path linear interpolation circular path angular interpolation irregular path linear interpolation spline Raster conversion be able to describe raster conversion algorithms (accuracy, speed) explain DDA (digital differential analyzer) algorithm describe Bresenham s line algorithm For in-betweening use parametric representation of lines and curves, e.g. line segment circle Bezier curve Splines and spline surfaces 3D Bezier patches defined on a regular grid be able to calculate Bezier curves given a set of control points explain the construc>on of Bezier surfaces describe the difference between Bezier curves and B- splines 10

11 Scan line area-fill know the purpose of scan line algorithms be able to outline the scan line algorithm Scan-line algorithm - outline For each scan line (each y-coordinate) Compute x coordinates of the intersections of the current scan line with all edges Sort these edge intersections by increasing x value Group the edge intersections by pairs (vertex intersections require special processing) Fill in the pixels on the scan line between pairs of values Hidden surface removal be able to categorize hidden surface removal methods (object- space, image- space) explain back face removal (polygon culling) describe painter s algorithm know about Z- buffer algorithm (complexity, storage requirements) explain scan- line methods and subdivision methods compare different algorithms for surface removal Recommendations for hidden surface methods Surfaces are distributed in z Surfaces are well separated in y Depth sorting Scan-line or area-subdivision Only a few surfaces present Depth sorting or scan-line Scene with at least a few thousand surfaces Depth-buffer method or area-subdivision 11

12 Texture mapping understand the advantages and disadvantages of texture mapping (simple geometry + texture mapping) know the difference between forwards and backwards texture mapping explain the steps involved in texture mapping based on intermediate surfaces (cylinders, spheres) describe environment mapping describe bump mapping (emulates altering normal vectors during the rendering process) explain the difference between bump mapping and displacement mapping describe the aliasing problem and how to alleviate it (interpola>on, filtering, MIP mapping) Three types of mapping Texture mapping Texture image mapping Uses images to fill inside of polygons Environment ( reflection mapping) Uses a picture of the environment for texture maps Bump mapping Emulates altering normal vectors during the rendering process Texture mapping: environment maps Instead of using the ray from the surface point to the projected texture's centre, we use the direction of the reflected ray to index a texture map 12

13 Displacement mapping and Bump mapping Displacement vs. bump mapping Displacement mapping [A. Watt, 3D computer graphics]: Height field is used to perturb a surface point along the direction of its surface normal. Not convenient to implement since the map must perturb the geometry of the model rather than modulate parameters in the shading equation. Bump mapping [A. Watt, 3D computer graphics]: A perturbation is applied to the surface normal according to the corresponding value in the map. If the surface normal is perturbed then the shading changes and the surface that is rendered looks as if it is textured. Ray tracing be able to explain ray tracing technique (reflection, refraction, or absorption) and argue for increased realism with respect to classical techniques (shadows, transparency, reflections and self-reflections) describe ray tracing pipeline (ray generation, ray traversal, intersection, shading) argue why ray tracing is computationally very demanding and explain means to alleviate the problem compare ray tracing versus rasterisation 13

14 Ray tracing speeding up the calculations Bounding Volumes Enclose groups of objects in sets of hierarchical bounding volumes (Octree) First test for intersection with the bounding volume Then only if there is an intersection, against the objects enclosed by the volume. Ray tracing versus rasterization RT gives a very high degree of visual realism, which can not be achieved with rasterization (correct shadows, reflection, transparent and translucent objects etc.) RT is generally slower than rasterization (due to big amount of generated secondary rays). On the other hand, RT is scalable and very well suited for parallel computing (in fact, each ray can be traced independently, so one can exploit as many processors as he has). Rasterization algorithms are easier to implement. Rasterization algorithms are better suited for implementations on GPUs. Summary Good luck! Handouts On-line exercises Computer Graphics, Hearn D & Baker M & Carithers W R, D Computer Graphics, Watt A, hr examination (100%) 14

Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Sample Exam Questions 2007

Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Sample Exam Questions 2007 Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Questions 2007 INSTRUCTIONS: Answer all questions. Spend approximately 1 minute per mark. Question 1 30 Marks Total

More information

INTRODUCTION TO RENDERING TECHNIQUES

INTRODUCTION TO RENDERING TECHNIQUES INTRODUCTION TO RENDERING TECHNIQUES 22 Mar. 212 Yanir Kleiman What is 3D Graphics? Why 3D? Draw one frame at a time Model only once X 24 frames per second Color / texture only once 15, frames for a feature

More information

VALLIAMMAI ENGNIEERING COLLEGE SRM Nagar, Kattankulathur 603203.

VALLIAMMAI ENGNIEERING COLLEGE SRM Nagar, Kattankulathur 603203. VALLIAMMAI ENGNIEERING COLLEGE SRM Nagar, Kattankulathur 603203. DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING Year & Semester : III Year, V Semester Section : CSE - 1 & 2 Subject Code : CS6504 Subject

More information

Dhiren Bhatia Carnegie Mellon University

Dhiren Bhatia Carnegie Mellon University Dhiren Bhatia Carnegie Mellon University University Course Evaluations available online Please Fill! December 4 : In-class final exam Held during class time All students expected to give final this date

More information

Introduction to Computer Graphics

Introduction to Computer Graphics Introduction to Computer Graphics Torsten Möller TASC 8021 778-782-2215 torsten@sfu.ca www.cs.sfu.ca/~torsten Today What is computer graphics? Contents of this course Syllabus Overview of course topics

More information

A Short Introduction to Computer Graphics

A Short Introduction to Computer Graphics A Short Introduction to Computer Graphics Frédo Durand MIT Laboratory for Computer Science 1 Introduction Chapter I: Basics Although computer graphics is a vast field that encompasses almost any graphical

More information

Computer Applications in Textile Engineering. Computer Applications in Textile Engineering

Computer Applications in Textile Engineering. Computer Applications in Textile Engineering 3. Computer Graphics Sungmin Kim http://latam.jnu.ac.kr Computer Graphics Definition Introduction Research field related to the activities that includes graphics as input and output Importance Interactive

More information

We can display an object on a monitor screen in three different computer-model forms: Wireframe model Surface Model Solid model

We can display an object on a monitor screen in three different computer-model forms: Wireframe model Surface Model Solid model CHAPTER 4 CURVES 4.1 Introduction In order to understand the significance of curves, we should look into the types of model representations that are used in geometric modeling. Curves play a very significant

More information

COMP175: Computer Graphics. Lecture 1 Introduction and Display Technologies

COMP175: Computer Graphics. Lecture 1 Introduction and Display Technologies COMP175: Computer Graphics Lecture 1 Introduction and Display Technologies Course mechanics Number: COMP 175-01, Fall 2009 Meetings: TR 1:30-2:45pm Instructor: Sara Su (sarasu@cs.tufts.edu) TA: Matt Menke

More information

Computer Graphics. Introduction. Computer graphics. What is computer graphics? Yung-Yu Chuang

Computer Graphics. Introduction. Computer graphics. What is computer graphics? Yung-Yu Chuang Introduction Computer Graphics Instructor: Yung-Yu Chuang ( 莊 永 裕 ) E-mail: c@csie.ntu.edu.tw Office: CSIE 527 Grading: a MatchMove project Computer Science ce & Information o Technolog og Yung-Yu Chuang

More information

GUI GRAPHICS AND USER INTERFACES. Welcome to GUI! Mechanics. Mihail Gaianu 26/02/2014 1

GUI GRAPHICS AND USER INTERFACES. Welcome to GUI! Mechanics. Mihail Gaianu 26/02/2014 1 Welcome to GUI! Mechanics 26/02/2014 1 Requirements Info If you don t know C++, you CAN take this class additional time investment required early on GUI Java to C++ transition tutorial on course website

More information

B2.53-R3: COMPUTER GRAPHICS. NOTE: 1. There are TWO PARTS in this Module/Paper. PART ONE contains FOUR questions and PART TWO contains FIVE questions.

B2.53-R3: COMPUTER GRAPHICS. NOTE: 1. There are TWO PARTS in this Module/Paper. PART ONE contains FOUR questions and PART TWO contains FIVE questions. B2.53-R3: COMPUTER GRAPHICS NOTE: 1. There are TWO PARTS in this Module/Paper. PART ONE contains FOUR questions and PART TWO contains FIVE questions. 2. PART ONE is to be answered in the TEAR-OFF ANSWER

More information

Cork Education and Training Board. Programme Module for. 3 Dimensional Computer Graphics. Leading to. Level 5 FETAC

Cork Education and Training Board. Programme Module for. 3 Dimensional Computer Graphics. Leading to. Level 5 FETAC Cork Education and Training Board Programme Module for 3 Dimensional Computer Graphics Leading to Level 5 FETAC 3 Dimensional Computer Graphics 5N5029 3 Dimensional Computer Graphics 5N5029 1 Version 3

More information

Computer Graphics Global Illumination (2): Monte-Carlo Ray Tracing and Photon Mapping. Lecture 15 Taku Komura

Computer Graphics Global Illumination (2): Monte-Carlo Ray Tracing and Photon Mapping. Lecture 15 Taku Komura Computer Graphics Global Illumination (2): Monte-Carlo Ray Tracing and Photon Mapping Lecture 15 Taku Komura In the previous lectures We did ray tracing and radiosity Ray tracing is good to render specular

More information

1. INTRODUCTION Graphics 2

1. INTRODUCTION Graphics 2 1. INTRODUCTION Graphics 2 06-02408 Level 3 10 credits in Semester 2 Professor Aleš Leonardis Slides by Professor Ela Claridge What is computer graphics? The art of 3D graphics is the art of fooling the

More information

Image Processing and Computer Graphics. Rendering Pipeline. Matthias Teschner. Computer Science Department University of Freiburg

Image Processing and Computer Graphics. Rendering Pipeline. Matthias Teschner. Computer Science Department University of Freiburg Image Processing and Computer Graphics Rendering Pipeline Matthias Teschner Computer Science Department University of Freiburg Outline introduction rendering pipeline vertex processing primitive processing

More information

Computer Graphics CS 543 Lecture 12 (Part 1) Curves. Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)

Computer Graphics CS 543 Lecture 12 (Part 1) Curves. Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI) Computer Graphics CS 54 Lecture 1 (Part 1) Curves Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) So Far Dealt with straight lines and flat surfaces Real world objects include

More information

COMP-557: Fundamentals of Computer Graphics McGill University, Fall 2010

COMP-557: Fundamentals of Computer Graphics McGill University, Fall 2010 COMP-557: Fundamentals of Computer Graphics McGill University, Fall 2010 Class times 2:25 PM - 3:55 PM Mondays and Wednesdays Lecture room Trottier Building 2120 Instructor Paul Kry, kry@cs.mcgill.ca Course

More information

TWO-DIMENSIONAL TRANSFORMATION

TWO-DIMENSIONAL TRANSFORMATION CHAPTER 2 TWO-DIMENSIONAL TRANSFORMATION 2.1 Introduction As stated earlier, Computer Aided Design consists of three components, namely, Design (Geometric Modeling), Analysis (FEA, etc), and Visualization

More information

CS 4204 Computer Graphics

CS 4204 Computer Graphics CS 4204 Computer Graphics 3D views and projection Adapted from notes by Yong Cao 1 Overview of 3D rendering Modeling: *Define object in local coordinates *Place object in world coordinates (modeling transformation)

More information

Scan-Line Fill. Scan-Line Algorithm. Sort by scan line Fill each span vertex order generated by vertex list

Scan-Line Fill. Scan-Line Algorithm. Sort by scan line Fill each span vertex order generated by vertex list Scan-Line Fill Can also fill by maintaining a data structure of all intersections of polygons with scan lines Sort by scan line Fill each span vertex order generated by vertex list desired order Scan-Line

More information

Reflection and Refraction

Reflection and Refraction Equipment Reflection and Refraction Acrylic block set, plane-concave-convex universal mirror, cork board, cork board stand, pins, flashlight, protractor, ruler, mirror worksheet, rectangular block worksheet,

More information

2: Introducing image synthesis. Some orientation how did we get here? Graphics system architecture Overview of OpenGL / GLU / GLUT

2: Introducing image synthesis. Some orientation how did we get here? Graphics system architecture Overview of OpenGL / GLU / GLUT COMP27112 Computer Graphics and Image Processing 2: Introducing image synthesis Toby.Howard@manchester.ac.uk 1 Introduction In these notes we ll cover: Some orientation how did we get here? Graphics system

More information

Course Overview. CSCI 480 Computer Graphics Lecture 1. Administrative Issues Modeling Animation Rendering OpenGL Programming [Angel Ch.

Course Overview. CSCI 480 Computer Graphics Lecture 1. Administrative Issues Modeling Animation Rendering OpenGL Programming [Angel Ch. CSCI 480 Computer Graphics Lecture 1 Course Overview January 14, 2013 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s13/ Administrative Issues Modeling Animation

More information

Lezione 4: Grafica 3D*(II)

Lezione 4: Grafica 3D*(II) Lezione 4: Grafica 3D*(II) Informatica Multimediale Docente: Umberto Castellani *I lucidi sono tratti da una lezione di Maura Melotti (m.melotti@cineca.it) RENDERING Rendering What is rendering? Rendering

More information

COMPUTER GRAPHICS Computer Graphics

COMPUTER GRAPHICS Computer Graphics COMPUTER GRAPHICS Computer Graphics involves display, manipulation and storage of pictures and experimental data for proper visualization using a computer. Typical graphics system comprises of a host computer

More information

Interactive Computer Graphics

Interactive Computer Graphics Interactive Computer Graphics A Top-Down Approach Using OpenGL FIFTH EDITION EDWARD ANGEL UNIVERSITY OF NEW MEXICO PEARSON Addison Wesley Boston San Francisco New York London Toronto Sydney Tokyo Singapore

More information

Part-Based Recognition

Part-Based Recognition Part-Based Recognition Benedict Brown CS597D, Fall 2003 Princeton University CS 597D, Part-Based Recognition p. 1/32 Introduction Many objects are made up of parts It s presumably easier to identify simple

More information

IT 386: 3D Modeling and Animation. Review Sheet. Notes from Professor Nersesian s IT 386: 3D Modeling and Animation course

IT 386: 3D Modeling and Animation. Review Sheet. Notes from Professor Nersesian s IT 386: 3D Modeling and Animation course IT 386: 3D Modeling and Animation Review Sheet Sources: Notes from Professor Nersesian s IT 386: 3D Modeling and Animation course Notes from CannedMushrooms on YouTube Notes from Digital Tutors tutorial

More information

CUBE-MAP DATA STRUCTURE FOR INTERACTIVE GLOBAL ILLUMINATION COMPUTATION IN DYNAMIC DIFFUSE ENVIRONMENTS

CUBE-MAP DATA STRUCTURE FOR INTERACTIVE GLOBAL ILLUMINATION COMPUTATION IN DYNAMIC DIFFUSE ENVIRONMENTS ICCVG 2002 Zakopane, 25-29 Sept. 2002 Rafal Mantiuk (1,2), Sumanta Pattanaik (1), Karol Myszkowski (3) (1) University of Central Florida, USA, (2) Technical University of Szczecin, Poland, (3) Max- Planck-Institut

More information

How To Draw A 3D Virtual World In 3D Space (Computer Graphics)

How To Draw A 3D Virtual World In 3D Space (Computer Graphics) 2 Computer Graphics What You Will Learn: The objectives of this chapter are quite ambitious; you should refer to the references cited in each Section to get a deeper explanation of the topics presented.

More information

Introduction Week 1, Lecture 1

Introduction Week 1, Lecture 1 CS 430/536 Computer Graphics I Introduction Week 1, Lecture 1 David Breen, William Regli and Maxim Peysakhov Geometric and Intelligent Computing Laboratory Department of Computer Science Drexel University

More information

Optical Design Tools for Backlight Displays

Optical Design Tools for Backlight Displays Optical Design Tools for Backlight Displays Introduction Backlights are used for compact, portable, electronic devices with flat panel Liquid Crystal Displays (LCDs) that require illumination from behind.

More information

Computer Graphics. Geometric Modeling. Page 1. Copyright Gotsman, Elber, Barequet, Karni, Sheffer Computer Science - Technion. An Example.

Computer Graphics. Geometric Modeling. Page 1. Copyright Gotsman, Elber, Barequet, Karni, Sheffer Computer Science - Technion. An Example. An Example 2 3 4 Outline Objective: Develop methods and algorithms to mathematically model shape of real world objects Categories: Wire-Frame Representation Object is represented as as a set of points

More information

Essential Mathematics for Computer Graphics fast

Essential Mathematics for Computer Graphics fast John Vince Essential Mathematics for Computer Graphics fast Springer Contents 1. MATHEMATICS 1 Is mathematics difficult? 3 Who should read this book? 4 Aims and objectives of this book 4 Assumptions made

More information

GRAFICA - A COMPUTER GRAPHICS TEACHING ASSISTANT. Andreas Savva, George Ioannou, Vasso Stylianou, and George Portides, University of Nicosia Cyprus

GRAFICA - A COMPUTER GRAPHICS TEACHING ASSISTANT. Andreas Savva, George Ioannou, Vasso Stylianou, and George Portides, University of Nicosia Cyprus ICICTE 2014 Proceedings 1 GRAFICA - A COMPUTER GRAPHICS TEACHING ASSISTANT Andreas Savva, George Ioannou, Vasso Stylianou, and George Portides, University of Nicosia Cyprus Abstract This paper presents

More information

Twelve. Figure 12.1: 3D Curved MPR Viewer Window

Twelve. Figure 12.1: 3D Curved MPR Viewer Window Twelve The 3D Curved MPR Viewer This Chapter describes how to visualize and reformat a 3D dataset in a Curved MPR plane: Curved Planar Reformation (CPR). The 3D Curved MPR Viewer is a window opened from

More information

Teaching Introductory Computer Graphics Via Ray Tracing

Teaching Introductory Computer Graphics Via Ray Tracing Teaching Introductory Computer Graphics Via Ray Tracing Helen H. Hu Westminster College, Salt Lake City, UT hhu@westminstercollege.edu Figure 1. Examples of student work. For fun, enthusiastic students

More information

Pro/ENGINEER Wildfire 4.0 Basic Design

Pro/ENGINEER Wildfire 4.0 Basic Design Introduction Datum features are non-solid features used during the construction of other features. The most common datum features include planes, axes, coordinate systems, and curves. Datum features do

More information

Materials in NX Render

Materials in NX Render Materials in NX Render Overview Where materials are stored in NX Render Internal material definition and the NX interface Material types and their characteristics Material components Colour Pattern Reflectance

More information

Chapter 23. The Reflection of Light: Mirrors

Chapter 23. The Reflection of Light: Mirrors Chapter 23 The Reflection of Light: Mirrors Wave Fronts and Rays Defining wave fronts and rays. Consider a sound wave since it is easier to visualize. Shown is a hemispherical view of a sound wave emitted

More information

Determine whether the following lines intersect, are parallel, or skew. L 1 : x = 6t y = 1 + 9t z = 3t. x = 1 + 2s y = 4 3s z = s

Determine whether the following lines intersect, are parallel, or skew. L 1 : x = 6t y = 1 + 9t z = 3t. x = 1 + 2s y = 4 3s z = s Homework Solutions 5/20 10.5.17 Determine whether the following lines intersect, are parallel, or skew. L 1 : L 2 : x = 6t y = 1 + 9t z = 3t x = 1 + 2s y = 4 3s z = s A vector parallel to L 1 is 6, 9,

More information

Angle - a figure formed by two rays or two line segments with a common endpoint called the vertex of the angle; angles are measured in degrees

Angle - a figure formed by two rays or two line segments with a common endpoint called the vertex of the angle; angles are measured in degrees Angle - a figure formed by two rays or two line segments with a common endpoint called the vertex of the angle; angles are measured in degrees Apex in a pyramid or cone, the vertex opposite the base; in

More information

Algebra Geometry Glossary. 90 angle

Algebra Geometry Glossary. 90 angle lgebra Geometry Glossary 1) acute angle an angle less than 90 acute angle 90 angle 2) acute triangle a triangle where all angles are less than 90 3) adjacent angles angles that share a common leg Example:

More information

Lesson 26: Reflection & Mirror Diagrams

Lesson 26: Reflection & Mirror Diagrams Lesson 26: Reflection & Mirror Diagrams The Law of Reflection There is nothing really mysterious about reflection, but some people try to make it more difficult than it really is. All EMR will reflect

More information

Everyday Mathematics. Grade 4 Grade-Level Goals CCSS EDITION. Content Strand: Number and Numeration. Program Goal Content Thread Grade-Level Goal

Everyday Mathematics. Grade 4 Grade-Level Goals CCSS EDITION. Content Strand: Number and Numeration. Program Goal Content Thread Grade-Level Goal Content Strand: Number and Numeration Understand the Meanings, Uses, and Representations of Numbers Understand Equivalent Names for Numbers Understand Common Numerical Relations Place value and notation

More information

CHAPTER 8, GEOMETRY. 4. A circular cylinder has a circumference of 33 in. Use 22 as the approximate value of π and find the radius of this cylinder.

CHAPTER 8, GEOMETRY. 4. A circular cylinder has a circumference of 33 in. Use 22 as the approximate value of π and find the radius of this cylinder. TEST A CHAPTER 8, GEOMETRY 1. A rectangular plot of ground is to be enclosed with 180 yd of fencing. If the plot is twice as long as it is wide, what are its dimensions? 2. A 4 cm by 6 cm rectangle has

More information

Activity Set 4. Trainer Guide

Activity Set 4. Trainer Guide Geometry and Measurement of Solid Figures Activity Set 4 Trainer Guide Mid_SGe_04_TG Copyright by the McGraw-Hill Companies McGraw-Hill Professional Development GEOMETRY AND MEASUREMENT OF SOLID FIGURES

More information

Everyday Mathematics. Grade 4 Grade-Level Goals. 3rd Edition. Content Strand: Number and Numeration. Program Goal Content Thread Grade-Level Goals

Everyday Mathematics. Grade 4 Grade-Level Goals. 3rd Edition. Content Strand: Number and Numeration. Program Goal Content Thread Grade-Level Goals Content Strand: Number and Numeration Understand the Meanings, Uses, and Representations of Numbers Understand Equivalent Names for Numbers Understand Common Numerical Relations Place value and notation

More information

Cabri Geometry Application User Guide

Cabri Geometry Application User Guide Cabri Geometry Application User Guide Preview of Geometry... 2 Learning the Basics... 3 Managing File Operations... 12 Setting Application Preferences... 14 Selecting and Moving Objects... 17 Deleting

More information

GAME ENGINE DESIGN. A Practical Approach to Real-Time Computer Graphics. ahhb. DAVID H. EBERLY Geometrie Tools, Inc.

GAME ENGINE DESIGN. A Practical Approach to Real-Time Computer Graphics. ahhb. DAVID H. EBERLY Geometrie Tools, Inc. 3D GAME ENGINE DESIGN A Practical Approach to Real-Time Computer Graphics SECOND EDITION DAVID H. EBERLY Geometrie Tools, Inc. ahhb _ jfw H NEW YORK-OXFORD-PARIS-SAN DIEGO fl^^h ' 4M arfcrgsbjlilhg, SAN

More information

Introduction to Computer Graphics. Reading: Angel ch.1 or Hill Ch1.

Introduction to Computer Graphics. Reading: Angel ch.1 or Hill Ch1. Introduction to Computer Graphics Reading: Angel ch.1 or Hill Ch1. What is Computer Graphics? Synthesis of images User Computer Image Applications 2D Display Text User Interfaces (GUI) - web - draw/paint

More information

The 3D rendering pipeline (our version for this class)

The 3D rendering pipeline (our version for this class) The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons in camera coordinates Pixels in image coordinates Scene graph Camera Rasterization

More information

w = COI EYE view direction vector u = w ( 010,, ) cross product with y-axis v = w u up vector

w = COI EYE view direction vector u = w ( 010,, ) cross product with y-axis v = w u up vector . w COI EYE view direction vector u w ( 00,, ) cross product with -ais v w u up vector (EQ ) Computer Animation: Algorithms and Techniques 29 up vector view vector observer center of interest 30 Computer

More information

Thea Omni Light. Thea Spot Light. Light setup & Optimization

Thea Omni Light. Thea Spot Light. Light setup & Optimization Light setup In this tutorial we will learn how to setup lights inside Thea Studio and how to create mesh lights and optimize them for faster rendering with less noise. Let us have a look at the different

More information

Chapter 8 Geometry We will discuss following concepts in this chapter.

Chapter 8 Geometry We will discuss following concepts in this chapter. Mat College Mathematics Updated on Nov 5, 009 Chapter 8 Geometry We will discuss following concepts in this chapter. Two Dimensional Geometry: Straight lines (parallel and perpendicular), Rays, Angles

More information

Digital 3D Animation

Digital 3D Animation Elizabethtown Area School District Digital 3D Animation Course Number: 753 Length of Course: 1 semester 18 weeks Grade Level: 11-12 Elective Total Clock Hours: 120 hours Length of Period: 80 minutes Date

More information

Realtime 3D Computer Graphics Virtual Reality

Realtime 3D Computer Graphics Virtual Reality Realtime 3D Computer Graphics Virtual Realit Viewing and projection Classical and General Viewing Transformation Pipeline CPU Pol. DL Pixel Per Vertex Texture Raster Frag FB object ee clip normalized device

More information

also describes the method used to collect the data for the faces. These techniques could be used to animate other flexible surfaces.

also describes the method used to collect the data for the faces. These techniques could be used to animate other flexible surfaces. Computer Generated Animation of Faces Frederick I. Parke, University of Utah This paper describes the representation, animation and data collection techniques that have been used to produce "realistic"

More information

Computer Animation: Art, Science and Criticism

Computer Animation: Art, Science and Criticism Computer Animation: Art, Science and Criticism Tom Ellman Harry Roseman Lecture 12 Ambient Light Emits two types of light: Directional light, coming from a single point Contributes to diffuse shading.

More information

Angles that are between parallel lines, but on opposite sides of a transversal.

Angles that are between parallel lines, but on opposite sides of a transversal. GLOSSARY Appendix A Appendix A: Glossary Acute Angle An angle that measures less than 90. Acute Triangle Alternate Angles A triangle that has three acute angles. Angles that are between parallel lines,

More information

Name Class. Date Section. Test Form A Chapter 11. Chapter 11 Test Bank 155

Name Class. Date Section. Test Form A Chapter 11. Chapter 11 Test Bank 155 Chapter Test Bank 55 Test Form A Chapter Name Class Date Section. Find a unit vector in the direction of v if v is the vector from P,, 3 to Q,, 0. (a) 3i 3j 3k (b) i j k 3 i 3 j 3 k 3 i 3 j 3 k. Calculate

More information

3D Analysis and Surface Modeling

3D Analysis and Surface Modeling 3D Analysis and Surface Modeling Dr. Fang Qiu Surface Analysis and 3D Visualization Surface Model Data Set Grid vs. TIN 2D vs. 3D shape Creating Surface Model Creating TIN Creating 3D features Surface

More information

The RADIANCE Lighting Simulation and Rendering System

The RADIANCE Lighting Simulation and Rendering System The RADIANCE Lighting Simulation and Rendering System Written by Gregory J. Ward Lighting Group Building Technologies Program Lawrence Berkeley Laboratory COMPUTER GRAPHICS Proceedings, Annual Conference

More information

Numeracy Targets. I can count at least 20 objects

Numeracy Targets. I can count at least 20 objects Targets 1c I can read numbers up to 10 I can count up to 10 objects I can say the number names in order up to 20 I can write at least 4 numbers up to 10. When someone gives me a small number of objects

More information

Monte Carlo Path Tracing

Monte Carlo Path Tracing CS294-13: Advanced Computer Graphics Lecture #5 University of California, Berkeley Wednesday, 23 September 29 Monte Carlo Path Tracing Lecture #5: Wednesday, 16 September 29 Lecturer: Ravi Ramamoorthi

More information

Lecture Notes, CEng 477

Lecture Notes, CEng 477 Computer Graphics Hardware and Software Lecture Notes, CEng 477 What is Computer Graphics? Different things in different contexts: pictures, scenes that are generated by a computer. tools used to make

More information

Our One-Year 3D Animation Program is a comprehensive training in 3D using Alias

Our One-Year 3D Animation Program is a comprehensive training in 3D using Alias 1 YEAR 3D ANIMATION Illusion is the first of all pleasures Oscar Wilde Our One-Year 3D Animation Program is a comprehensive training in 3D using Alias Oscar Winning software, Maya, the industry standard

More information

Geometry: Unit 1 Vocabulary TERM DEFINITION GEOMETRIC FIGURE. Cannot be defined by using other figures.

Geometry: Unit 1 Vocabulary TERM DEFINITION GEOMETRIC FIGURE. Cannot be defined by using other figures. Geometry: Unit 1 Vocabulary 1.1 Undefined terms Cannot be defined by using other figures. Point A specific location. It has no dimension and is represented by a dot. Line Plane A connected straight path.

More information

TEXTURE AND BUMP MAPPING

TEXTURE AND BUMP MAPPING Department of Applied Mathematics and Computational Sciences University of Cantabria UC-CAGD Group COMPUTER-AIDED GEOMETRIC DESIGN AND COMPUTER GRAPHICS: TEXTURE AND BUMP MAPPING Andrés Iglesias e-mail:

More information

An introduction to Global Illumination. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology

An introduction to Global Illumination. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology An introduction to Global Illumination Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Isn t ray tracing enough? Effects to note in Global Illumination image:

More information

11.1. Objectives. Component Form of a Vector. Component Form of a Vector. Component Form of a Vector. Vectors and the Geometry of Space

11.1. Objectives. Component Form of a Vector. Component Form of a Vector. Component Form of a Vector. Vectors and the Geometry of Space 11 Vectors and the Geometry of Space 11.1 Vectors in the Plane Copyright Cengage Learning. All rights reserved. Copyright Cengage Learning. All rights reserved. 2 Objectives! Write the component form of

More information

Specular reflection. Dielectrics and Distribution in Ray Tracing. Snell s Law. Ray tracing dielectrics

Specular reflection. Dielectrics and Distribution in Ray Tracing. Snell s Law. Ray tracing dielectrics Specular reflection Dielectrics and Distribution in Ray Tracing CS 465 Lecture 22 Smooth surfaces of pure materials have ideal specular reflection (said this before) Metals (conductors) and dielectrics

More information

Last lecture... Computer Graphics:

Last lecture... Computer Graphics: Last lecture... Computer Graphics: Visualisation can be greatly enhanced through the Introduction to the Visualisation use of 3D computer graphics Toolkit Visualisation Lecture 2 toby.breckon@ed.ac.uk

More information

Computer Graphics. Anders Hast

Computer Graphics. Anders Hast Computer Graphics Anders Hast Who am I?! 5 years in Industry after graduation, 2 years as high school teacher.! 1996 Teacher, University of Gävle! 2004 PhD, Computerised Image Processing " Computer Graphics!

More information

G.H. Raisoni College of Engineering, Nagpur. Department of Information Technology

G.H. Raisoni College of Engineering, Nagpur. Department of Information Technology Practical List 1) WAP to implement line generation using DDA algorithm 2) WAP to implement line using Bresenham s line generation algorithm. 3) WAP to generate circle using circle generation algorithm

More information

Adding Animation With Cinema 4D XL

Adding Animation With Cinema 4D XL Step-by-Step Adding Animation With Cinema 4D XL This Step-by-Step Card covers the basics of using the animation features of Cinema 4D XL. Note: Before you start this Step-by-Step Card, you need to have

More information

Abstract. These two vectors define a plane tangent to the surface at that point. Their cross product is Recent work in computer graphics has been

Abstract. These two vectors define a plane tangent to the surface at that point. Their cross product is Recent work in computer graphics has been Abstract SIMULATION OF WRINKLED SURFACES James F. Blinn Caltech/JPL Computer generated shaded images have reached an impressive degree of realism with the current state of the art. They are not so realistic,

More information

Introduction to Computer Graphics Marie-Paule Cani & Estelle Duveau

Introduction to Computer Graphics Marie-Paule Cani & Estelle Duveau Introduction to Computer Graphics Marie-Paule Cani & Estelle Duveau 04/02 Introduction & projective rendering 11/02 Prodedural modeling, Interactive modeling with parametric surfaces 25/02 Introduction

More information

Illinois State Standards Alignments Grades Three through Eleven

Illinois State Standards Alignments Grades Three through Eleven Illinois State Standards Alignments Grades Three through Eleven Trademark of Renaissance Learning, Inc., and its subsidiaries, registered, common law, or pending registration in the United States and other

More information

Grade 7 & 8 Math Circles Circles, Circles, Circles March 19/20, 2013

Grade 7 & 8 Math Circles Circles, Circles, Circles March 19/20, 2013 Faculty of Mathematics Waterloo, Ontario N2L 3G Introduction Grade 7 & 8 Math Circles Circles, Circles, Circles March 9/20, 203 The circle is a very important shape. In fact of all shapes, the circle is

More information

B4 Computational Geometry

B4 Computational Geometry 3CG 2006 / B4 Computational Geometry David Murray david.murray@eng.o.ac.uk www.robots.o.ac.uk/ dwm/courses/3cg Michaelmas 2006 3CG 2006 2 / Overview Computational geometry is concerned with the derivation

More information

PRODUCT LIFECYCLE MANAGEMENT COMPETENCY CENTRE RENDERING. PLMCC, JSS Academy of Technical Education, Noida Rendering 1 of 16

PRODUCT LIFECYCLE MANAGEMENT COMPETENCY CENTRE RENDERING. PLMCC, JSS Academy of Technical Education, Noida Rendering 1 of 16 PRODUCT LIFECYCLE MANAGEMENT COMPETENCY CENTRE RENDERING PLMCC, JSS Academy of Technical Education, Noida Rendering 1 of 16 Table of contents Under construction PLMCC, JSS Academy of Technical Education,

More information

Geometry Chapter 1. 1.1 Point (pt) 1.1 Coplanar (1.1) 1.1 Space (1.1) 1.2 Line Segment (seg) 1.2 Measure of a Segment

Geometry Chapter 1. 1.1 Point (pt) 1.1 Coplanar (1.1) 1.1 Space (1.1) 1.2 Line Segment (seg) 1.2 Measure of a Segment Geometry Chapter 1 Section Term 1.1 Point (pt) Definition A location. It is drawn as a dot, and named with a capital letter. It has no shape or size. undefined term 1.1 Line A line is made up of points

More information

SkillsUSA 2014 Contest Projects 3-D Visualization and Animation

SkillsUSA 2014 Contest Projects 3-D Visualization and Animation SkillsUSA Contest Projects 3-D Visualization and Animation Click the Print this Section button above to automatically print the specifications for this contest. Make sure your printer is turned on before

More information

Content. Chapter 4 Functions 61 4.1 Basic concepts on real functions 62. Credits 11

Content. Chapter 4 Functions 61 4.1 Basic concepts on real functions 62. Credits 11 Content Credits 11 Chapter 1 Arithmetic Refresher 13 1.1 Algebra 14 Real Numbers 14 Real Polynomials 19 1.2 Equations in one variable 21 Linear Equations 21 Quadratic Equations 22 1.3 Exercises 28 Chapter

More information

AutoCAD 2009. New Icon Quick Reference

AutoCAD 2009. New Icon Quick Reference AutoCAD 2009 New Quick Reference Contents Chapter 1 New Quick Reference..................... 1 Toolbars................................... 1 3D Navigation Toolbar........................ 1 CAD Standards

More information

Image Synthesis. Transparency. computer graphics & visualization

Image Synthesis. Transparency. computer graphics & visualization Image Synthesis Transparency Inter-Object realism Covers different kinds of interactions between objects Increasing realism in the scene Relationships between objects easier to understand Shadows, Reflections,

More information

Recent Advances and Future Trends in Graphics Hardware. Michael Doggett Architect November 23, 2005

Recent Advances and Future Trends in Graphics Hardware. Michael Doggett Architect November 23, 2005 Recent Advances and Future Trends in Graphics Hardware Michael Doggett Architect November 23, 2005 Overview XBOX360 GPU : Xenos Rendering performance GPU architecture Unified shader Memory Export Texture/Vertex

More information

Two Research Schools become ONE

Two Research Schools become ONE www.cb.uu.se/~aht Anders.Hast@it.uu.se Two Research Schools become ONE 1996 213 27 1 www.cb.uu.se/~aht Anders.Hast@it.uu.se Collaboration between Two Research Initiatives 2 www.cb.uu.se/~aht Anders.Hast@it.uu.se

More information

Information Contents of High Resolution Satellite Images

Information Contents of High Resolution Satellite Images Information Contents of High Resolution Satellite Images H. Topan, G. Büyüksalih Zonguldak Karelmas University K. Jacobsen University of Hannover, Germany Keywords: satellite images, mapping, resolution,

More information

SolidWorks Implementation Guides. Sketching Concepts

SolidWorks Implementation Guides. Sketching Concepts SolidWorks Implementation Guides Sketching Concepts Sketching in SolidWorks is the basis for creating features. Features are the basis for creating parts, which can be put together into assemblies. Sketch

More information

Geometric Modelling & Curves

Geometric Modelling & Curves Geometric Modelling & Curves Geometric Modeling Creating symbolic models of the physical world has long been a goal of mathematicians, scientists, engineers, etc. Recently technology has advanced sufficiently

More information

GeoGebra. 10 lessons. Gerrit Stols

GeoGebra. 10 lessons. Gerrit Stols GeoGebra in 10 lessons Gerrit Stols Acknowledgements GeoGebra is dynamic mathematics open source (free) software for learning and teaching mathematics in schools. It was developed by Markus Hohenwarter

More information

Geometry Course Summary Department: Math. Semester 1

Geometry Course Summary Department: Math. Semester 1 Geometry Course Summary Department: Math Semester 1 Learning Objective #1 Geometry Basics Targets to Meet Learning Objective #1 Use inductive reasoning to make conclusions about mathematical patterns Give

More information

Two hours UNIVERSITY OF MANCHESTER SCHOOL OF COMPUTER SCIENCE. M.Sc. in Advanced Computer Science. Friday 18 th January 2008.

Two hours UNIVERSITY OF MANCHESTER SCHOOL OF COMPUTER SCIENCE. M.Sc. in Advanced Computer Science. Friday 18 th January 2008. COMP60321 Two hours UNIVERSITY OF MANCHESTER SCHOOL OF COMPUTER SCIENCE M.Sc. in Advanced Computer Science Computer Animation Friday 18 th January 2008 Time: 09:45 11:45 Please answer any THREE Questions

More information

Shape Dictionary YR to Y6

Shape Dictionary YR to Y6 Shape Dictionary YR to Y6 Guidance Notes The terms in this dictionary are taken from the booklet Mathematical Vocabulary produced by the National Numeracy Strategy. Children need to understand and use

More information

Section 1.1. Introduction to R n

Section 1.1. Introduction to R n The Calculus of Functions of Several Variables Section. Introduction to R n Calculus is the study of functional relationships and how related quantities change with each other. In your first exposure to

More information

CPIT-285 Computer Graphics

CPIT-285 Computer Graphics Department of Information Technology B.S.Information Technology ABET Course Binder CPIT-85 Computer Graphics Prepared by Prof. Alhasanain Muhammad Albarhamtoushi Page of Sunday December 4 0 : PM Cover

More information

Convex Mirrors. Ray Diagram for Convex Mirror

Convex Mirrors. Ray Diagram for Convex Mirror Convex Mirrors Center of curvature and focal point both located behind mirror The image for a convex mirror is always virtual and upright compared to the object A convex mirror will reflect a set of parallel

More information