3. Three-Dimensional Graphics
|
|
- Christal Holt
- 7 years ago
- Views:
Transcription
1 3. Three-Dimensional Graphics 3.1 3D Vector Operations Translation: x' = x + a 1 y' = y + a 2 z' = z + a 3 or in matrix format: [x' y' z' 1] = [x y z 1] a 1 a 2 a Rotations: Right Handed Rule : with your thumb representing the axis, your fingers show the direction of positive rotation around that axis Using similar derivations as in 2D previously (Vera Anand book), we get the following matrices for rotation about the co-ordinate axes through angle a : R x = 0 cos a sin a 0 -sin a cos a as a point rotates about the x axis, its x component remains unchanged Cos a 0 -sin a R Y = Sin a 0 cos a Cos a sin a 0 R Z = -sin a cos a To use one of these matrices, e.g.: [x' y' z'] = [x y z] R X
2 3.2 3D Viewing Operations Projection: the task of displaying a 3D object on a 2D surface (graphics display) Types of projection:
3 e.g. projection onto the xy plane: [x' y' 0 1] = [x y z 1] Effectively, we are simply ignoring the z component Multiview Orthographic Projection Produces multiple views of the object by projecting it onto one of the 6 possible planes Isometric Projection: Angle between each (projected) principal axis is 120 degrees
4 Steps: 1. Rotations and translations operate on the object to produce a good viewing angle (sometimes called 'tilting') 2. Orthographic projection (usually onto the xy plane) is performed e.g. step 1: rotation about y axis, then rotation about x axis - this maintains the verticality of lines in the projection The isometric projection is a combination of M TILT and an orthographic projection, i..e.: [M ISO ] = [M TILT ] cosa y sina y sina x cosa x 0 0 = sina y -sina x 0 0 cosa y α y α x Finally, specific values for a x and a y are required In the above example, these values are (derivation Anand pp ): The 'tilt' matrix, combining x and y axis rotation: cosa y sina y sina x -sina y cosa x 0 cosa x sina x 0 [M TILT ] = sina y -sina x cosa x cosa y 0 cosa y 0 a x = degrees a y = 45 degrees Perspective Projection: All projectors emanate from a centre of projection ('vanishing point') More visually realistic than the projections previously discussed
5 Matrix for 1-point perspective projection where the centre of projection, as shown above, lies on the z axis (derivation Anand pp ): 1-point perspective: a single centre of projection is located along one of the 3 co-ordinate axes the other two centres are at infinity => horizontal and vertical lines remain horizontal and vertical [M PERZ ]= /z cp If the centre of projection lies on the x axis: /x cp [M PERX ]= If the centre of projection lies on the y axis: /y cp [M PERY ]= or 3-point perspective projection can be obtained by concatenation of these 1-point perspective matrices, e.g: Projection of a point onto the xy plane /x cp /y cp [M PERXY ]=
6 As with isometric projection, it is common to apply translations and rotations to objects prior to applying the above perspective projections, in order to provide a good viewing angle (or to allow the user to control the viewing position / camera angle) Example application (Visual Basic) 3.3 Hidden Line/Surface Removal Removing lines or surfaces not visible to the viewer May operate in: object space (accurate), or image space (fast) Common algorithms: 1. "Back-face culling" (simple object space technique) fast limited to convex objects may be used prior to other better (but slower) techniques operates by comparing the orientation of complete polygons with the view point or centre of projection, and removing those that are facing backwards Source code (VB4) available on the CT404 webpage 2. "Priority fill" or "Painter's algorithm" (object space technique)
7 calculates an ordered list of objects, allowing those further away to be rendered first the fastest (and least accurate) way of sorting faces is to use their average depths 3. "Z Buffer algorithm" (image space technique) often implemented at hardware level uses a Z (depth) array of same pixel dimensions as graphics window, which is computed in parallel to the image bitmap itself each value in the Z buffer represents the depth of the pixel at that point each pixel is only drawn into the bitmap if it is closer than the current Z buffer value at that point as each pixel is drawn, the Z buffer is updated 4. Binary Space Partitioning (BSP) Trees Good for drawing 3D scenes where the positions of objects are fixed and the user's viewing coordinate changes (flight simulators being a classic example) BSP trees insert all objects into a binary tree, and each object partitions (or splits) space, breaking down what is on the left and what is on the right of each object Pre-computed They allow, for any viewpoint, the extraction of the correct depth-ordering of objects, for rendering Unlike the painter s algorithm, errors do not happen when an object cuts through another. When BSP trees are built, objects are split into sections to avoid this. The following two techniques are for fully rendering and shading a scene, not just hidden surface removal: 1. "Ray Tracing" brute force! => slow but accurate traces each pixel as a "beam of light" back into the scene and determines the object it first hits can incorporate light sources, shadows, depth fog, reflected light, transparency, etc. 2. Radiosity Computation begins at light sources (rather than viewpoint) Each patch of light is traced into the scene and its interaction with surfaces is calculated; reflected light from the surfaces are calculated also The advantage is that radiosity is view independent, therefore a lot of the work can be pre-calculated, i.e. calculated off-line prior to the real-time application rendering the model
8 Radiosity is a classic example of the type of pre-computation that is often performed in real-time 3D applications, and will work perfectly well assuming lights/surfaces aren t moving 3.4 Shading The colour at any pixel is determined by: characteristics (including colour) of the surface itself information about the light sources (ambient, directional parallel or point, spot) and their positions relative to the surface Diffuse and specular reflections Standard (increasingly complex) shading algorithms: 1. Lambert (flat) shading: calculates and applies directly the shade of each surface
9 may look unrealistic because direction of light illuminating texture map will be constant and not the same as that illuminating the surface not good when viewed closely 2. Gourard (smooth) shading (1971): calculates the shade at each vertex, and interpolates (smoothes) these across surfaces 3. Phong (normal interpolating) shading (1975): calculates the normal at each vertex, and interpolates these across the surfaces the shade at each pixel is calculated from its surface normal 3.5 High-Speed Algorithmic Approaches to Realism: Texture Mapping: maps a raster image onto a surface affects its shading (but it remains smooth) Mipmapping: At least two (and probably four) textures of progressively lower resolution are used for a surface, and the graphics API uses the pixels from one of these depending on the distance and orientation of the surface as it is rendered Bump Mapping: Simulates the displacement of a surface's points slightly up or down, by modifying the surface normal according to the corresponding value in the bitmap Much simpler than actually modelling the geometry of such a complex surface, yet nearly as effective Normal Mapping: A more advanced version of bump-mapping While bump mapping uses greyscale values, normal mapping uses the three color channels (RGB) for the three normal axes (XYZ) allowing displacement to be simulated in any direction
10 Normal maps/bump maps are produced algorithmically by cross-referencing a highpolygon count model with the low polygon count version that will be used for real-time rendering this satisfies the polygon budget Shaders: Programs that are executed on the video hardware, detailing at a low level the procedure for manipulating the vertices or pixels on a surface Vertex shaders these manipulate vertex data values on a 3D plane via mathematical operations on an object s vertices affecting various properties of a vertex (colour, lighting etc.) but most noticeably its orientation and position this allows dynamic (rather than prerendered) animation effects, e.g. clothing, hair, etc. Pixel shaders operate at the level of the discretely viewable pixel, defining flexible and fast dynamic operations to apply to the colour at that point, allowing dynamic lighting and material effects
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 informationA 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 informationImage 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 informationIntroduction 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 informationMonash 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 informationRealtime 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 informationScan-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 informationComputer 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 informationUsing Photorealistic RenderMan for High-Quality Direct Volume Rendering
Using Photorealistic RenderMan for High-Quality Direct Volume Rendering Cyrus Jam cjam@sdsc.edu Mike Bailey mjb@sdsc.edu San Diego Supercomputer Center University of California San Diego Abstract With
More informationDhiren 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 informationSkillsUSA 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 informationCork 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 informationB2.53-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 informationCS 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 informationMasters of Science in Software & Information Systems
Masters of Science in Software & Information Systems To be developed and delivered in conjunction with Regis University, School for Professional Studies Graphics Programming December, 2005 1 Table of Contents
More informationLezione 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 informationComputer 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 informationComputer 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 informationSilverlight for Windows Embedded Graphics and Rendering Pipeline 1
Silverlight for Windows Embedded Graphics and Rendering Pipeline 1 Silverlight for Windows Embedded Graphics and Rendering Pipeline Windows Embedded Compact 7 Technical Article Writers: David Franklin,
More informationGUI 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 information3D Math Overview and 3D Graphics Foundations
Freescale Semiconductor Application Note Document Number: AN4132 Rev. 0, 05/2010 3D Math Overview and 3D Graphics Foundations by Multimedia Applications Division Freescale Semiconductor, Inc. Austin, TX
More informationMaterials 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 informationVALLIAMMAI 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 informationCOMP175: 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 informationGRAFICA - 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 informationAdding 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 informationComputer 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 informationCourse 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 informationABS 731 Lighting Design & Technology. Spring 2006
ABS 731 Lighting Design & Technology Spring 2006 AGI32 is used to predict the photometric performance of selected luminaires or daylight penetration in a simulated environment. The environments that can
More informationCREATE A 3D MOVIE IN DIRECTOR
CREATE A 3D MOVIE IN DIRECTOR 2 Building Your First 3D Movie in Director Welcome to the 3D tutorial for Adobe Director. Director includes the option to create three-dimensional (3D) images, text, and animations.
More informationIntroduction to 2D and 3D Computer Graphics Mastering 2D & 3D Computer Graphics Pipelines
Introduction to 2D and 3D Computer Graphics Mastering 2D & 3D Computer Graphics Pipelines CS447 3-1 Mastering 2D & 3D Graphics Overview of 2D & 3D Pipelines What are pipelines? What are the fundamental
More informationExamples. Pac-Man, Frogger, Tempest, Joust,
Examples Arcade Games Missile il Command, Space Invaders, Breakout, Centipede, Pac-Man, Frogger, Tempest, Joust, Important Traits: Easy-to-learn simple controls Move objects around the screen Single-screen
More informationComp 410/510. Computer Graphics Spring 2016. Introduction to Graphics Systems
Comp 410/510 Computer Graphics Spring 2016 Introduction to Graphics Systems Computer Graphics Computer graphics deals with all aspects of creating images with a computer Hardware (PC with graphics card)
More informationIT 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 informationSo, you want to make a photo-realistic rendering of the Earth from orbit, eh? And you want it to look just like what astronauts see from the shuttle
So, you want to make a photo-realistic rendering of the Earth from orbit, eh? And you want it to look just like what astronauts see from the shuttle or ISS (International Space Station). No problem. Just
More informationIntroduction 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 informationMaya 2014 Basic Animation & The Graph Editor
Maya 2014 Basic Animation & The Graph Editor When you set a Keyframe (or Key), you assign a value to an object s attribute (for example, translate, rotate, scale, color) at a specific time. Most animation
More informationBachelor of Games and Virtual Worlds (Programming) Subject and Course Summaries
First Semester Development 1A On completion of this subject students will be able to apply basic programming and problem solving skills in a 3 rd generation object-oriented programming language (such as
More informationIntroduction 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 informationTeaching 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 informationKINECT PROJECT EITAN BABCOCK REPORT TO RECEIVE FINAL EE CREDIT FALL 2013
KINECT PROJECT EITAN BABCOCK REPORT TO RECEIVE FINAL EE CREDIT FALL 2013 CONTENTS Introduction... 1 Objective... 1 Procedure... 2 Converting Distance Array to 3D Array... 2 Transformation Matrices... 4
More informationAbstract. Introduction
SPACECRAFT APPLICATIONS USING THE MICROSOFT KINECT Matthew Undergraduate Student Advisor: Dr. Troy Henderson Aerospace and Ocean Engineering Department Virginia Tech Abstract This experimental study involves
More informationTEXTURE 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 information2: 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 informationMaya 2014 Still Life Part 1 Texturing & Lighting
Maya 2014 Still Life Part 1 Texturing & Lighting Realistic lighting and texturing is the key to photorealism in your 3D renders. Objects and scenes with relatively simple geometry can look amazing with
More informationLighting & Rendering in Maya: Lights and Shadows
Lighting & Rendering in Maya: Lights and Shadows with Jeremy Birn 3dRender.com 1. Introduction: Light and Color 12:09 Keywords: Maya Spot Lights, hardware preview of lights, High Quality Rendering, real-time
More informationIntroduction to Computer Graphics. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012
CSE 167: Introduction to Computer Graphics Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Today Course organization Course overview 2 Course Staff Instructor Jürgen Schulze,
More informationCUBE-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 informationREAL-TIME IMAGE BASED LIGHTING FOR OUTDOOR AUGMENTED REALITY UNDER DYNAMICALLY CHANGING ILLUMINATION CONDITIONS
REAL-TIME IMAGE BASED LIGHTING FOR OUTDOOR AUGMENTED REALITY UNDER DYNAMICALLY CHANGING ILLUMINATION CONDITIONS Tommy Jensen, Mikkel S. Andersen, Claus B. Madsen Laboratory for Computer Vision and Media
More information3D Drawing. Single Point Perspective with Diminishing Spaces
3D Drawing Single Point Perspective with Diminishing Spaces The following document helps describe the basic process for generating a 3D representation of a simple 2D plan. For this exercise we will be
More informationCATIA: Navigating the CATIA V5 environment. D. CHABLAT / S. CARO Damien.Chablat@irccyn.ec-nantes.fr
CATIA: Navigating the CATIA V5 environment D. CHABLAT / S. CARO Damien.Chablat@irccyn.ec-nantes.fr Standard Screen Layout 5 4 6 7 1 2 3 8 9 10 11 12 13 14 15 D. Chablat / S. Caro -- Institut de Recherche
More informationInteractive 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 informationBasic Problem: Map a 3D object to a 2D display surface. Analogy - Taking a snapshot with a camera
3D Viewing Basic Problem: Map a 3D object to a 2D display surface Analogy - Taking a snapshot with a camera Synthetic camera virtual camera we can move to any location & orient in any way then create a
More informationCortona3D Viewer. User's Guide. Copyright 1999-2011 ParallelGraphics
Cortona3D Viewer User's Guide Copyright 1999-2011 ParallelGraphics Table of contents Introduction 1 The Cortona3D Viewer Window 1 Navigating in Cortona3D Viewer 1 Using Viewpoints 1 Moving around: Walk,
More informationWe 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 informationComputer 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 informationThea 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 informationCreating 2D Drawings from 3D AutoCAD Models
Creating 2D Drawings from 3D AutoCAD Models David Piggott CrWare, LP GD205-2P This class explores the various techniques in creating 2D part and assembly drawings from 3D AutoCAD models. As part of the
More informationCabri 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 informationLecture 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 informationThe 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 informationFreehand Sketching. Sections
3 Freehand Sketching Sections 3.1 Why Freehand Sketches? 3.2 Freehand Sketching Fundamentals 3.3 Basic Freehand Sketching 3.4 Advanced Freehand Sketching Key Terms Objectives Explain why freehand sketching
More information1. Definition of the project. 2. Initial version (simplified texture) 3. Second version (full textures) 5. Modelling and inserting 3D objects
Index 1. Definition of the project 2. Initial version (simplified texture) 3. Second version (full textures) 4. Final version in C++ 5. Modelling and inserting 3D objects 6. Interface design 7. Additional
More informationUnderstanding astigmatism Spring 2003
MAS450/854 Understanding astigmatism Spring 2003 March 9th 2003 Introduction Spherical lens with no astigmatism Crossed cylindrical lenses with astigmatism Horizontal focus Vertical focus Plane of sharpest
More informationCOMP-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 informationReflection 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 informationNVPRO-PIPELINE A RESEARCH RENDERING PIPELINE MARKUS TAVENRATH MATAVENRATH@NVIDIA.COM SENIOR DEVELOPER TECHNOLOGY ENGINEER, NVIDIA
NVPRO-PIPELINE A RESEARCH RENDERING PIPELINE MARKUS TAVENRATH MATAVENRATH@NVIDIA.COM SENIOR DEVELOPER TECHNOLOGY ENGINEER, NVIDIA GFLOPS 3500 3000 NVPRO-PIPELINE Peak Double Precision FLOPS GPU perf improved
More informationImage Draping & navigation within Virtual GIS
Image Draping & navigation within Virtual GIS Draping of Geo Corrected data such as aerial imagery or map data enables virtual 3D field tours to be conducted in an area of interest. This document covers
More informationModern Graphics Engine Design. Sim Dietrich NVIDIA Corporation sim.dietrich@nvidia.com
Modern Graphics Engine Design Sim Dietrich NVIDIA Corporation sim.dietrich@nvidia.com Overview Modern Engine Features Modern Engine Challenges Scene Management Culling & Batching Geometry Management Collision
More informationBlender addons ESRI Shapefile import/export and georeferenced raster import
Blender addons ESRI Shapefile import/export and georeferenced raster import This blender addon is a collection of 4 tools: ESRI Shapefile importer - Import point, pointz, polyline, polylinez, polygon,
More informationOur 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 informationImage 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 informationFundamentals of Computer Animation
Fundamentals of Computer Animation Quaternions as Orientations () page 1 Visualizing a Unit Quaternion Rotation in 4D Space ( ) = w + x + y z q = Norm q + q = q q [ w, v], v = ( x, y, z) w scalar q =,
More informationMMGD0203 Multimedia Design MMGD0203 MULTIMEDIA DESIGN. Chapter 3 Graphics and Animations
MMGD0203 MULTIMEDIA DESIGN Chapter 3 Graphics and Animations 1 Topics: Definition of Graphics Why use Graphics? Graphics Categories Graphics Qualities File Formats Types of Graphics Graphic File Size Introduction
More informationOpenGL Performance Tuning
OpenGL Performance Tuning Evan Hart ATI Pipeline slides courtesy John Spitzer - NVIDIA Overview What to look for in tuning How it relates to the graphics pipeline Modern areas of interest Vertex Buffer
More informationIlluminating With HDRI
Illuminating With HDRI H DRI (High Dynamic Range Image) rendering is a method of illuminating a CG scene with a special type of bitmapped image that allows a far greater dynamic range of exposures (i.e.
More informationMaking natural looking Volumetric Clouds In Blender 2.48a
I think that everyone using Blender has made some trials about making volumetric clouds. The truth is that a kind of volumetric clouds is already available in Blender for a long time, thanks to the 3D
More informationIntroduction to GPGPU. Tiziano Diamanti t.diamanti@cineca.it
t.diamanti@cineca.it Agenda From GPUs to GPGPUs GPGPU architecture CUDA programming model Perspective projection Vectors that connect the vanishing point to every point of the 3D model will intersecate
More informationPro/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 informationThe Rocket Steam Locomotive - Animation
Course: 3D Design Title: Rocket Steam Locomotive - Animation Blender: Version 2.6X Level: Beginning Author; Neal Hirsig (nhirsig@tufts.edu) (May 2012) The Rocket Steam Locomotive - Animation In this tutorial
More informationTWO-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 informationGraphical displays are generally of two types: vector displays and raster displays. Vector displays
Display technology Graphical displays are generally of two types: vector displays and raster displays. Vector displays Vector displays generally display lines, specified by their endpoints. Vector display
More informationHow To Fuse A Point Cloud With A Laser And Image Data From A Pointcloud
REAL TIME 3D FUSION OF IMAGERY AND MOBILE LIDAR Paul Mrstik, Vice President Technology Kresimir Kusevic, R&D Engineer Terrapoint Inc. 140-1 Antares Dr. Ottawa, Ontario K2E 8C4 Canada paul.mrstik@terrapoint.com
More informationGeometric Camera Parameters
Geometric Camera Parameters What assumptions have we made so far? -All equations we have derived for far are written in the camera reference frames. -These equations are valid only when: () all distances
More information3D Interactive Information Visualization: Guidelines from experience and analysis of applications
3D Interactive Information Visualization: Guidelines from experience and analysis of applications Richard Brath Visible Decisions Inc., 200 Front St. W. #2203, Toronto, Canada, rbrath@vdi.com 1. EXPERT
More informationAbstract. 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 informationMobiX3D: a player for displaying 3D content on mobile devices
MobiX3D: a player for displaying 3D content on mobile devices Daniele Nadalutti, Luca Chittaro, Fabio Buttussi HCI Lab Dept. of Math and Computer Science University of Udine via delle Scienze, 206 33100
More informationComputer-Generated Photorealistic Hair
Computer-Generated Photorealistic Hair Alice J. Lin Department of Computer Science, University of Kentucky, Lexington, KY 40506, USA ajlin0@cs.uky.edu Abstract This paper presents an efficient method for
More informationRecent 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 informationHow To Teach Computer Graphics
Computer Graphics Thilo Kielmann Lecture 1: 1 Introduction (basic administrative information) Course Overview + Examples (a.o. Pixar, Blender, ) Graphics Systems Hands-on Session General Introduction http://www.cs.vu.nl/~graphics/
More informationComputer 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 informationInteractive visualization of multi-dimensional data in R using OpenGL
Interactive visualization of multi-dimensional data in R using OpenGL 6-Monats-Arbeit im Rahmen der Prüfung für Diplom-Wirtschaftsinformatiker an der Universität Göttingen vorgelegt am 09.10.2002 von Daniel
More informationJan Köhnlein and Helmut Weberpals 01.12.99
1 Graphics Primitives Graphics Primitives 3-dimensional point class Point3d 3-dimensional (directional) vector class Vector3d Class of 3-dimensional line segments LineArray 2 Modeling of 3D Objects Modeling
More informationThe Car Tutorial Part 1 Creating a Racing Game for Unity
The Car Tutorial Part 1 Creating a Racing Game for Unity Introduction 3 We will show 3 Prerequisites 3 We will not show 4 Part 1: Assembling the Car 5 Adding Collision 6 Shadow settings for the car model
More informationThis week. CENG 732 Computer Animation. Challenges in Human Modeling. Basic Arm Model
CENG 732 Computer Animation Spring 2006-2007 Week 8 Modeling and Animating Articulated Figures: Modeling the Arm, Walking, Facial Animation This week Modeling the arm Different joint structures Walking
More informationA technical overview of the Fuel3D system.
A technical overview of the Fuel3D system. Contents Introduction 3 How does Fuel3D actually work? 4 Photometric imaging for high-resolution surface detail 4 Optical localization to track movement during
More informationScanners and How to Use Them
Written by Jonathan Sachs Copyright 1996-1999 Digital Light & Color Introduction A scanner is a device that converts images to a digital file you can use with your computer. There are many different types
More informationVRayPattern also allows to curve geometry on any surface
Introduction VrayPattern is a plug-in for 3dsmax and V-Ray VRayPattern allows to multiply geometry periodically without extra memory consumption. As a sample you can use any tiled geometry (or those with
More informationTwo 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 informationAn 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