Computer Graphics. Coursework. Overview. Programming Assignments. Art Contest. Administrative Matters. Exams (30%) In class (Mar 11 and Apr 29)



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Coursework Computer Graphics Thomas Funkhouser Princeton University COS 426, Spring 2004 Exams (30%) In class (Mar 11 and Apr 29) Programming Assignments (40%) Assignment #1: Image Processing (due Feb 16) Assignment #2: Ray Tracing (due Mar 8) Assignment #3: Modeling (due Apr 5) Assignment #4: Animation (due Apr 19) Final Project (20%) Do something cool! (due at end of semester) Class Participation (10%) Overview Administrivia People, times, places, etc. Syllabus What will I learn in this course? Raster Graphics Getting started Programming Assignments When? Roughly every two weeks Where? Anywhere you want, e.g. home or Friend 017 lab How? Windows (017) or Unix/Linux ( hats ) C and C++, OpenGL, GLUT What? Basic feature lists Extra credit lists Art contest Administrative Matters Instructors Tom Funkhouser - CS 422, stop by anytime Jason Lawrence (TA) - CS 415, TBA Book Computer Graphics with OpenGL, Third Edition, Donald Hearn and M. Pauline Baker, Prentice Hall, 2004 ISBN: 0-13-015390-7 Web page http://www.cs.princeton.edu/courses/cos426 Art Contest Everybody should submit entries! 1 point for submitting 2 points for winning Cool Images (James Percy, CS 426, Fall99) Videos (Terrance Liu, CS 426, Fall99) Bloopers (Kathleen Mulcahey, CS 426, Fall99) 11

Collaboration Policy Overview: You must write your own code (no credit for other code) You must reference your sources of any ideas/code It s OK to Talk with other students about ideas, approaches, etc. Get ideas from information in books, web sites, etc. Get support code from example programs» But, you must reference your sources It s NOT OK to Share code with another student Use ideas or code acquired from another sources without attribution Introduction What is computer graphics? Imaging = representing 2D images Modeling = representing 3D objects Rendering = constructing 2D images from 3D models Animation = simulating changes over time Precepts Schedule? Overview Administrivia People, times, places, etc. Syllabus What will I learn in this course? Raster Graphics Getting started Geri s Game (Pixar Animation Studios) Jurasic Park (Industrial, Light, & Magic) Quake (Id Software) 22

Gear Shaft Design (Intergraph Corporation) Los Angeles Airport (Bill Jepson, UCLA) Boeing 777 Airplane (Boeing Corporation) Forum of Trajan (Bill Jepson, UCLA) Human Skeleton (SGI) Airflow Inside a Thunderstorm (Bob Wilhelmson, University of Illinois at Urbana-Champaign) Interactive Kitchen Planner (Matsushita) Apo A-1 (Theoretical Biophysics Group, University of Illinois at Urbana-Champaign) Visible Human (National Library of Medicine) Virtual Phone Store (Lucent Technologies) Driving Simulation (Evans & Sutherland) Desk Assembly (Silicon Graphics, Inc.) Flight Simulation (NASA) Blair Arch (Marissa Range 98) 33

Syllabus Part III: Modeling I. Image processing II. Rendering III. Modeling IV. Animation Image Processing (Rusty Coleman, CS426, Fall99) Rendering (Michael Bostock, CS426, Fall99) Representations of geometry Curves: splines Surfaces: meshes, splines, subdivision Solids: voxels, CSG, BSP Procedural modeling Sweeps Fractals Grammars Modeling (Dennis Zorin, CalTech) Animation (Angel, Plate 1) Scenery Designer (Dirk Balfanz, Igor Guskov, Sanjeev Kumar, & Rudro Samanta, CS426, Fall95) Shell (Douglas Turnbull, CS 426, Fall99) Part I: Image Processing Raster Graphics Display devices Color models Image Representation Sampling Reconstruction Quantization & Aliasing Image Processing Filtering Warping Composition Morphing Image Morphing (All students in CS 426, Fall98) Image Composition (Michael Bostock, CS426, Fall99) Part IV: Animation Keyframing Kinematics Articulated figures Motion capture Capture Warping Dynamics Physically-based simulations Particle systems Behaviors Planning, learning, etc. Mr. Ed (Casey McTaggert, CS426, Fall99) Ice Queen (Mao Chen, Zaijin Guan, Zhiyan Liu, & Xiaohu Qie, CS426, Fall98) Part II: Rendering 3D Rendering Pipeline Modeling transformations Viewing transformations Hidden surface removal Illumination, shading, and textures Scan conversion, clipping Hierarchical scene graphics OpenGL Global illumination Ray tracing Radiosity Ray Tracing (James Percy, CS 426, Fall99) OpenGL (Chi Zhang, CS 426, Fall99) Overview Administrivia People, times, places, etc. Syllabus What will I learn in this course? Raster Graphics Let s get started 44

Raster Graphics Images What is an image? How are images displayed? Colors How do we perceive colors? How do we represent colors in a computer? What is an Image? An image is a 2D rectilinear array of pixels Continuous image Digital image A pixel is a sample, not a little square! What is an Image? An image is a 2D rectilinear array of pixels Image Acquisition Pixels are samples from continuous function Photoreceptors in eye CCD cells in digital camera Rays in virtual camera Continuous image Digital image What is an Image? An image is a 2D rectilinear array of pixels Image Display Re-create continuous function from samples Example: cathode ray tube Continuous image Digital image A pixel is a sample, not a little square! Image is reconstructed by displaying pixels with finite area (Gaussian) 55

Liquid Crystal Display (LCD) Frame Buffer Frame Buffer Figure 2.16 from H&B Display Hardware Figure 1.2 from FvDFH Frame Buffer Refresh Video display devices» Cathode Ray Tube (CRT)» Liquid Crystal Display (LCD) Plasma panels Thin-film electroluminescent displays Light-emitting diodes (LED) Hard-copy devices Ink-jet printer Laser printer Film recorder Electrostatic printer Pen plotter Refresh rate is usually 60-75Hz Figure 1.3 from FvDFH Image Resolution Color Frame Buffer Intensity resolution Each pixel has only Depth bits for colors/intensities Spatial resolution Image has only Width x Height pixels Temporal resolution Typical Resolutions Monitor refreshes images at only Rate Hz NTSC Workstation Film Laser Printer Width x Height 640 x 480 1280 x 1024 3000 x 2000 6600 x 5100 Depth 8 24 12 1 Rate 30 75 24-66

Color CRT Visible Light The color of light is characterized by Hue = dominant frequency (highest peak) Saturation = excitation purity (ratio of highest to rest) Lightness = luminance (area under curve) White Light Orange Light Figure 2.8 from H&B Figures 15.3-4 from H&B Raster Graphics Images What is an image? How are images displayed? Colors How do we perceive colors? How do we represent colors in a computer? Color Perception Spectral-response functions of each of the three types of cones on the human retina. Tristimulus theory of color Figure 13.18 from FvDFH Electromagnetic Spectrum Visible light frequencies range between... Red = 4.3 x 10 14 hertz (700nm) Violet = 7.5 x 10 14 hertz (400nm) Color Models RGB XYZ CMY HSV Others Figures 15.1 from H&B 77

RGB Color Model Colors are additive R G B Color 0.0 0.0 0.0 Black 1.0 0.0 0.0 Red 0.0 1.0 0.0 Green 0.0 0.0 1.0 Blue 1.0 1.0 0.0 Yellow 1.0 0.0 1.0 Magenta 0.0 1.0 1.0 Cyan 1.0 1.0 1.0 White 0.5 0.0 0.0? 1.0 0.5 0.5? 1.0 0.5 0.0? 0.5 0.3 0.1? Plate II.3 from FvDFH XYZ Color Model (CIE) Amounts of CIE primaries needed to display spectral colors Figure 15.6 from H&B RGB Color Cube CIE Chromaticity Diagram Normalized amounts of X and Y for colors in visible spectrum (White) Figures 15.11&15.12 from H&B Figure 15.7 from H&B RGB Spectral Colors CIE Chromaticity Diagram Amounts of RGB primaries needed to display spectral colors? Figure 15.5 from H&B Compare Color Gamuts Identify Complementary Colors Determine Dominant Wavelength and Purity Figures 15.8-10 from H&B 88

RGB Color Gamut HSV Color Model Color gamut for a typical RGB computer monitor H S V Color 0 1.0 1.0 Red 120 1.0 1.0 Green 240 1.0 1.0 Blue * 0.0 1.0 White * 0.0 0.5 Gray * * 0.0 Black 60 1.0 1.0? 270 0.5 1.0? 270 0.0 0.7? Figure 15.13 from H&B Figure 15.16&15.17 from H&B CMY Color Model Colors are subtractive C M Y Color 0.0 0.0 0.0 White 1.0 0.0 0.0 Cyan 0.0 1.0 0.0 Magenta 0.0 0.0 1.0 Yellow 1.0 1.0 0.0 Blue 1.0 0.0 1.0 Green 0.0 1.0 1.0 Red 1.0 1.0 1.0 Black 0.5 0.0 0.0? 1.0 0.5 0.5? 1.0 0.5 0.0? Plate II.7 from FvDFH Summary Images Pixels are samples Frame buffers Display hardware (CRTs, LCDs, printers, etc.) Devices have limited resolution Colors Tristimulus theory of color CIE Chromaticity Diagram Different color models for different devices, uses, etc. CMY Color Cube Figure 15.14 from H&B 99