Computer Graphics for Large- Scale Immersive Theaters
|
|
- Bridget Garrison
- 5 years ago
- Views:
Transcription
1 Computer Graphics for Large- Scale Immersive Theaters Spherical Image Generation and Projection Ed Lantz Product Development Manager Spitz, Inc.
2 Immersive Display Image Metrics Field of View Brightness Resolution
3 Field of View Total horizontal and vertical image angle in spherical coordinates with respect to viewer s eyepoint -or- spherical screen origin
4 Image Brightness Video Projector Brightness» Lumens brightest video projector is 12,000 Lumens Theater Brightness» Foot Lamberts SMPTE standard for film is 16 ftl 1 Foot Lambert = 1 Lumen over 1 Sq.. Ft. for Lambertian Screen with 100% Reflectivity
5 Image Resolution Acuity of Eye = 1 arcminute/line pair 1 arcminute = 1/60 degrees = 0.017º Ideally it takes 2 pixels to represent a resolvable line pair # of Resolvable line pairs < # pixels/2
6 Why a Sphere? Greater Immersivity than Flat Screen Flat screen theoretically limited to 180º Sphere easily provides 360º horizontal FOV Graceful Degradation of Off-Axis Perspective Rectilinear displays introduce artifacts i.e. CAVE
7 Cubic Distortion Ideal Viewpoint Offset Viewpoint
8 Spherical Distortion Ideal Viewpoint Offset Viewpoint
9 Theater Design Dome Tilt Level dome requires reclined seating Tilted dome + stadium seating brings dome screen into viewer s field of view
10 Theater Design Seating Configurations Unidirectional seating provides single point of focus Concentric seating popular in old planetarium designs and special applications
11 Theater Design Goal: When the lights go out... The theater disappears! Minimize all reality intrusions
12 Skinning a Sphere Spherical Mastering Format (Immersoid) Single large frame representing entire sphere Master format for archiving, distribution, etc. Independent of particular projection geometry Defined only by resolution and field-of-view Spherical Projection Format (Sub Frames) Multi-pipe format that matches projection geometry Sub frames individually warped and blended
13 Spherical Mastering Format +90º Equidistant Cylindrical Latitude 0º -90º -180º 0º +180º Longitude
14 Equidistant Cylindrical Master Entire Edge Maps to Single Pixel at Pole
15 Equidistant Cylindrical Master
16 Spherical Mastering Format Longitude 0º +90º +90º -90º Polar Fisheye (Equidistant Polar) 0º -90º 180º
17 Polar Fisheye Mastering Entire Outside Edge Maps to Single Pixel at South Pole Polar Image Fills 78.5% of Square Frame
18 Polar Fisheye Mastering
19 Polar versus Cylindrical Mastering N Pixels Pole-to-Pole N Pixels Pole-to-Pole File Size = 4N 2 File Size = 2N 2
20 Skinning a Sphere with Platonic Solids
21 Skinning a Sphere - Cubic Mapping File Size > 1.5N 2 Advantage - Efficient File Format Disadvantage - Images are Discontinuous
22 Spherical Projection Formats Single Projector (Fisheye) Arrayed/Mosaicked Projectors (Edge-Blended)
23 Fisheye Projection Polar Fisheye Source Image Simple Configuration Limited Hemispheric Resolution (1024x1024 pixels) Requires Obtrusive Projector Inside Theater Space
24 Fisheye Projection Applications Elumens VisionStation Series Ideal Dome Production Monitors! Screen Diameters from 1.6m to 5m Resolution of 1365x1024 pixels And Growing Image Courtesy Elumens Corp.
25 Mosaicked Projection Polar Source is Split Into Sub- Frames and Edge- Blended Sub Frame 1 Sub Frame 2 Sub Frame 3 Sub Frame 4
26 Many Projection Geometries Five Projectors Six Projectors Seven Projectors
27 Mosaicking Provides Simultaneous High Resolution, Wide FOV Wide FOV, LoRes Narrow FOV HiRes Wide FOV, HiRes Single Channel Single Channel N Channels Mosaicked
28 Mosaicking Pros and Cons Limitless Resolution over Chosen FOV Greater Brightness for Given Projector Type Master Image Must Be Parsed, Warped, Blended Multiple Projectors to Align, Color Balance Multiple Video Channels or Image Generator Pipes Obviously More Complex and Costly But Cinematic Quality Image over Hemisphere
29 Volkswagen Autostadt: Hemispheric Digital Cinema million pixels using 4x Barco DLP
30 Edge Blending and Spherical Mapping Techniques Pre-Rendered Blends and Mapping Post-production processing of sub-frames No special playback hardware Realtime Blends and Mapping Allows realtime display of CGI, video sources, etc. Dome becomes large virtual desktop!
31 Pre-Rendered Edge Blends and Spherical Mapping 2D image processing with DigiDome or PolyDome Ad-hoc process using 3D renderer On-site tweaking possible prior to processing All immersive content must be post-processed Live spherical images not possible
32 Realtime Edge Blends Requires Edge-Blend Hardware Panoram s Panomaker SEOS s DigiBlend Integral to Barco, Sony, 3D-Perception projectors Control Over Blend Regions Separate Interactive Control of R,G,B Blends Night/Day Gamma Mapping
33 Realtime Spherical Mapping Input Flat Plane, Polar, or Equidistant Source Realtime Digital Warping SEOS s Mercator 3D Perception Projector Geometry Control Requires CRT projectors Geometry adjustments (keystone, bow, etc.) Orthogonal adjustments (bilinear interpolation, etc.)
34 Video Projector Technologies LCoS/D-ILA - Liquid Crystal on Silicon LCD - Transmissive Liquid Crystal Display CRT - Cathode Ray Tube Calligraphic CRT DLP - Digital Light Processor Laser Projection - Various Technologies
35 DLP Projectors MEMS Mirrors on Silicon Substrate High Contrast >1000:1 Good Resolution 1280x1024 Very High Brightness 12,000 Lumens Images Courtesy Texas Instruments
36 LCoS Projectors Liquid Crystal on Silicon Substrate Excellent Pixel Fill Factor - No Screen Door Effect High Contrast - up to 1000:1 High Brightness - up to 7000 Lumens QXGA Resolution x1536 pixels Image Courtesy JVC Corp.
37 CRT Projectors Analog Technology - Continuous Image (no pixels) Highest Resolution x2000 Addressable Pixels Analog Image is Subject to Drift Very Low Brightness - 270/1200 Lumens for 9 CRT Ultra High Frame Sequential Contrast :1 The ONLY Projector that Fades to True Black! Image Courtesy Christie, Inc.
38 Calligraphic CRT Projectors Light Points and Lines Only Points are 1/3 the Diameter of Raster Pixels Combination of Raster/Calligraphic Available Digistar is Full Dome Calligraphic Star Projector Digistar Images Courtesy Evans & Sutherland, Inc.
39 Laser Projectors Promises High Resolution, Very High Contrast New Semiconductor-Based Solid-State Lasers Several Competing Systems Emerging SGI/ZEISS/Schneider Projector Optimized for Dome Projection Images Courtesy Silicon Graphics, Inc.
40 Image Generation: Feeding the Dome Pre-Rendered Video/Graphics Digital Graphics Playback Resolutions up to 1600x1200, Video Resolutions up to 1920x1080i Pre-rendering provides superior image quality Realtime Graphics Provides user interactivity Rendering speeds rapidly increasing Live Video Feeds Immersive Cameras Videoconferencing Interactive performance
41 Playback of Pre-Rendered Graphics Standard Video Formats CCIR-601 Format (720x486) Requires expensive video line interpolators HD 1920x1080i 16:9 format not well suited to dome geometry Graphics Formats 1280x1024 provides good resolution 1600x1200 provides excellent resolution Multichannel Graphics/Video Servers RAID technologies Storage capacity in multi TB Graphics compression available
42 Realtime Image Generation Dome Systems Pioneered in Training Simulators Immersive Visualization & VR Workspaces CAVE, Reality Center, etc. - group interactivity Image Courtesy Spitz, Inc.
43 Realtime Image Generation Networked PC s: (MetaVR VRSG, SGI Graphics Cluster ) Image Courtesy MetaVR
44 Realtime Image Generation GeForce3-based graphics cards (NVIDIA): 1 Billion Bilinear Filtered, Multi-Textured Pixels/second 64Mb of DDR Memory GPU capable of 800 Billion Operations per Second Transform, Clip and Light 31 M Triangles per Second Full Scene Anti-Aliasing up to 1280x1024 Maximum Texture Map Size 2048x2048-pixels
45 Realtime Image Generation Mainframe Solutions Still Offer Highest Performance Image Courtesy Silicon Graphics, Inc.
46 Live Action on the Sphere... Immersive Media s Dodecahedral Camera Image Courtesy Immersive Media Company For more links:
47 Telepresence CMU s Nomad Robot Tested by NASA Ames in Atacama Desert Live Audience Telepresence
48 Immersing the World Special Thanks to: Elumens Corp. Evans & Sutherland MetaVR Silicon Graphics Corp. Spitz, Inc.
Computer Graphics for Large- Scale Immersive Theaters
Computer Graphics for Large- Scale Immersive Theaters Immersive Rendering Basics Brad Thompson Lead Animator Spitz, Inc. bthompson@spitzinc.com Aesthetic Considerations: Understanding the space Completely
More informationComputer Graphics for Large-Scale Immersive Theaters
Computer Graphics for Large-Scale Immersive Theaters Course Notes Course # 25 Title Slide Computer Graphics for Large- Scale Immersive Theaters Course #25 8:00 am - 5:00 pm Course Organizer Ed Lantz Spitz,
More informationImmersive Rendering Basics and Aesthetics
Course #25 Computer Graphics for Large Scale Immersive Theaters Immersive Rendering Basics and Aesthetics Brad Thompson Lead Animator Spitz, Inc. Bthompson@spitzinc.com Introducing the Frame This is not
More informationOmni-directional stereoscopy
Omni-directional stereoscopy Paul Bourke (WASP, UWA) Motivation Correct stereoscopic views require a matching relationship between viewing geometry and rendering geometry. That is, viewer position/relationship
More informationU.C. Berkeley, EECS, Computer Science TAKE HOME EXAM. Your Class Computer Account: DO NOT OPEN THIS INSIDE SODA HALL -- WAIT UNTIL YOU ARE ALONE!
Page 1 of 7 U.C. Berkeley, EECS, Computer Science CS 184 - Spring 2011 COMPUTER GRAPHICS Prof. C. H. Séquin TAKE HOME EXAM Your Name: Your Class Computer Account: Your student ID #: DO NOT OPEN THIS INSIDE
More informationRealtime Dome Imaging and Interaction: Towards Immersive Design Environments
Proceedings of IDETC/CIE 2006 ASME 2006 International Design Engineering Technical Conferences & Computers and Information in Engineering Conference September 10-13, 2006, Philadelphia, Pennsylvania, USA
More informationHead Mounted Display Optics I!
! Head Mounted Display Optics I! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 7! stanford.edu/class/ee267/!! ! Logistics! HW3 is probably the longest homework, so get started
More informationINTRODUCTION. Slides modified from Angel book 6e
INTRODUCTION Slides modified from Angel book 6e Fall 2012 COSC4328/5327 Computer Graphics 2 Objectives Historical introduction to computer graphics Fundamental imaging notions Physical basis for image
More information03 RENDERING PART TWO
03 RENDERING PART TWO WHAT WE HAVE SO FAR: GEOMETRY AFTER TRANSFORMATION AND SOME BASIC CLIPPING / CULLING TEXTURES AND MAPPING MATERIAL VISUALLY DISTINGUISHES 2 OBJECTS WITH IDENTICAL GEOMETRY FOR NOW,
More informationNational Chiao Tung Univ, Taiwan By: I-Chen Lin, Assistant Professor
Computer Graphics 1. Graphics Systems National Chiao Tung Univ, Taiwan By: I-Chen Lin, Assistant Professor Textbook: Hearn and Baker, Computer Graphics, 3rd Ed., Prentice Hall Ref: E.Angel, Interactive
More informationGraphics Hardware and Display Devices
Graphics Hardware and Display Devices CSE328 Lectures Graphics/Visualization Hardware Many graphics/visualization algorithms can be implemented efficiently and inexpensively in hardware Facilitates interactive
More informationDesigning a Self-Calibrating Pipeline for Projection Mapping Application. Kevin Wright Kevin Moule
Designing a Self-Calibrating Pipeline for Projection Mapping Application Kevin Wright Kevin Moule 2 Who we are Kevin Wright Director of the Application Software group at Christie responsible for developing
More informationModels and Architectures
Models and Architectures Objectives Learn the basic design of a graphics system Introduce graphics pipeline architecture Examine software components for an interactive graphics system 1 Image Formation
More informationComputer Graphics. Bing-Yu Chen National Taiwan University
Computer Graphics Bing-Yu Chen National Taiwan University Introduction The Graphics Process Color Models Triangle Meshes The Rendering Pipeline 1 INPUT What is Computer Graphics? Definition the pictorial
More informationS U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T
S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T Copyright 2018 Sung-eui Yoon, KAIST freely available on the internet http://sglab.kaist.ac.kr/~sungeui/render
More informationCS 498 VR. Lecture 19-4/9/18. go.illinois.edu/vrlect19
CS 498 VR Lecture 19-4/9/18 go.illinois.edu/vrlect19 Review from previous lectures Image-order Rendering and Object-order Rendering Image-order Rendering: - Process: Ray Generation, Ray Intersection, Assign
More informationICG Real-Time Stereo Dome Projection System
Steve Grogorick grogorick@cg.cs.tu-bs.de Computer Graphics Lab, TU Braunschweig Matthias Ueberheide ueberheide@cg.cs.tu-bs.de Computer Graphics Lab, TU Braunschweig Jan-Philipp Tauscher tauscher@cg.cs.tu-bs.de
More informationImage Formation. Introduction to Computer Graphics. Machiraju/Zhang/Möller/Klaffenböck
Image Formation Introduction to Computer Graphics Machiraju/Zhang/Möller/Klaffenböck Today Input and displays of a graphics system Raster display basics: pixels, the frame buffer, raster scan, LCD displays
More informationCS 354R: Computer Game Technology
CS 354R: Computer Game Technology Texture and Environment Maps Fall 2018 Texture Mapping Problem: colors, normals, etc. are only specified at vertices How do we add detail between vertices without incurring
More informationComputer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo
Computer Graphics Bing-Yu Chen National Taiwan University The University of Tokyo Introduction The Graphics Process Color Models Triangle Meshes The Rendering Pipeline 1 What is Computer Graphics? modeling
More informationCS451Real-time Rendering Pipeline
1 CS451Real-time Rendering Pipeline JYH-MING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY Based on Tomas Akenine-Möller s lecture note You say that you render a 3D 2 scene, but what does
More informationImage Formation. Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller
Image Formation Introduction to Computer Graphics Torsten Möller Machiraju/Zhang/Möller Today Input and displays of a graphics system Raster display basics: pixels, the frame buffer, raster scan, LCD displays
More informationIntroduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico Models and Architectures
More informationThe CompCore Immersive Display
The CompCore Immersive Display William Thibault Professor Math/CS, CSUEB Multimedia Forum May 26, 2010 Overview Why immersion? What makes it easier now? How can you do it? What next? Why immersion? The
More informationImage-Based Rendering
Image-Based Rendering COS 526, Fall 2016 Thomas Funkhouser Acknowledgments: Dan Aliaga, Marc Levoy, Szymon Rusinkiewicz What is Image-Based Rendering? Definition 1: the use of photographic imagery to overcome
More informationDeceleration 141 Deep Sensation 218 Design Considerations 191 Device Coordinate System 12 Diffuse Reflection 119 Digital to Analog Converter 12
I A Acceleration 141 Affine Transformations 58 Agnosticism 209 AIML Language 349 ALICE 349 Ambient Light 116 Ambient Reflection 119 Anchor Node 305 Angular Speed 153 Animating a Gears Mesh 154 Animation
More informationComputer Graphics. Lecture 9 Environment mapping, Mirroring
Computer Graphics Lecture 9 Environment mapping, Mirroring Today Environment Mapping Introduction Cubic mapping Sphere mapping refractive mapping Mirroring Introduction reflection first stencil buffer
More informationLumaxis, Sunset Hills Rd., Ste. 106, Reston, VA 20190
White Paper High Performance Projection Engines for 3D Metrology Systems www.lumaxis.net Lumaxis, 11495 Sunset Hills Rd., Ste. 106, Reston, VA 20190 Introduction 3D optical metrology using structured light
More informationU.C. Berkeley, EECS, Computer Science TAKE HOME EXAM. Your Class Computer Account: Your student ID #:
U.C. Berkeley, EECS, Computer Science CS 184 - Spring 2009 COMPUTER GRAPHICS Prof. C. H. Séquin TAKE HOME EXAM Your Name: Your Class Computer Account: Your student ID #: DO NOT OPEN THIS INSIDE SODA HALL
More informationTexture mapping. Computer Graphics CSE 167 Lecture 9
Texture mapping Computer Graphics CSE 167 Lecture 9 CSE 167: Computer Graphics Texture Mapping Overview Interpolation Wrapping Texture coordinates Anti aliasing Mipmaps Other mappings Including bump mapping
More informationImage-Based Lighting. Inserting Synthetic Objects
Image-Based Lighting 15-463: Rendering and Image Processing Alexei Efros with a lot of slides donated by Paul Debevec Inserting Synthetic Objects Why does this look so bad? Wrong camera orientation Wrong
More informationCMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker
CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection
More informationTechnical Brief. Lumenex Engine The New Standard In GPU Image Quality
Technical Brief Lumenex Engine The New Standard In GPU Image Quality Introduction At NVIDIA, we are extremely passionate about image quality. The people who design our award winning Geforce graphics processors
More informationGame Programming. Bing-Yu Chen National Taiwan University
Game Programming Bing-Yu Chen National Taiwan University What is Computer Graphics? Definition the pictorial synthesis of real or imaginary objects from their computer-based models descriptions OUTPUT
More informationTexturing Theory. Overview. All it takes is for the rendered image to look right. -Jim Blinn 11/10/2018
References: Real-Time Rendering 3 rd Edition Chapter 6 Texturing Theory All it takes is for the rendered image to look right. -Jim Blinn Overview Introduction The Texturing Pipeline Example The Projector
More informationCS130 : Computer Graphics Lecture 2: Graphics Pipeline. Tamar Shinar Computer Science & Engineering UC Riverside
CS130 : Computer Graphics Lecture 2: Graphics Pipeline Tamar Shinar Computer Science & Engineering UC Riverside Raster Devices and Images Raster Devices - raster displays show images as a rectangular array
More informationVisWall 4K. High Resolution PowerWall Display. VisWall 4K Datasheet
VisWall 4K - Extra large 14.25 wide screen - 4K (4096x2160) resolution projector - Laser light source stable color, no lamp changes The VisWall 4K is a high resolution PowerWall display wall. The VisWall-4K
More informationRendering: Reality. Eye acts as pinhole camera. Photons from light hit objects
Basic Ray Tracing Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as
More informationSampling, Aliasing, & Mipmaps
Sampling, Aliasing, & Mipmaps Last Time? Monte-Carlo Integration Importance Sampling Ray Tracing vs. Path Tracing source hemisphere What is a Pixel? Sampling & Reconstruction Filters in Computer Graphics
More informationCreating Mercator s Map Projection
Creating Mercator s Map Projection Andrew Geldean December 17, 2014 Abstract: This map developed by Gerardus Mercator in 1569 is created by producing a cylinder around the globe projecting the surface
More informationProjective Texture Mapping with Full Panorama
EUROGRAPHICS 2002 / G. Drettakis and H.-P. Seidel Volume 21 (2002), Number 3 (Guest Editors) Projective Texture Mapping with Full Panorama Dongho Kim and James K. Hahn Department of Computer Science, The
More informationTexture. Texture Mapping. Texture Mapping. CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture
Texture CS 475 / CS 675 Computer Graphics Add surface detail Paste a photograph over a surface to provide detail. Texture can change surface colour or modulate surface colour. Lecture 11 : Texture http://en.wikipedia.org/wiki/uv_mapping
More informationAdvanced Delta Training. Copyright (c) thSense Design Ltd 1
Advanced Delta Training 1 2 Session Overview - Goal: Align Pyramid box demo - Demo Setup - What is Mesh mode? - 2 Types - Projected - UV Mapped Using Mesh Mode in Delta 3D Calibration 3 Demo Setup 2 Monitors
More informationCS 475 / CS 675 Computer Graphics. Lecture 11 : Texture
CS 475 / CS 675 Computer Graphics Lecture 11 : Texture Texture Add surface detail Paste a photograph over a surface to provide detail. Texture can change surface colour or modulate surface colour. http://en.wikipedia.org/wiki/uv_mapping
More informationImage Formation. Antonino Furnari. Image Processing Lab Dipartimento di Matematica e Informatica Università degli Studi di Catania
Image Formation Antonino Furnari Image Processing Lab Dipartimento di Matematica e Informatica Università degli Studi di Catania furnari@dmi.unict.it 18/03/2014 Outline Introduction; Geometric Primitives
More informationAugmenting Reality with Projected Interactive Displays
Augmenting Reality with Projected Interactive Displays Claudio Pinhanez IBM T.J. Watson Research Center, P.O. Box 218 Yorktown Heights, N.Y. 10598, USA Abstract. This paper examines a steerable projection
More informationBlendy Dome VJ Manual DRAFT v.2
Blendy Dome VJ Manual DRAFT v.2 Disclaimer Welcome to the new world of Fulldome VJing! This manual is still being finished, but Blendy Dome VJ is fully functional! An update will be released once it is
More information3D Rasterization II COS 426
3D Rasterization II COS 426 3D Rendering Pipeline (for direct illumination) 3D Primitives Modeling Transformation Lighting Viewing Transformation Projection Transformation Clipping Viewport Transformation
More informationSpring 2009 Prof. Hyesoon Kim
Spring 2009 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on
More informationReal-time Digital Dome Rendering Techniques and Technologies Robert Kooima, Doug Roberts, Mark SubbaRao
Real-time Digital Dome Rendering Techniques and Technologies Robert Kooima, Doug Roberts, Mark SubbaRao Multi-projector digital dome systems are becoming commonplace, but real-time software to drive them
More informationRealtime 3D Computer Graphics Virtual Reality
Realtime 3D Computer Graphics Virtual Reality Human Visual Perception The human visual system 2 eyes Optic nerve: 1.5 million fibers per eye (each fiber is the axon from a neuron) 125 million rods (achromatic
More informationProjection simulator to support design development of spherical immersive display
Projection simulator to support design development of spherical immersive display Wataru Hashimoto, Yasuharu Mizutani, and Satoshi Nishiguchi Faculty of Information Sciences and Technology, Osaka Institute
More informationIntroductionto ComputerGraphics
Introductionto ComputerGraphics Frédo Durand, «A Short Introduction to Computer Graphics» MIT Laboratory for Computer Science Torsten Möller «Introduction to Computer Graphic», SFU Computer Science Lecture
More information4K Ultra HD Home Projector
4K Ultra HD Home Projector PX727-4K ViewSonic PX727-4K is a 2200 ANSI Lumens 4K Ultra HD projector for living room entertainment. PX727-4K leverages the latest XPR technology to project 8.3 megapixels
More informationIntroduction to Visualization and Computer Graphics
Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective
More informationTable of Contents
Table of Contents WorldWide Telescope Multi-Channel Dome Setup Software Installation FOV Values Projector Values Edge Points Solve Alignment/Distortion Warp Maps Confirm Alignment Blending 1.1 1.2 1.3
More informationOrthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015
Orthogonal Projection Matrices 1 Objectives Derive the projection matrices used for standard orthogonal projections Introduce oblique projections Introduce projection normalization 2 Normalization Rather
More informationART 268 3D Computer Graphics Texture Mapping and Rendering. Texture Mapping
ART 268 3D Computer Graphics Texture Mapping and Rendering Texture Mapping Is the way in which a material is wrapped around an object. The default method is UVW mapping (see below). When you drag a material
More informationCSE 167: Lecture 11: Textures 2. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011
CSE 167: Introduction to Computer Graphics Lecture 11: Textures 2 Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Homework assignment #5 due Friday, Nov 4,
More informationMosaics. Today s Readings
Mosaics VR Seattle: http://www.vrseattle.com/ Full screen panoramas (cubic): http://www.panoramas.dk/ Mars: http://www.panoramas.dk/fullscreen3/f2_mars97.html Today s Readings Szeliski and Shum paper (sections
More informationCSE 165: 3D User Interaction. Lecture #3: Displays
CSE 165: 3D User Interaction Lecture #3: Displays CSE 165 -Winter 2016 2 Announcements Homework Assignment #1 Due Friday at 2:00pm To be presented in CSE lab 220 Paper presentations Title/date due by entering
More informationImage-Based Lighting. Eirik Holmøyvik. with a lot of slides donated by Paul Debevec
Image-Based Lighting Eirik Holmøyvik with a lot of slides donated by Paul Debevec 15-463: Computational Photography Alexei Efros, CMU, Fall 2006 Inserting Synthetic Objects Why does this look so bad? Wrong
More informationAdvantages: Disadvantages: Q.1 Explain raster scan display with its advantages and disadvantages?
Max Marks: 10 Subject: Computer Graphics & Multimedia (7 th Semester IT 2017-18) Time: 1hr Q.1 Explain raster scan display with its advantages and disadvantages? Ans: In a raster scan system, the electron
More informationGraphics Systems and Models
Graphics Systems and Models 2 nd Week, 2007 Sun-Jeong Kim Five major elements Input device Processor Memory Frame buffer Output device Graphics System A Graphics System 2 Input Devices Most graphics systems
More informationToday. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models
Computergrafik Matthias Zwicker Universität Bern Herbst 2009 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation of physics Global
More informationCSE 167: Introduction to Computer Graphics Lecture #8: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016
CSE 167: Introduction to Computer Graphics Lecture #8: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 Announcements Project 2 due this Friday Midterm next Tuesday
More informationCS6670: Computer Vision
CS6670: Computer Vision Noah Snavely Lecture 7: Image Alignment and Panoramas What s inside your fridge? http://www.cs.washington.edu/education/courses/cse590ss/01wi/ Projection matrix intrinsics projection
More informationProblem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007
Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007 Programming For this assignment you will write a simple ray tracer. It will be written in C++ without
More informationVirtual Reality for Human Computer Interaction
Virtual Reality for Human Computer Interaction Appearance: Lighting Representation of Light and Color Do we need to represent all I! to represent a color C(I)? No we can approximate using a three-color
More informationChapter 3 Image Registration. Chapter 3 Image Registration
Chapter 3 Image Registration Distributed Algorithms for Introduction (1) Definition: Image Registration Input: 2 images of the same scene but taken from different perspectives Goal: Identify transformation
More informationMultimedia Technology CHAPTER 4. Video and Animation
CHAPTER 4 Video and Animation - Both video and animation give us a sense of motion. They exploit some properties of human eye s ability of viewing pictures. - Motion video is the element of multimedia
More informationCPSC / Texture Mapping
CPSC 599.64 / 601.64 Introduction and Motivation so far: detail through polygons & materials example: brick wall problem: many polygons & materials needed for detailed structures inefficient for memory
More informationTopics and things to know about them:
Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will
More informationComputer Graphics & Image Processing: Exercises
Computer Graphics & Image Processing: Exercises Computer Laboratory Part IB Part II(General) Diploma in Computer Science Introduction These exercises were, in the main, written by three computer graphics
More informationVolumetric Hyper Reality: A Computer Graphics Holy Grail for the 21st Century? Gavin Miller Apple Computer, Inc.
Volumetric Hyper Reality: A Computer Graphics Holy Grail for the 21st Century? Gavin Miller Apple Computer, Inc. Structure of this Talk What makes a good holy grail? Review of photo-realism Limitations
More informationTopic 9: Lighting & Reflection models. Lighting & reflection The Phong reflection model diffuse component ambient component specular component
Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport
More informationTFT-LCD Technology Introduction
TFT-LCD Technology Introduction Thin film transistor liquid crystal display (TFT-LCD) is a flat panel display one of the most important fields, because of its many advantages, is the only display technology
More informationToday. Texture mapping in OpenGL. Texture mapping. Basic shaders for texturing. Today. Computergrafik
Computergrafik Today Basic shader for texture mapping Texture coordinate assignment Antialiasing Fancy textures Matthias Zwicker Universität Bern Herbst 2009 Texture mapping Glue textures (images) onto
More informationComputer Graphics. Illumination and Shading
Rendering Pipeline modelling of geometry transformation into world coordinates placement of cameras and light sources transformation into camera coordinates backface culling projection clipping w.r.t.
More informationReal-time Generation and Presentation of View-dependent Binocular Stereo Images Using a Sequence of Omnidirectional Images
Real-time Generation and Presentation of View-dependent Binocular Stereo Images Using a Sequence of Omnidirectional Images Abstract This paper presents a new method to generate and present arbitrarily
More informationA Conceptual and Practical Look into Spherical Curvilinear Projection By Danny Oros
A Conceptual and Practical Look into Spherical Curvilinear Projection By Danny Oros IMPORTANT NOTE : This document and technology is the legal property of Matrox Graphics, Inc. However, this technique
More informationCSE 165: 3D User Interaction
CSE 165: 3D User Interaction Lecture #4: Displays Instructor: Jurgen Schulze, Ph.D. CSE 165 - Winter 2015 2 Announcements Homework Assignment #1 Due tomorrow at 1pm To be presented in CSE lab 220 Homework
More informationCPSC / Illumination and Shading
CPSC 599.64 / 601.64 Rendering Pipeline usually in one step modelling of geometry transformation into world coordinate system placement of cameras and light sources transformation into camera coordinate
More informationCMSC427 Shading Intro. Credit: slides from Dr. Zwicker
CMSC427 Shading Intro Credit: slides from Dr. Zwicker 2 Today Shading Introduction Radiometry & BRDFs Local shading models Light sources Shading strategies Shading Compute interaction of light with surfaces
More informationMMGD0206 Computer Graphics. Chapter 1 Development of Computer Graphics : History
MMGD0206 Computer Graphics Chapter 1 Development of Computer Graphics : History What is Computer Graphics? Computer graphics generally means creation, storage and manipulation of models and images Such
More informationReal-Time Graphics Architecture
RealTime Graphics Architecture Kurt Akeley Pat Hanrahan http://www.graphics.stanford.edu/courses/cs448a01fall About Kurt Personal history B.E.E. Univeristy of Delaware, 1980 M.S.E.E. Stanford, 1982 SGI
More informationRendering Grass Terrains in Real-Time with Dynamic Lighting. Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006
Rendering Grass Terrains in Real-Time with Dynamic Lighting Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006 Goal Rendering millions of grass blades, at any distance, in real-time, with:
More informationDevices displaying 3D image. RNDr. Róbert Bohdal, PhD.
Devices displaying 3D image RNDr. Róbert Bohdal, PhD. 1 Types of devices displaying 3D image Stereoscopic Re-imaging Volumetric Autostereoscopic Holograms mounted displays, optical head-worn displays Pseudo
More information03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations
Multimedia Systems 03 Vector Graphics 2D and 3D Graphics, Transformations Imran Ihsan Assistant Professor, Department of Computer Science Air University, Islamabad, Pakistan www.imranihsan.com Lectures
More informationStereo Vision A simple system. Dr. Gerhard Roth Winter 2012
Stereo Vision A simple system Dr. Gerhard Roth Winter 2012 Stereo Stereo Ability to infer information on the 3-D structure and distance of a scene from two or more images taken from different viewpoints
More informationComputergrafik. Matthias Zwicker Universität Bern Herbst 2016
Computergrafik Matthias Zwicker Universität Bern Herbst 2016 2 Today Basic shader for texture mapping Texture coordinate assignment Antialiasing Fancy textures 3 Texture mapping Glue textures (images)
More informationQUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION
QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION INTRODUCTION OBJECTIVE: This chapter deals the applications of computer graphics and overview of graphics systems and imaging. UNIT I 1 With clear
More informationToday. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models
Computergrafik Thomas Buchberger, Matthias Zwicker Universität Bern Herbst 2008 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation
More informationAdaptive Point Cloud Rendering
1 Adaptive Point Cloud Rendering Project Plan Final Group: May13-11 Christopher Jeffers Eric Jensen Joel Rausch Client: Siemens PLM Software Client Contact: Michael Carter Adviser: Simanta Mitra 4/29/13
More informationDual-Paraboloid Shadow Mapping. A paper by Stefan Brabec, Thomas Annen, Hans-Peter Seidel Presented By Patrick Wouterse, Selmar Kok
A paper by Stefan Brabec, Thomas Annen, Hans-Peter Seidel Presented By Patrick Wouterse, Selmar Kok Introduction and Background An improved perspective shadow mapping technique Less memory and render passes
More informationksa MOS Ultra-Scan Performance Test Data
ksa MOS Ultra-Scan Performance Test Data Introduction: ksa MOS Ultra Scan 200mm Patterned Silicon Wafers The ksa MOS Ultra Scan is a flexible, highresolution scanning curvature and tilt-measurement system.
More informationSAZ4C COMPUTER GRAPHICS. Unit : 1-5. SAZ4C Computer Graphics
SAZ4C COMPUTER GRAPHICS Unit : 1-5 1 UNIT :1 SYLLABUS Introduction to computer Graphics Video display devices Raster scan Systems Random Scan Systems Interactive input devices Hard copy devices Graphics
More informationImage-Based Lighting : Computational Photography Alexei Efros, CMU, Fall Eirik Holmøyvik. with a lot of slides donated by Paul Debevec
Image-Based Lighting Eirik Holmøyvik with a lot of slides donated by Paul Debevec 15-463: Computational Photography Alexei Efros, CMU, Fall 2011 Inserting Synthetic Objects Why does this look so bad? Wrong
More informationTopic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source
Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport
More informationGoForce 3D: Coming to a Pixel Near You
GoForce 3D: Coming to a Pixel Near You CEDEC 2004 NVIDIA Actively Developing Handheld Solutions Exciting and Growing Market Fully Committed to developing World Class graphics products for the mobile Already
More information