An Introduction to Computer Graphics

Size: px
Start display at page:

Download "An Introduction to Computer Graphics"

Transcription

1 An Introduction to Computer Graphics Joaquim Madeira Beatriz Sousa Santos Universidade de Aveiro 1

2 Topics What is CG Brief history Main applications CG Main Tasks Simple Graphics system CG APIs 2D and 3D Visualization Illumination and shading

3 Computer Graphics The technology with which pictures, in the broadest sense of the word, are Captured or generated, and presented Manipulated and / or processed Merged with other, non-graphical application data It includes: Integration with other kinds of data Multimedia Advanced dialogue and interactive technologies 3

4 Computer Graphics Computer Graphics deals with all aspects of creating images with a computer Hardware Software Applications [Angel] 4

5 Computer Graphics: Earliest days of computing Pen plotters Simple calligraphic displays Issues Cost of display refresh Slow, unreliable, expensive computers 5

6 Computer Graphics: Wireframe graphics Draw only lines! [Angel] 6

7 Computer Graphics: Ivan Sutherland s Sketchpad PhD thesis at MIT (1963) Man-machine interaction Processing loop Display something Wait for user input Generate new display [ 7

8 Sketchpad (Ivan Sutherland, 1963) 8

9 Computer Graphics: Raster graphics Allows drawing polygons First graphics standards Workstations and PCs 9

10 Raster graphics Image produced as an array (the raster) of picture elements (pixels) in the frame buffer [Angel] 10

11 Raster graphics Drawing polygons Illumination models Shading methods [Angel] 11

12 Gouraud shading 1971 [Wikipedia] 12

13 Gouraud shading Poor highlight Very high polygon count 13

14 Phong shading 1973 [Wikipedia] 14

15 Phong reflection model 1973 [Wikipedia] 15

16 Can you see the differences? [Foley, Van Dam] 16

17 Computer Graphics: The quest for realism Smooth shading Environment mapping Bump mapping [Angel] 17

18 Ray-Tracing example 19

19

20 Vermeer s Studio Wallace & Cohen, 1987: Radiosity and Ray-Tracing 22

21 Radiosity Radiosity

22 Radiosity Without radiosity With radiosity [Burdea] 24

23 Texture mapping Smooth shading Environment mapping Bump mapping [Angel] 25

24 Computer Graphics: Special purpose hardware Industry-based standards PHIGS RenderMan ( Human-Computer Interaction 27

25 Computer Graphics: OpenGL API First successful computer-generated featurelength animation film: Toy Story New hardware capabilities 28

26 Oscar winner Piper

27 Computer Graphics: 2000 Photorealism Graphics cards for PCs dominate the market Nvidia ATI Game boxes / players determine the market CG is routine in the film industry 30

28 The first two waves of CG research Product design and manufacturing improvements drove research from the 1960s through the 1980s Arts and entertainment became the dominant driver in the mid-1980s, but has been decreasing And now? Kasik, D. J. (2011). The third wave in Computer Graphics and Interactive Techniques. IEEE Computer Graphics And Applications, 31(4),

29 CG Application areas Entertainment Computer games Animation films Special effects Engineering / Architecture Computer-Aided Design (CAD) Data Visualization Medicine Visualization 32

30 Games Lara Croft [Wikipedia] 33

31 Animation films Pixar Toy Story 1995 Ratatouille 2007 Toy Story 2014 [ 34

32 Special effects ILM [Wikipedia] 36

33 Special effects ILM [Wikipedia] 37

34 Computer-Aided Design CAD mockup [Wikipedia] 38

35 CAD Simulation [Wikipedia] 39

36 Virtual and Augmented Reality

37 Virtual Reality examples Industry Jaguar/ Land Rover 41

38 Medicine watch?v=zjmrcem-uva 43

39 Entertainment Oculus Rift 2014; ~300 USD

40 CG is not alone Visualization Core areas: CG, IP, CV and HCI Satellite areas: Geometric Modeling Data and Information Visualization What is common? CV CG, IP : image file formats, color models, CG, CV : 3D model representations, IP, CV : noise removal, filters, IP CG HCI Geometric Modeling 45

41 Example Medical Imaging Processing pipeline Noise removal Segmentation Generating 2D / 3D models Data visualization User interaction [ RVA /

42 CG Main Tasks Modeling Construct individual models / objects Assemble them into a 2D or 3D scene Animation Static vs. dynamic scenes Movement and / or deformation Rendering Generate final images Where is the observer? How is he / she looking at the scene? 48

43 Basic Graphics System [Angel] Image formed in the frame buffer 49

44 Computer Graphics APIs Create 2D / 3D scenes from simple primitives OpenGL Rendering No modeling or interaction facilities Direct 3D Microsoft VTK 3D CG + Image processing + Visualization Three.js 50

45 API contents Functions for specifying / instantiating Geometric primitives Materials Light sources Viewer / Camera Functions for simple user interaction Input from devices: mouse, keyboard, etc. 51

46 Geometric Primitives Simple primitives Points Line segments Polygons Geometric primitives Parametric curves / surfaces Cubes, spheres, cylinders, etc. 52

47 Lights and materials Types of light sources Point vs distributed light sources Spot lights Near and far sources Color properties Material properties Absorption: color properties Scattering: diffuse and specular Transparency 53

48 Camera specification Position and orientation Lens image size Orientation of image plane [Angel] 54

49 OpenGL Multi-platform API for rendering 2D and 3D computer graphics Interaction with the GPU to achieve hardware-accelerated rendering Application areas CAD Virtual reality Scientific and Information Visualization 55

50 OpenGL OpenGL ES Subset for use in embedded systems and portable devices WebGL JavaScript API based on OpenGL ES 2.0 Rendering interactive 2D and 3D graphics on any compatible browser, without the use of plug-ins 56

51 Three.js Cross-browser JavaScript library/api used to create and display animated 3D computer graphics in a web browser. Uses WebGL

52 Thee.js first example 1. Defining the scene, the camera and where the scene is rendered var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera( 75, window.innerwidth / window.innerheight, 0.1, 1000 ); var renderer = new THREE.WebGLRenderer(); renderer.setsize( window.innerwidth, window.innerheight ); document.body.appendchild( renderer.domelement ); 58

53 2.Creating an object and camera position var geometry = new THREE.BoxGeometry(1,1,1); var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); var cube = new THREE.Mesh( geometry, material ); scene.add( cube ); camera.position.z = 5; 59

54 3. Scene rendering function render() { requestanimationframe(render); renderer.render(scene, camera); } render(); 4. Scene animation cube.rotation.x += 0.1; cube.rotation.y += 0.1; 60

55 Adding lights and shading var material = new THREE.MeshPhongMaterial({ ambient: '#006063', color: '#00abb1', specular: '#a9fcff', shininess: 100 }); 61

56 2D Visualization Define a 2D scene in the world coordinate system Select a clipping window in the XOY plane The window contents will be displayed Select a viewport in the display The viewport displays the contents of the clipping window 62

57 World -> display y y Display Coordinates x World Coordinates x

58 Coordinate mapping World Coordinates Screen coordinates 64

59 Coordinate mapping If the aspect ration is not the same in both situations the result is distortion 65

60 World -> screen y y Screen Coordinates x The aspect ration is not the same in both situations: distortion! World Coordinates x

61 3D Viewing 68

62 3D Viewing Where is the observer / the camera? Position? Close to the 3D scene? Far away? How is the observer looking at the scene? Orientation? How to represent as a 2D image? Projection? 69

63 Obtaining an image of the scene using perspective View frustum image [Interactive 3D Graphics, Udacity]

64 Light and Rendering In the real world the light emits rays that are reflected by objects and seen by the eye Computing this is too time consuming {Interactive 3D Graphics, Udacity]

65 Reversing the process in CG In CG simplifying assumptions may be made Start from the camera No shadows Only the rays that matter are processed

66 3D visualization pipeline Instantiate models of the scene Position, orientation, size Establish viewing parameters Camera position and orientation Compute illumination and shade polygons Perform clipping Project into 2D Rasterize 73

67 3D visualization pipeline Each object is processed separately Typically 3D triangles (e.g. a cube or a sphere are made of triangles) Triangles are modified by the camera view of the world Is the object inside the view frustum? (No -> next object!) Yes -> compute the location on the screen of each triangle (rasterization) Compute the color of each pixel 74

68 3D scene Geometry Material Light (animation) + Camera {Interactive 3D Graphics, Udacity]

69 Projection Parallel Projection (allows measures) Perspective Projection (more realistic images) 76

70 Projections Parallel Projection Perspective Projection 77

71 Parallel Projections Ortographic / Axonometric projection Oblique projection Ortographic/ Multiview projection 78

72 Perspective Projections 79

73 Perspective Projections 80

74 How to limit what is observed? Clipping window on the projection plane View volume (frustum) in 3D Clipping plane Clipping plane Clipping window 82

75 Lighting Compute surface color based on Type and number of light sources Illumination model Phong: ambient + diffuse + specular components Reflective surface properties Atmospheric effects Fog, smoke Polygons making up a model surface are shaded Realistic representation 85

76 Phong reflection model Empirical model of the local illumination of points on a surface It describes the way a surface reflects light as a combination of the diffuse reflection of rough surfaces with the specular reflection of shiny surfaces and a component of ambient light [Wikipedia] 86

77 Phong Model Ambient illumination Constant illumination component for each model Independent from viewer position or object orientation! Take only material properties into account! 87

78 Phong Model Ambient illumination 88

79 Phong Model Diffuse reflection Model surface is an ideal diffuse reflector What does that mean? Independence from viewer position! Unit vectors!! 89

80 Phong Model Specular reflection To light Normal Reflection To viewer Important for shiny model surfaces How to model shininess? Take into account viewer position! Unit vectors! 91

81 Phong Model Specular reflection 92

82 Phong Model Specular reflection and or 93

83 More than one light source 94

84 Illumination and shading How to optimize? Fewer light sources Simple shading method BUT, less computations mean less realism Wireframe representation Flat-shading Gouraud shading Phong shading 96

85 Flat shading For each polygon: Applies the illumination model just once All pixels have the same color smooth objects seem blocky It is fast

86 Gouraud shading Apply the illumination model at vertices For each triangle: Applies the illumination model at each vertex Interpolates color to shade each pixel It provides better results than flat shading But highlights are not rendered correctly highlight

87 Gouraud shading [Wikipedia] Same object with a much higher n. of faces 99

88 Phong shading Interpolates normals across rasterized polygons computes pixel colors based on the interpolated normals It provides better results than Gouraud shading But is more time consuming highlight

89 Flat shading vs Phong shading [Wikipedia] 101

90 Test these examples in three.js: Material and light properties

91 Wire frame Flat shading Gouraud shading Phong shading

92 #webgl_materials_variations_phong

93 Physically accurate lighting

94 Examples in three.js (with code) Orthogonal camera; Ambient light + direction light; Lambertian objects

95 (uses Gouraud shading)

96

97 Clipping

98

99 Basic 2D Transformations p = (x, y) original point p = (x, y ) transformed point Basic transformations: P = P = x y x y - Translation Vector notation - Scaling - Rotation 114

100 Translation It is a rigid body transformation (it does not deform the object) To apply a translation to a line segment we need only to transform the end points To apply a translation to a polygon we need only to transform the vertices 115

101 Translation It is necessary to specify translations in x and y x = x + tx y = y + ty P = x y P = x y T = tx ty P = P + T transformation matrix

102 Rotation To apply a rotation we need to specify: - a point (center of rotation) (x r,y r ) - A rotation angle θ (positive - counter-clockwise) Positive rotation 117

103 Rotation around the origin The simplest case: x = r cos (Φ + θ) = r cos Φ cos θ r sin Φ sin θ y = r sin (Φ + θ) = r cos Φ sin θ + r sin Φ cos θ r sin (Φ + θ) Polar coordenates of the original point: x = r cos Φ y = r sin Φ Replacing: r cos (Φ + θ) x = x cos θ y sin θ y = x sin θ + y cos θ 118

104 2D Rotation r sin (Φ + θ) r cos (Φ + θ) 119

105 Scaling Modifies the size of an object; we need to specify scaling factors: s x and s y x = x. s x y = y. s y rasformation matrix P = S. P Transforming a square into a larger square applying a scaling s x =2, s y =2

106 2D Transformations Matrix representation Homogeneous coordinates!! Concatenation = Matrix products Complex transformations? Decompose into a sequence of basic transformations 121

107 Homogeneous coordinates Most applications involve sequences of transformations For instance: - visualization transformations involve a sequence of translations and rotations to render an image of a scene - animations may imply that an object is rotated and translated between two consecutive frames Homogeneous coordinates provide an efficient way to represent and apply sequences of transformations 122

108 It is possible to combine in a matrix the multiplying and additive terms if we use 3x3 matrices All transformations may be represented by multiplying matrices Each point is now represented by 3 coordinates ( x, y ) (x h, y h, h), h = 0 x = x h / h y = y h / h ( x.h, y.h, h) 123

109 2D Translation 124

110 2D Rotation r sin (Φ + θ) r cos (Φ + θ) 125

111 2D Scaling 126

112 Concatenation 127

113 Concatenation 128

114 Arbitrary Rotation Translation + Rotation + Inverse Translation 129

115 Arbitrary Scaling Translation + Scaling + Inverse Translation 130

116 Order is important! 131

117 3D Transformations Translation Scaling 132

118 3D Rotation Rotation around each one of the coordinate axis Positive rotations are CCW (counter clock wise)!! 133

119 Rotation around ZZ 134

120 Rotation around XX 135

121 Rotation around YY 136

122 Other useful 3D Transformations Shears Reflections Shear in ZZ 137

123 How to apply Projections? Also by matrix multiplication Example: Matrix of the orthographic projection on the xy plane in homogeneous coordinates: zz coordinates are discarded y z 138 x

124 Transformations in three.js

125

126

127 Some reference books D. Hearn and M. P. Baker, Computer Graphics with OpenGL, 3 rd Ed., Addison-Wesley, 2004 E. Angel and D. Shreiner, Introduction to Computer Graphics, 6 th Ed., Pearson Education, 2012 J. Foley et al., Introduction to Computer Graphics, Addison-Wesley, 1993 Hughes, J., A. Van Dam, et al., Computer Graphics, Principles and Practice, 3rd Ed., Addison Wesley,

128 Acknowledgments Thanks are due to Paulo Dias Samuel Silva 150

Lecturer Athanasios Nikolaidis

Lecturer Athanasios Nikolaidis Lecturer Athanasios Nikolaidis Computer Graphics: Graphics primitives 2D viewing and clipping 2D and 3D transformations Curves and surfaces Rendering and ray tracing Illumination models Shading models

More information

National Chiao Tung Univ, Taiwan By: I-Chen Lin, Assistant Professor

National 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 information

Models and Architectures

Models 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 information

Introduction to Computer Graphics with WebGL

Introduction 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 information

MMGD0206 Computer Graphics. Chapter 1 Development of Computer Graphics : History

MMGD0206 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 information

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Objectives Learn the basic design of a graphics system Introduce

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

Introduction to Computer Graphics. Overview. What is Computer Graphics?

Introduction to Computer Graphics. Overview. What is Computer Graphics? INSTITUTIONEN FÖR SYSTEMTEKNIK LULEÅ TEKNISKA UNIVERSITET Introduction to Computer Graphics David Carr Fundamentals of Computer Graphics Spring 2004 Based on Slides by E. Angel Graphics 1 L Overview What

More information

Game Graphics & Real-time Rendering

Game Graphics & Real-time Rendering Game Graphics & Real-time Rendering CMPM 163, W2018 Prof. Angus Forbes (instructor) angus@ucsc.edu Lucas Ferreira (TA) lferreira@ucsc.edu creativecoding.soe.ucsc.edu/courses/cmpm163 github.com/creativecodinglab

More information

Computer Graphics Introduction. Taku Komura

Computer Graphics Introduction. Taku Komura Computer Graphics Introduction Taku Komura What s this course all about? We will cover Graphics programming and algorithms Graphics data structures Applied geometry, modeling and rendering Not covering

More information

Computer Graphics. Instructor: Oren Kapah. Office Hours: T.B.A.

Computer Graphics. Instructor: Oren Kapah. Office Hours: T.B.A. Computer Graphics Instructor: Oren Kapah (orenkapahbiu@gmail.com) Office Hours: T.B.A. The CG-IDC slides for this course were created by Toky & Hagit Hel-Or 1 CG-IDC 2 Exercise and Homework The exercise

More information

Orthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Orthogonal 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 information

Computer Graphics. Bing-Yu Chen National Taiwan University

Computer 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 information

Introduction to Computer Graphics 7. Shading

Introduction to Computer Graphics 7. Shading Introduction to Computer Graphics 7. Shading 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 information

Image Formation. Introduction to Computer Graphics. Machiraju/Zhang/Möller/Klaffenböck

Image 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 information

CS451Real-time Rendering Pipeline

CS451Real-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 information

Overview. Computer Graphics CS324. OpenGL. Books. Learning Resources. CS131 Notes. 30 Lectures 3hr Exam

Overview. Computer Graphics CS324. OpenGL. Books. Learning Resources. CS131 Notes. 30 Lectures 3hr Exam Computer Graphics CS324 Dr Abhir Bhalerao Department of Computer Science University of Warwick Coventry CV4 7AL TJA 1999-2003, AHB 2004+ 30 Lectures 3hr Exam Overview Recommended books: Hearn and Baker,

More information

Image Formation. Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

Image 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 information

INTRODUCTION. Slides modified from Angel book 6e

INTRODUCTION. 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 information

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL International Edition Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL Sixth Edition Edward Angel Dave Shreiner Interactive Computer Graphics: A Top-Down Approach with Shader-Based

More information

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11 Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION

More information

Course Title: Computer Graphics Course no: CSC209

Course Title: Computer Graphics Course no: CSC209 Course Title: Computer Graphics Course no: CSC209 Nature of the Course: Theory + Lab Semester: III Full Marks: 60+20+20 Pass Marks: 24 +8+8 Credit Hrs: 3 Course Description: The course coversconcepts of

More information

Pipeline Operations. CS 4620 Lecture 10

Pipeline Operations. CS 4620 Lecture 10 Pipeline Operations CS 4620 Lecture 10 2008 Steve Marschner 1 Hidden surface elimination Goal is to figure out which color to make the pixels based on what s in front of what. Hidden surface elimination

More information

Rasterization Overview

Rasterization Overview Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer

More information

Lecture 1. Computer Graphics and Systems. Tuesday, January 15, 13

Lecture 1. Computer Graphics and Systems. Tuesday, January 15, 13 Lecture 1 Computer Graphics and Systems What is Computer Graphics? Image Formation Sun Object Figure from Ed Angel,D.Shreiner: Interactive Computer Graphics, 6 th Ed., 2012 Addison Wesley Computer Graphics

More information

Pipeline Operations. CS 4620 Lecture 14

Pipeline Operations. CS 4620 Lecture 14 Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives

More information

CS 130 Final. Fall 2015

CS 130 Final. Fall 2015 CS 130 Final Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying

More information

Lecture 15: Shading-I. CITS3003 Graphics & Animation

Lecture 15: Shading-I. CITS3003 Graphics & Animation Lecture 15: Shading-I CITS3003 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 Objectives Learn that with appropriate shading so objects appear as threedimensional

More information

Modeling the Virtual World

Modeling the Virtual World Modeling the Virtual World Joaquim Madeira November, 2013 RVA - 2013/2014 1 A VR system architecture Modeling the Virtual World Geometry Physics Haptics VR Toolkits RVA - 2013/2014 2 VR object modeling

More information

CSE4030 Introduction to Computer Graphics

CSE4030 Introduction to Computer Graphics CSE4030 Introduction to Computer Graphics Dongguk University Jeong-Mo Hong Timetable 00:00~00:10 Introduction (English) 00:10~00:50 Topic 1 (English) 00:50~00:60 Q&A (English, Korean) 01:00~01:40 Topic

More information

Chapter 2 A top-down approach - How to make shaded images?

Chapter 2 A top-down approach - How to make shaded images? Chapter 2 A top-down approach - How to make shaded images? Comp. Graphics (U), Chap 2 Global View 1 CGGM Lab., CS Dept., NCTU Jung Hong Chuang Graphics API vs. application API Graphics API Support rendering

More information

GLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner

GLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner GLOBAL EDITION Interactive Computer Graphics A Top-Down Approach with WebGL SEVENTH EDITION Edward Angel Dave Shreiner This page is intentionally left blank. Interactive Computer Graphics with WebGL, Global

More information

Development of Computer Graphics

Development of Computer Graphics 1951 Whirlwind, Jay Forrester (MIT) CRT displays mid 1950s SAGE air defense system command & control CRT, light pens late 1950s Computer Art, James Whitney Sr. Visual Feedback loops 1962 Sketchpad, Ivan

More information

Introduction to Computer Graphics

Introduction to Computer Graphics Introduction to Computer Graphics James D. Foley Georgia Institute of Technology Andries van Dam Brown University Steven K. Feiner Columbia University John F. Hughes Brown University Richard L. Phillips

More information

CS452/552; EE465/505. Intro to Lighting

CS452/552; EE465/505. Intro to Lighting CS452/552; EE465/505 Intro to Lighting 2-10 15 Outline! Projection Normalization! Introduction to Lighting (and Shading) Read: Angel Chapter 5., sections 5.4-5.7 Parallel Projections Chapter 6, sections

More information

QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION

QUESTION 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 information

An Introduction to Geometric Modeling using Polygonal Meshes

An Introduction to Geometric Modeling using Polygonal Meshes An Introduction to Geometric Modeling using Polygonal Meshes Joaquim Madeira Version 0.2 October 2014 U. Aveiro, October 2014 1 Main topics CG and affine areas Geometric Modeling Polygonal meshes Exact

More information

Shading I Computer Graphics I, Fall 2008

Shading I Computer Graphics I, Fall 2008 Shading I 1 Objectives Learn to shade objects ==> images appear threedimensional Introduce types of light-material interactions Build simple reflection model Phong model Can be used with real time graphics

More information

Introduction to Visualization and Computer Graphics

Introduction 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 information

Chapter 7 - Light, Materials, Appearance

Chapter 7 - Light, Materials, Appearance Chapter 7 - Light, Materials, Appearance Types of light in nature and in CG Shadows Using lights in CG Illumination models Textures and maps Procedural surface descriptions Literature: E. Angel/D. Shreiner,

More information

Today. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing

Today. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing Today Rendering Algorithms Course overview Organization Introduction to ray tracing Spring 2009 Matthias Zwicker Universität Bern Rendering algorithms Problem statement Given computer representation of

More information

CS5620 Intro to Computer Graphics

CS5620 Intro to Computer Graphics So Far wireframe hidden surfaces Next step 1 2 Light! Need to understand: How lighting works Types of lights Types of surfaces How shading works Shading algorithms What s Missing? Lighting vs. Shading

More information

Comp 410/510 Computer Graphics. Spring Shading

Comp 410/510 Computer Graphics. Spring Shading Comp 410/510 Computer Graphics Spring 2017 Shading Why we need shading Suppose we build a model of a sphere using many polygons and then color it using a fixed color. We get something like But we rather

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading VR software Two main types of software used: off-line authoring or modelling packages

More information

Computer Graphics. Illumination and Shading

Computer 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 information

Development of Computer Graphics. mid 1950s SAGE air defense system command & control CRT, light pens

Development of Computer Graphics. mid 1950s SAGE air defense system command & control CRT, light pens 1951 Whirlwind, Jay Forrester (MIT) CRT displays mid 1950s SAGE air defense system command & control CRT, light pens late 1950s Computer Art, James Whitney Sr. Visual Feedback loops 1962 Sketchpad, Ivan

More information

CS 130 Exam I. Fall 2015

CS 130 Exam I. Fall 2015 S 3 Exam I Fall 25 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying

More information

Introduction to Computer Graphics. Knowledge basic concepts 2D and 3D computer graphics

Introduction to Computer Graphics. Knowledge basic concepts 2D and 3D computer graphics Introduction to Computer Graphics Knowledge basic concepts 2D and 3D computer graphics 1 Introduction 2 Basic math 3 2D transformations 4 3D transformations 5 Viewing 6 Primitives 7 Geometry 8 Shading

More information

CPSC / Illumination and Shading

CPSC / 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 information

The Graphics Pipeline and OpenGL I: Transformations!

The Graphics Pipeline and OpenGL I: Transformations! ! The Graphics Pipeline and OpenGL I: Transformations! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 2! stanford.edu/class/ee267/!! Albrecht Dürer, Underweysung der Messung mit

More information

3D Rasterization II COS 426

3D 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 information

Computer Graphics I Lecture 11

Computer Graphics I Lecture 11 15-462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

Computer Graphics and Visualization. What is computer graphics?

Computer Graphics and Visualization. What is computer graphics? CSCI 120 Computer Graphics and Visualization Shiaofen Fang Department of Computer and Information Science Indiana University Purdue University Indianapolis What is computer graphics? Computer graphics

More information

Module Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1

Module Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1 UNIVERSITY OF EAST ANGLIA School of Computing Sciences Main Series PG Examination 2013-14 COMPUTER GAMES DEVELOPMENT CMPSME27 Time allowed: 2 hours Answer any THREE questions. (40 marks each) Notes are

More information

Illumination and Shading

Illumination and Shading Illumination and Shading Illumination (Lighting)! Model the interaction of light with surface points to determine their final color and brightness! The illumination can be computed either at vertices or

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading Runtime VR systems Two major parts: initialisation and update loop. Initialisation

More information

Some Resources. What won t I learn? What will I learn? Topics

Some Resources. What won t I learn? What will I learn? Topics CSC 706 Computer Graphics Course basics: Instructor Dr. Natacha Gueorguieva MW, 8:20 pm-10:00 pm Materials will be available at www.cs.csi.cuny.edu/~natacha 1 midterm, 2 projects, 1 presentation, homeworks,

More information

CS230 : Computer Graphics Lecture 4. Tamar Shinar Computer Science & Engineering UC Riverside

CS230 : Computer Graphics Lecture 4. Tamar Shinar Computer Science & Engineering UC Riverside CS230 : Computer Graphics Lecture 4 Tamar Shinar Computer Science & Engineering UC Riverside Shadows Shadows for each pixel do compute viewing ray if ( ray hits an object with t in [0, inf] ) then compute

More information

COM337 COMPUTER GRAPHICS Other Topics

COM337 COMPUTER GRAPHICS Other Topics COM337 COMPUTER GRAPHICS Other Topics Animation, Surface Details, Global Illumination Kurtuluş Küllü based on the book by Hearn, Baker, and Carithers There are some other important issues and topics that

More information

Institutionen för systemteknik

Institutionen för systemteknik Code: Day: Lokal: M7002E 19 March E1026 Institutionen för systemteknik Examination in: M7002E, Computer Graphics and Virtual Environments Number of sections: 7 Max. score: 100 (normally 60 is required

More information

Lahore University of Management Sciences. CS 452 Computer Graphics

Lahore University of Management Sciences. CS 452 Computer Graphics CS 452 Computer Graphics Fall 2015-16 Instructor Murtaza Taj Room No. SSE Block 10-301 Office Hours TBA Email murtaza.taj@lums.edu.pk Telephone 3301 Secretary/TA TBA TA Office Hours TBA Course URL (if

More information

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

Computer Graphics CS 543 Lecture 1 (Part I) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI) Computer Graphics CS 543 Lecture 1 (Part I) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) About This Course Computer graphics: algorithms, mathematics, data structures..

More information

Survey in Computer Graphics Computer Graphics and Visualization

Survey in Computer Graphics Computer Graphics and Visualization Example of a Marble Ball Where did this image come from? Fall 2010 What hardware/software/algorithms did we need to produce it? 2 A Basic Graphics System History of Computer Graphics 1200-2008 Input devices

More information

Topics and things to know about them:

Topics 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 information

Game Architecture. 2/19/16: Rasterization

Game Architecture. 2/19/16: Rasterization Game Architecture 2/19/16: Rasterization Viewing To render a scene, need to know Where am I and What am I looking at The view transform is the matrix that does this Maps a standard view space into world

More information

3D GRAPHICS. design. animate. render

3D GRAPHICS. design. animate. render 3D GRAPHICS design animate render 3D animation movies Computer Graphics Special effects Computer Graphics Advertising Computer Graphics Games Computer Graphics Simulations & serious games Computer Graphics

More information

Introduction to Computer Graphics 4. Viewing in 3D

Introduction to Computer Graphics 4. Viewing in 3D Introduction to Computer Graphics 4. Viewing in 3D National Chiao Tung Univ, Taiwan By: I-Chen Lin, Assistant Professor Textbook: E.Angel, Interactive Computer Graphics, 5 th Ed., Addison Wesley Ref: Hearn

More information

3D Viewing. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

3D Viewing. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller 3D Viewing CMPT 361 Introduction to Computer Graphics Torsten Möller Reading Chapter 4 of Angel Chapter 6 of Foley, van Dam, 2 Objectives What kind of camera we use? (pinhole) What projections make sense

More information

CSE 167: Introduction to Computer Graphics Lecture #7: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2015

CSE 167: Introduction to Computer Graphics Lecture #7: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2015 CSE 167: Introduction to Computer Graphics Lecture #7: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2015 Announcements Thursday in-class: Midterm Can include material

More information

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1)

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1) Computer Graphics Lecture 14 Bump-mapping, Global Illumination (1) Today - Bump mapping - Displacement mapping - Global Illumination Radiosity Bump Mapping - A method to increase the realism of 3D objects

More information

Today. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline

Today. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline Computergrafik Today Rendering pipeline s View volumes, clipping Viewport Matthias Zwicker Universität Bern Herbst 2008 Rendering pipeline Rendering pipeline Hardware & software that draws 3D scenes on

More information

Local Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

Local Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller Local Illumination CMPT 361 Introduction to Computer Graphics Torsten Möller Graphics Pipeline Hardware Modelling Transform Visibility Illumination + Shading Perception, Interaction Color Texture/ Realism

More information

For each question, indicate whether the statement is true or false by circling T or F, respectively.

For each question, indicate whether the statement is true or false by circling T or F, respectively. True/False For each question, indicate whether the statement is true or false by circling T or F, respectively. 1. (T/F) Rasterization occurs before vertex transformation in the graphics pipeline. 2. (T/F)

More information

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane Rendering Pipeline Rendering Converting a 3D scene to a 2D image Rendering Light Camera 3D Model View Plane Rendering Converting a 3D scene to a 2D image Basic rendering tasks: Modeling: creating the world

More information

3D Viewing. Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

3D Viewing. Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller 3D Viewing Introduction to Computer Graphics Torsten Möller Machiraju/Zhang/Möller Reading Chapter 4 of Angel Chapter 13 of Hughes, van Dam, Chapter 7 of Shirley+Marschner Machiraju/Zhang/Möller 2 Objectives

More information

Introduction Ray tracing basics Advanced topics (shading) Advanced topics (geometry) Graphics 2010/2011, 4th quarter. Lecture 11: Ray tracing

Introduction Ray tracing basics Advanced topics (shading) Advanced topics (geometry) Graphics 2010/2011, 4th quarter. Lecture 11: Ray tracing Lecture 11 Ray tracing Introduction Projection vs. ray tracing Projection Ray tracing Rendering Projection vs. ray tracing Projection Ray tracing Basic methods for image generation Major areas of computer

More information

Overview CS Plans for this semester. References. CS 4600 Fall Prerequisites

Overview CS Plans for this semester. References. CS 4600 Fall Prerequisites Overview CS 4600 What is CS 4600? What should know (pre reqs)? What will you get out of this course? Chuck Hansen Website: www.eng.utah.edu/~cs4600 Thanks to Ed Angel and Jeff Parker for slides and materials

More information

Virtual Reality for Human Computer Interaction

Virtual 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 information

Computer Graphics. Illumination Models and Surface-Rendering Methods. Somsak Walairacht, Computer Engineering, KMITL

Computer Graphics. Illumination Models and Surface-Rendering Methods. Somsak Walairacht, Computer Engineering, KMITL Computer Graphics Chapter 10 llumination Models and Surface-Rendering Methods Somsak Walairacht, Computer Engineering, KMTL Outline Light Sources Surface Lighting Effects Basic llumination Models Polygon

More information

Last week. Machiraju/Zhang/Möller

Last week. Machiraju/Zhang/Möller Last week Machiraju/Zhang/Möller 1 Overview of a graphics system Output device Input devices Image formed and stored in frame buffer Machiraju/Zhang/Möller 2 Introduction to CG Torsten Möller 3 Ray tracing:

More information

SRM INSTITUTE OF SCIENCE AND TECHNOLOGY

SRM INSTITUTE OF SCIENCE AND TECHNOLOGY SRM INSTITUTE OF SCIENCE AND TECHNOLOGY DEPARTMENT OF INFORMATION TECHNOLOGY QUESTION BANK SUB.NAME: COMPUTER GRAPHICS SUB.CODE: IT307 CLASS : III/IT UNIT-1 2-marks 1. What is the various applications

More information

Today. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing

Today. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing Today Rendering Algorithms Course overview Organization Introduction to ray tracing Spring 2010 Matthias Zwicker Universität Bern Rendering algorithms Problem statement Given computer representation of

More information

CHETTINAD COLLEGE OF ENGINEERING & TECHNOLOGY CS2401 COMPUTER GRAPHICS QUESTION BANK

CHETTINAD COLLEGE OF ENGINEERING & TECHNOLOGY CS2401 COMPUTER GRAPHICS QUESTION BANK CHETTINAD COLLEGE OF ENGINEERING & TECHNOLOGY DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING CS2401 COMPUTER GRAPHICS QUESTION BANK PART A UNIT I-2D PRIMITIVES 1. Define Computer graphics. 2. Define refresh

More information

Announcements. Submitting Programs Upload source and executable(s) (Windows or Mac) to digital dropbox on Blackboard

Announcements. Submitting Programs Upload source and executable(s) (Windows or Mac) to digital dropbox on Blackboard Now Playing: Vertex Processing: Viewing Coulibaly Amadou & Mariam from Dimanche a Bamako Released August 2, 2005 Rick Skarbez, Instructor COMP 575 September 27, 2007 Announcements Programming Assignment

More information

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Recollection Models Pixels Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Can be computed in different stages 1 So far we came to Geometry model 3 Surface

More information

Reflection and Shading

Reflection and Shading Reflection and Shading R. J. Renka Department of Computer Science & Engineering University of North Texas 10/19/2015 Light Sources Realistic rendering requires that we model the interaction between light

More information

Graphics Hardware and Display Devices

Graphics 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 information

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models 3D Programming Concepts Outline 3D Concepts Displaying 3D Models 3D Programming CS 4390 3D Computer 1 2 3D Concepts 3D Model is a 3D simulation of an object. Coordinate Systems 3D Models 3D Shapes 3D Concepts

More information

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops.

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops. OpenGl Pipeline Individual Vertices Transformed Vertices Commands Processor Per-vertex ops Primitive assembly triangles, lines, points, images Primitives Fragments Rasterization Texturing Per-fragment

More information

Lahore University of Management Sciences. CS 452 Computer Graphics

Lahore University of Management Sciences. CS 452 Computer Graphics CS 452 Computer Graphics Fall 206-7 Instructor Room No. Office Hours Email Murtaza Taj 9-GA TBA murtaza.taj@lums.edu.pk Telephone 330 Secretary/TA TA Office Hours Course URL (if any) TBA TBA LMS Course

More information

ECS 175 COMPUTER GRAPHICS. Ken Joy.! Winter 2014

ECS 175 COMPUTER GRAPHICS. Ken Joy.! Winter 2014 ECS 175 COMPUTER GRAPHICS Ken Joy Winter 2014 Shading To be able to model shading, we simplify Uniform Media no scattering of light Opaque Objects No Interreflection Point Light Sources RGB Color (eliminating

More information

Rendering. Illumination Model. Wireframe rendering simple, ambiguous Color filling flat without any 3D information

Rendering. Illumination Model. Wireframe rendering simple, ambiguous Color filling flat without any 3D information llumination Model Wireframe rendering simple, ambiguous Color filling flat without any 3D information Requires modeling interaction of light with the object/surface to have a different color (shade in

More information

Three Main Themes of Computer Graphics

Three Main Themes of Computer Graphics Three Main Themes of Computer Graphics Modeling How do we represent (or model) 3-D objects? How do we construct models for specific objects? Animation How do we represent the motion of objects? How do

More information

Binghamton University. EngiNet. Thomas J. Watson. School of Engineering and Applied Science. State University of New York. EngiNet WARNING CS 560

Binghamton University. EngiNet. Thomas J. Watson. School of Engineering and Applied Science. State University of New York. EngiNet WARNING CS 560 Binghamton University EngiNet State University of New York EngiNet Thomas J. Watson School of Engineering and Applied Science WARNING All rights reserved. No Part of this video lecture series may be reproduced

More information

3D Polygon Rendering. Many applications use rendering of 3D polygons with direct illumination

3D Polygon Rendering. Many applications use rendering of 3D polygons with direct illumination Rendering Pipeline 3D Polygon Rendering Many applications use rendering of 3D polygons with direct illumination 3D Polygon Rendering What steps are necessary to utilize spatial coherence while drawing

More information

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

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 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 information

Computer Graphics 1. Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010

Computer Graphics 1. Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010 Computer Graphics 1 Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering 1 The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons

More information

The University of Calgary

The University of Calgary The University of Calgary Department of Computer Science Final Examination, Questions ENEL/CPSC 555 Computer Graphics Time: 2 Hours Closed Book, calculators are permitted. The questions carry equal weight.

More information

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 CSE 167: Introduction to Computer Graphics Lecture #6: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 Announcements Project 2 due Friday, Oct. 24 th Midterm Exam

More information

Computer Graphics Disciplines. Grading. Textbooks. Course Overview. Assignment Policies. Computer Graphics Goals I

Computer Graphics Disciplines. Grading. Textbooks. Course Overview. Assignment Policies. Computer Graphics Goals I CSCI 480 Computer Graphics Lecture 1 Course Overview January 10, 2011 Jernej Barbic University of Southern California Administrative Issues Modeling Animation Rendering OpenGL Programming Course Information

More information