Advanced Graphics
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1 Advanced Graphics Prof. Dr.-Ing. Lars Linsen Spring 2015
2 0. Introduction : Advanced Graphics - Chapter 1 2
3 0.1 Syllabus : Advanced Graphics - Chapter 1 3
4 Course Website (accessible through CampusWeb) : Advanced Graphics - Chapter 1 4
5 Content Computer graphics deals with the digital synthesis and manipulation of visual content, typically embedded in a threedimensional scene. Prominent tasks in computer graphics are geometry processing, rendering, and animation. Geometry processing is concerned with object representations such as surfaces and their modeling, rendering is concerned with simulating light transport to get physically-based photorealistic images of 3D scenes or applying a certain style to create non-photorealistic images, and animation is concerned with descriptions for objects that move or deform over time. Methods that tackle these three tasks are being taught : Advanced Graphics - Chapter 1 5
6 Pre-requisites Graphics and Visualization Co-requisites Advanced Graphics Lab (for graduate students) : Advanced Graphics - Chapter 1 6
7 Lectures Times: Monday 9:45am-11am Wednesday 8:15am 9:30am. Location: West Hall : Advanced Graphics - Chapter 1 7
8 Instructor Lars Linsen Office: Res I, 128. Phone: l.linsen Office hours: by appointment : Advanced Graphics - Chapter 1 8
9 Assignments There will be three assignments: Project 1: Project 2: Project 3: Handed out: Feb 18 Handed out: Mar 18 Handed out: Apr 15 Due: Mar 18 Due: Apr 15 Due: May : Advanced Graphics - Chapter 1 9
10 Exams There will be a midterm and a final examination. It is planned to have a written midterm and an oral final examination : Advanced Graphics - Chapter 1 10
11 Grading The assignments will contribute 20%, the midterm exam 30%, and the final exam 50% to the overall grade : Advanced Graphics - Chapter 1 11
12 Dates Lectures (1) Week 1: Week 2: Week 3: Week 4: Week 5: Week 6: Week 7: Lecture 1 Lecture 2 Lecture 3 Lecture 4 Lecture 5 Lecture 6 Lecture 7 Lecture 8 Lecture 9 Lecture 10 Lecture 11 No lecture off campus Lecture 12 Lecture : Advanced Graphics - Chapter 1 12
13 Dates Lectures (2) Week 8: Week 9: Week 10: Week 11: Week 12: Week 13: Week 14: Lecture 14 Lecture 15 Spring break Holiday Lecture 16 Lecture 17 Lecture 18 Lecture 19 Lecture 20 Lecture 21 Lecture 22 Lecture 23 Lecture 24 Lecture 25 Lecture : Advanced Graphics - Chapter 1 13
14 Dates - Exams Midterm: Final: tbd (finals week) : Advanced Graphics - Chapter 1 14
15 Lab There will be no exams. There will be 5 course-accompanying project assignments. Solutions that are handed in late lead to reduced credit (-15% per day). Exceptions are only made with an official excuse. The grade is to 100% based on the projects : Advanced Graphics - Chapter 1 15
16 Dates - Assignments Project 1: Project 2: Project 3: Project 4: Project 5: Handed out: Handed out: Handed out: Handed out: Handed out: Due: Due: Due: Due: Due: : Advanced Graphics - Chapter 1 16
17 Literature Rick Parent: Computer Animation: Algorithms and Techniques, Morgan Kaufman Publishers, 2nd Edition, Matt Pharr & Greg Humphreys: Physically-based Rendering: From Theory to Implementation, Elsevier, 2nd Edition, Selected journal and conference proceedings papers as announced in class. Dave Shreiner, Mason Woo, and Jackie Neider: OpenGL Programming Guide: The Official Guide to Learning OpenGL, Addison-Wesley Longman, 3rd edition, (Old version available at Randi J. Rost and Bill Licea-Kane: OpenGL Shading Language, Addison-Wesley, 3rd edition, : Advanced Graphics - Chapter 1 17
18 0.2 Goal : Advanced Graphics - Chapter 1 18
19 Goal Deepen and broaden concepts and techniques in 3D computer graphics : Advanced Graphics - Chapter 1 19
20 0.3 Content : Advanced Graphics - Chapter 1 20
21 Content Modeling Rendering mesh data structures subdivision surfaces multiresolution meshes meshsmoothing mesh parametrization Animation deformation morphing particle systems spring-mass models applications global illumination montecarlomethods light field lumigraph non-photorealism GPU programming: GL shading language : Advanced Graphics - Chapter 1 21
22 Examples : Advanced Graphics - Chapter 1 22
23 Examples : Advanced Graphics - Chapter 1 23
24 revisited 1. Geometric Background 2. Object Representation 3. Raster Graphics 4. Color Models 5. Illumination 6. Shading 7. Global Illumination 8. Textures 9. Data Visualization 10. Curves and Surfaces : Advanced Graphics - Chapter 1 24
25 Graphics Programming Graphical user interface (GUI) Windowing system X Integrated in OS: Microsoft Windows, Mac OS Microsoft Direct3D OpenGL (Open Graphics Library) OpenGL 2.0 (and higher) GLSL (GL Shading Language) Cg (nvidia) HLSL (high level shader language, DirectX) GPGPU programming: CUDA (nvidia), CTM (ATI), OpenCL : Advanced Graphics - Chapter 1 25
26 1. Modeling : Advanced Graphics - Chapter 1 26
27 Goal Changing the shape of objects to adjust to desired look to improve shape to improve representation / appearance : Advanced Graphics - Chapter 1 27
28 Driving questions How can we modify the shape? What representations support these changes? How can we obtain intuitive modeling operations? How can we obtain interactive modeling operations? How can we fix undesired changes quickly? How can we improve appearance? How can we improve quality? How can we judge quality? : Advanced Graphics - Chapter 1 28
29 1.1 Object representation (revisited) : Advanced Graphics - Chapter 1 29
30 Boundary representations Objects are typically represented by their boundary surfaces : Advanced Graphics - Chapter 1 30
31 Manifold surfaces Boundary representations lead to manifold surfaces, i.e. 2-manifolds. Definition: A 2-manifold is a surface, where for each surface point the surface is locally homeomorphic to a disk. non-manifold surface : Advanced Graphics - Chapter 1 31
32 Topology Genus = number of handles genus 0 genus 1 genus : Advanced Graphics - Chapter 1 32
33 Homeomorphism homeomorph = topologically isomorph : Advanced Graphics - Chapter 1 33
34 Acquisition vs. generation : Advanced Graphics - Chapter 1 34
35 Acquisition vs. generation : Advanced Graphics - Chapter 1 35
36 Acquisition vs. generation : Advanced Graphics - Chapter 1 36
37 Acquisition vs. generation : Advanced Graphics - Chapter 1 37
38 Implicit vs. explicit representation acquired generated explicit implicit : Advanced Graphics - Chapter 1 38
39 A. Explicit surface representations : Advanced Graphics - Chapter 1 39
40 Explicit surface representations polygonal meshes : Advanced Graphics - Chapter 1 40
41 Heightfield : Advanced Graphics - Chapter 1 41
42 Arbitrary triangular mesh : Advanced Graphics - Chapter 1 42
43 Almost regular triangular mesh : Advanced Graphics - Chapter 1 43
44 Almost regular quadrilateral mesh : Advanced Graphics - Chapter 1 44
45 Euler formula For closed polygonal meshes V E + F = 2 (1-g) with V = # vertices E = # edges F = # faces g = genus Example: Cube = : Advanced Graphics - Chapter 1 45
46 3D Laser Scanner : Advanced Graphics - Chapter 1 46
47 Point Cloud : Advanced Graphics - Chapter 1 47
48 Surface Reconstruction : Advanced Graphics - Chapter 1 48
49 Point Cloud Rendering : Advanced Graphics - Chapter 1 49
50 Splat-based Rendering : Advanced Graphics - Chapter 1 50
51 Computer Aided Geometric Design : Advanced Graphics - Chapter 1 51
52 Piecewise polynomial surfaces Freeform surfaces Bézier surfaces B-spline surfaces : Advanced Graphics - Chapter 1 52
53 B. Implicit surface representations : Advanced Graphics - Chapter 1 53
54 Quadrics ellipsoid : Advanced Graphics - Chapter 1 54
55 Hyperboloid : Advanced Graphics - Chapter 1 55
56 Paraboloid : Advanced Graphics - Chapter 1 56
57 Constructive Solid Geometry (CSG) : Advanced Graphics - Chapter 1 57
58 Boolean operations : Advanced Graphics - Chapter 1 58
59 Boolean operations : Advanced Graphics - Chapter 1 59
60 Volume data : Advanced Graphics - Chapter 1 60
61 Isosurface : Advanced Graphics - Chapter 1 61
62 C. Conversion : Advanced Graphics - Chapter 1 62
63 Implicit to explicit Isosurface extraction E.g. Marching Cubes : Advanced Graphics - Chapter 1 63
64 Explicit to implicit Create a signed distance field generate a grid compute at each grid point the signed distance to the surface : Advanced Graphics - Chapter 1 64
65 1.2 Mesh Data Structures : Advanced Graphics - Chapter 1 65
66 References Mario Botsch, Mark Pauly, Leif Kobbelt, Pierre Alliez, Bruno Lévy, Stephan Bischoff, and Christian Rössl, Geometric modeling based on polygonal meshes. SIGGRAPH '07: ACM SIGGRAPH 2007 courses, ACM, Kenneth I. Joy, Justin Legakis, and Ron MacCracken: Data Structures for Multiresolution Representation of Unstructured Meshes. in: Hierarchical Approximation and Geometric Methods for Scientific Visualization, Gerald Farin, Hans Hagen, and Bernd Hamann (editors), Springer-Verlag, Heidelberg, Germany, : Advanced Graphics - Chapter 1 66
67 Polygon soup array of vertices array of polygons (stored as sequence of vertex indices) Example: vertices = [(v1.x,v1.y,v1.z), ] triangles = [(1,2,3),(2,3,4), ] Advantage: memory efficient : Advanced Graphics - Chapter 1 67
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