CS380: Computer Graphics Introduction. Sung-Eui Yoon ( 윤성의 ) Course URL:

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CS380: Computer Graphics Introduction Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/cg

About the Instructor Main Research Focus Handle massive data for various computer graphics and geometric problems Paper and video: http://sglab.kaist.ac.kr/papers.htm YouTube videos: http://www.youtube.com/user/sglabkaist 2

About the Instructor Notable recognitions Co-chairs at ACM Symp. on Interactive 3D Graphics and Games Best paper award at Pacific Graphics Test-of-time award at High Performance Graphics Interns/post.doc/collaborations at Disney, Adobe, AMD, Pixar Produced two professors on rendering (GIST) and related topics 3

Present: Scalable Ray Tracing, Image Search, Motion Planning Designing scalable graphics and geometric algorithms to efficiently handle massive models on commodity hardware Image search 4 Photo-realistic rendering Motion planning

Course Information of CS380 5 Instructor: Sung-eui Yoon Email: sungeui@gmail.com Office: 3432 at CS building Office hours: appt.) Right after class time (or by Course webpage: http://sglab.kaist.ac.kr/~sungeui/cg/ Noah discussion page: Use this one for sharing Q&A with other students, instead of personal communication to TAs KLMS: homework submissions

Class Time Date: every TTh Time: 4:00pm ~ 5:15pm 4 credit course A few (2) OpenGL courses given by TAs 6

TAs 7 TA email address: cs380ta@gmail.com Use noah board, if possible MyungBae Sohn ( 손명배 ) Office: E3-1, 3443 호 YoungKi Kown ( 권영기 ) Office: E3-1, 3443 호 HeeChan Shin ( 신희찬 ) Office: E3-1, 3443 호 HyunHo Ha ( 하현호 ) Office: E3-1, 3422 호 InSoo Kim ( 김인수 ) Office: E3-1, 3422 호

Prerequisites Basic knowledge of linear algebra E.g., matrix multiplication Basic knowledge of programming skill Preferably with C-like language (e.g., C and C++) If you are unsure, consult the instructor at the end of this class 8

Overview We will discuss various parts of computer graphics Modelling Simulation & Rendering Image Computer vision inverts the process Image processing deals with images 9

Application of Computer Graphics Games Movies and film special effects Product design and analysis Medical applications Scientific visualization 10

Games 2D game 3D shooting game 11

Large-Scale Open World w/ High Quality Rendering Witcher 3 Used its own engine 12

High Quality Mobile Games Lineage 2 Revolution Based on Unreal engine 13

Game Industry at Korea One of biggest IT sectors in Korea A game company can have its own pro. Baseball team (e.g., NC Dinos) 새롭게창단하는구단은모기업의당기순이익이 1 천억원이상이거나, 14

Movies and Film Special Effects Toy story Matrix 15

3D Movies 16 Avatar

3D TV 17 Samsung 3D TV

18 Head-Mounted Display (HMD) for VR

HoloLens for Augmented Reality (AR) 19 MS

20 Killer App. For AR

Product Design and Analysis Computer-aided design (CAD) 21

Medical Applications Visualizing data of CT, MRI, etc 22 Rapidia homepage

Medical Applications Visualizing data of CT, MRI, etc 23 Mouse skull (CT) Wikipedia

Scientific Applications Weather visualization LLNL 24

Topics Mathematical tools 3D models and interaction Hidden surface removal Rasterization Lighting and shading Shadows Texture mapping Ray tracing Global illumination Curves and surfaces Simplification and levels of detail Collision detection Graphics hardware, etc 25

Mathematical Tools Homogeneous coordinates Vectors Planes Frames Transformations 26

3D Models and Interaction Loading and view models Picking and selection Modeling a trackball Virtual reality (VR) is all about interaction b a axis 27

Hidden Surface Removal Classic problem BSP trees Ray casting Depth buffering 28

Rasterization Clipping Scan conversion 29

Lighting and Shading Flat, gouraud, and phong shading Empirical and physicallybased illumination models BRDFs 30

Shadows Shadow volumes Shadow maps Images courtesy of Stamminger and Drettakis 02 Umbra Penumbra 31

Texture Mapping Surface parameterization Mipmaps and filtering Reflection and environment mapping 32

Ray Tracing Object intersection Reflection and refraction Depth-of-field, motion blur, glossy reflections, soft shadows 33

Global Illumination Rendering equation Path tracing, photon mapping, radiosity 34 Images courtesy of Caligari (www.caligari.com)

Curves and Surfaces Bezier curves and B- splines NURBS and subdivision surfaces Parametric solids 35

Simplification and LOD Levels of detail Progressive meshes 82 million triangles 36

Graphics Hardware History Architecture Shading languages Future 37

Animation Keyframing Parameteric splines Motion capture Simulation 38

Textbook A book of Rendering Draft, Sung-eui Yoon 1 st Edition near the end of 2017 Available freely as a pdf file through the course web page 39

Reference OpenGL 40 OpenGL Programming Guide Addison-Wesley Professional Ver 4.3 is ordered to KAIST library Version 1.1 is available at internet and the course webpage Reference book is also available http://www.glprogramming.com/blue

Reference Fundamentals of Computer Graphics Peter Shirley et al. AK Peters Available at the KAIST library 41

Resource on Physically-based Rendering Reference Physically based renderig, Matt Pharr et al. Advanced Global Illumination, Philip Dutre et al. 2 nd edition Realistic Image Synthesis Using Photon Mapping, Henrik Jensen Realistic Ray Tracing, 2 nd edition, Peter Shirley et al. 42

Other Reference Technical papers Graphics-related conference (SIGGRAPH, etc) http://kesen.huang.googlepages.com/ Course homepages Google or Google scholar 43

Program Assignments (PAs) 6 or 7 PAs Viewing and manipulating 3D models with OpenGL Rasterization and clipping Texture mapping and lighting Raytracing Their difficulty is growing! 44

Grading Mid-term: 20% Final-term: 30% Quiz and assignments: 50% Late policy No score for late submissions Submit your work before the deadline! 45

Class Attendance Rule Late two times count as one absence Every two absences lower your grade (e.g., A- B+) To check attendance, I ll call your names or take pictures If you are in situations where you should be late, notify earlier 46

Honor Code and Etiquette Collaboration encouraged, but assignments must be your own work Cite any other s work if you use their codes If you copy someone else s codes, you will get F We will use a code copy checking tool to find any copy Classroom etiquette Help you and your peer to focus on the class Turn off cell phones Arrive to the class on time Avoid private conversations Be attentive in class 47

Official Language in Class English I ll give lectures in English I may explain again in Korean if materials are unclear to you You are also recommended to use English, but not required 48

Other Related Courses CS580 (Graduate-level introductory CG, Spring semester) Focus on high quality rendering, which will be briefly touched at the end of CS380 Undergraduate students can take the course CS380 (Spring semester) CS482 (Fall semester) Focus on advanced, real-time rendering techniques All the courses will be given among me, Prof. Park, and Prof. Kim. 49

Homework for Each Class Go over the next lecture slides before the class Just 10 min ~ 20 min for this should be okay Two video abstract submission every week Question submissions at least four times before the mid-term exam 50

Next Time... Screen & world space Basic OpenGL usage 51

About You Name What is your major? Previous graphics experience Any questions? 52