OVERVIEW COURSE FOR STUDENTS OF MANAGEMENT COMPUTER GRAPHICS

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Transcription:

OVERVIEW COURSE FOR STUDENTS OF MANAGEMENT COMPUTER GRAPHICS

WHO IS WHO: ME MATEJ NOVOTNÝ FMFI UK (i-4) mnovotny@sccg.sk www.sccg.sk/~mnovotny

COMPUTER GRAPHICS AT FMPH COMPUTER GAMES DEVELOPED BY OUR GUYS Conan (Cauldron) Elveon (10tacle) Neverend (Mayhem) Killzone series (Sony),...

COMPUTER GRAPHICS AT FMPH SOFTWARE DEVELOPED BY OUR GUYS TrueSpace (Caligari, Microsoft) Virtual Bratislava MUVIS

WHO IS WHO: YOU MANAGEMENT Information technologies Computer science MANAGERS, DIRECTORS, ANALYSTS WHY DO YOU NEED TO KNOW ABOUT CG? Computer graphics is an important part of information technologies, modern media, research & development

ENCOUNTERS WITH COMPUTER GRAPHICS IN MOVIES

BEGINNINGS STAR WARS (1977) first 3D animation TRON (1982) 15 minutes of CGI WRATH OF KHAN (1982) Particles, fractals LUXO JR. (1986) Shadows, Emotions

COMING OF AGE TIN TOY (1988) animated Oscar ABYSS (1989) water rendering TOTAL RECALL (1990) motion capture TOY STORY (1995) Fully CG movie $30 / $360 mil

MODERN AGE LORD OF THE RINGS (2001) Mass scenes Facial motion capture BEOWULF (2007) Digital copies of actors AVATAR (2009) 3D reinvented

COMPUTER GRAPHICS IN VIDEO GAMES

FIRST VIDEO GAMES TENNIS FOR TWO (1958) Oscilloscope SPACEWAR! (1961) SPACE INVADERS (1978) raster graphics LUNAR LANDER, ASTEROIDS (1979) vector graphics vector displays

BEGINNINGS BATTLEZONE (1980) First 3D vector game 3D MONSTER MAZE (1981) First 3D raster game HOVERTANK3D (1981) Raycasting ULTIMA UNDERWORLD (1982) Texture mapping

DAWN OF MODERN GAMES QUAKE (1996) real 3D space (free look in all 3 dimensions) Gouraud shading, Lightmaps, HW acceleration

GAMES TODAY Dynamic lights, soft shadows, shader effects, normal maps, tesselation, parallax mapping, environment mapping, deferred shading, global illumination, raytracing

GAMES NOW VS. MOVIES THEN HEAVY RAIN FINAL FANTASY 2010, 0.02 seconds 2001, 5400 seconds

COMPUTER GRAPHICS IN INDUSTRY AND RESEARCH

SCIENCE, MEDICINE Medical imaging Scientific visualization Information visualization Åsmund Birkeland Ivan Viola Widjaja et al. The Interactorium

INDUSTRY COMPUTER AIDED DESIGN

OTHER APPLICATIONS (GRAPHICAL) USER INTERFACES VIRTUAL REALITY, AUGMENTED REALITY,

WHAT S IT GOING TO BE ABOUT COURSE OUTLINE

COURSE OUTLINE RENDERING MODELING & ANIMATION INTERACTION VISUALIZATION MULTIMEDIA IMAGE PROCESSING GAME DEVELOPMENT APPLICATIONS GRAPHICAL HARDWARE + WHATEVER CG YOU RE INTERESTED IN

SOURCES MODERNÍ POČÍTAČOVÁ GRAFIKA Žára, Beneš, Sochor, Felkel: THE COMPUTER GRAPHICS MANUAL Solomon COMPUTER GRAPHICS: PRINCIPLES AND PRACTICE Hughes, van Dam, McGuire,.

BUT REMEMBER

EVALUATION + CONTACT TEST (END OF SEMESTER) LABS (SEVERAL 2D GRAPHICS TUTORIALS) FINAL GRADE = AVERAGE (TEST, LABS) CONTACT ME MNOVOTNY@SCCG.SK WEBSITE OF THE COURSE HTTP://WWW.SCCG.SK/~MNOVOTNY/MIPG

01 GRAPHICAL SYSTEM

COMPUTER GRAPHICS TASK DELIVER IMAGES FROM COMPUTER TO USER CG APP USER data

EXAMPLE PROCESS Program Monitor 3D model, 2D shape, animation, CT scan. Platform PC Win, PC Lin, Mac, SGI... PS, XBOX, Wii,... Printer, projector, plotter, movie file, picture file, stereolitograph..

COMPUTE GRAPHICS REFERENCE MODEL Application program INSIDE THE BOXES code and technology Graphical system Output device BETWEEN THE BOXES standard interfaces Separate modeling and rendering Separate device-dependent and device-independent parts

REFERENCE MODEL DETAILED APPLICATION PROGRAM Graphical data Models, textures, description, mapping Animation Scripted, procedural (physics), interactive Application logic / business logic DATA SOURCES Modeling, capturing, simulation

REFERENCE MODEL DETAILED GRAPHICAL SYSTEM Data processing (input, conversion) Transformations Projection Clipping Visibility Lighting Rasterization Physics Collision detection

REFERENCE MODEL DETAILED OUTPUT DEVICE Device driver Physical device Output format

REFERENCE MODEL IN REAL LIFE Application program Graphical system Output device

ADVANTAGES OF THE REFERENCE MODEL DEVICE-INDEPENDENT APPLICATION DEVELOPMENT APPLICATION-INDEPENDENT DEVICE DEVELOPMENT STANDARD INTERFACE GS DEVICE Hardware acceleration, optimization STANDARD INTERFACE APP GS Rapid development, transferrable code

COMPUTER GRAPHICS REFERENCE MODEL Application program Graphical system Output device

WHAT GOES ON ON THE OUTPUT SIDE DIGITAL IMAGERY FUNDAMENTALS

BASIC VISUAL STIMULI GEOMETRY COLOR MOTION

IMAGE SIGNAL CONTINUOUS (ANALOG) VS. DISCRETE (DIGITAL)

DISCRETE REPRESENTATION PIXEL = PICTURE ELEMENT IMAGE RESOLUTION = DIGITAL SIZE : PHYSICAL SIZE DPI, PPI (dots per inch, points) 72 130 dpi (monitors) 150 600 dpi (print) 600 1200 dpi (scanners)

DEVICES CLOSE-UP PRINTER

COLOR COLOR DEPTH 24BIT COLOR DEPTH 4BIT Lenna Sjööblom, miss November 1972 Computer graphics 40

COLOR GENERATION VISIBLE SPECTRUM infinite colors REAL DEVICES mixing from RGB/CMYK

DIGITAL COLOR REPRESENTATION R-G-B e.g. palette mode (remember GIFs?) e.g. 24 bit colors, each pixel = 8 + 8 + 8 bits = = 0..255 red, 0..255 green, 0..255 blue C-M-Y-K OTHER COLOR MODELS: HSV, YUV

MOTION CONTINUOUS (ANALOG) VS. DISCRETE (DIGITAL) Eadweard Muybridge The Horse in Motion (1878)

GRAPHICS IN NUMBERS IMAGE SIZE 128x176 (mobiles) 1920x1080 fullhd 1600x1200 (2mpix), 2480x3508 (A4@300dpi) COLOR DEPTH 1 bit (black/white), 8bit (256 colors) 16bit (65 536 color), 24bit (16.7 million) FRAME RATE, REFRESH RATE 15fps, 24fps, 30fps 50hz, 60hz, 100hz, 120hz 44 Computer graphics

THE ULTIMATE TASK OF COMPUTER GRAPHICS

HOW MANY IMAGES ARE THERE? 1920 X 1080 PIXELS 24BIT = 16777216 COLORS THAT MAKES IN TOTAL: 35 X 10 12 IMAGES THE ULTIMATE TASK OF COMPUTER GRAPHICS: Select which out of the 35x10 12 has to be displayed AND PREFERABLY IN REAL-TIME