Best Copmuter Graphic Tips by Armand Rousso


Presentation Description

Computer graphics are pictures and films build using computers. Usually, the term refers to computer-generated image data created with help from particular graphical hardware and software.


Presentation Transcript


Computer Graphic Armand Rousso

What is Computer Graphics?:

What is Computer Graphics? Creation, Manipulation, and Storage of geometric objects (modeling) and their images (rendering) Display those images on screens or hardcopy devices Image processing Others: GUI, Haptics, Displays (VR)...

What drives computer graphics?:

What drives computer graphics? Movie Industry Leaders in quality and artistry Not slaves to conceptual purity Big budgets and tight schedules Reminder that there is more to CG than technology Hey, How'd they do that? Defines our expectations Slide information from Leonard McMillian's slides

What drives computer graphics?:

What drives computer graphics? Game Industry The newest driving force in CG Why? Volume and Profit This is why we have commodity GPUs Focus on interactivity Cost effective solutions Avoiding computating and other tricks Games drive the baseline

What drives computer graphics?:

What drives computer graphics? Medical Imaging and Scientific Visualization Tools for teaching and diagnosis No cheating or tricks allowed New data representations and modalities Drive issues of precision and correctness Focus on presentation and interpretation of data Construction of models from acquired data Nanomanipulator, UNC Joe Kniss, Utah Gordon Kindelman, Utah

What drives computer graphics?:

What drives computer graphics? Computer Aided Design Mechanical, Electronic, Architecture,... Drives the high end of the hardware market Integration of computing and display resources Reduced design cyles == faster systems, sooner

What drives computer graphics?:

What drives computer graphics? Graphic User Interfaces (GUI)

What is Computer Graphics?:

What is Computer Graphics? Look at 5 areas Hardware Rendering Interaction Modeling Scientific Visualization

Hardware: Amazing Changes:

Hardware: Amazing Changes Fundamental architecture shift Dual computing engines: CPU and GPU More in GPU than CPU

Hardware: Amazing Changes:

Hardware: Amazing Changes Fast, cheap GPUs ~$300 Cheap memory Displays at low cost How many monitors do you have/use?

Hardware: Amazing Changes:

Hardware: Amazing Changes Wired -> Unwired World of Access

Hardware... some not so good:

Hardware... some not so good Devices 3D displays Etc


Hardware How old is Nvidia How big is Nvidia QED


Rendering Many think/thought graphics synonymous with rendering Well researched Working on second and third order effects Fundamentals largely in place


Rendering Major areas: Ealiest: PhotoRealism Recent: Non-Photorealistic Graphics (NPR) Recent: Image-based Rendering (IBR)


Rendering Ray Tracing has become practical Extremely high quality images Photorealism, animation, special effects Accurate rendering, not just pretty

Rendering Realism:

Rendering Realism Morning Evening

Rendering Realism:

Rendering Realism Cornel Measurement Lab

Rendering Realism:

Rendering Realism Real Synthetic

Is this real?:

Is this real?

Terrain Modeling: Snow and Trees Added:

Terrain Modeling: Snow and Trees Added

Growth Models:

Growth Models

Tone Shading:

Tone Shading

NonPhotorealistic Rendering:

NonPhotorealistic Rendering

Image Based Rendering:

Image Based Rendering Model light field Do not have to model geometry Good for complex 3D scenes Can leave holes where no data is available

3D Scene Recreation:

3D Scene Recreation

360o Scan:

360 o Scan


Interaction Way behind rest of graphic's spectacular advances Still doing WIMP: Windows, icons, menus, pull-downs/pointing Once viewed as “soft” research Turns out to be one of hardest problems

Interaction still needs...:

Interaction still needs... Better input devices Better output devices Better interaction paradigms Better understanding of HCI Bring in psychologists


Modeling Many model reps Bezier, B-spline, box splines, simplex splines, polyhedral splines, quadrics, super-quadrics, implicit, parametric, subdivision, fractal, level sets, etc (not to mention polygonal)


Modeling Physically based Newton Behavior as well as geometry Materials Metal, cloth, organic forms, fluids, etc Procedural (growth) models

Required Books:

Required Books Optional

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