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Lecture 1 - Overview
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1.1
Objectives
To understand how 3D scenes can be modelled - in terms of geometry, appearance and behaviour - and rendered on a display To understand how to deliver interactive animated 3D graphics over the Internet To be able to create interactive 3D graphics applications using industry standard software (OpenGL, VRML and POVRAY)
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MODELLING
representing objects in 3D transforming objects and composing scenes
VIEWING
projecting 3D scenes onto a 2D display surface
RENDERING
illumination shading adding realism via textures, shadows
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Basic Modelling
y z x objects represented as set of faces - ie polygons- and faces as a set of points
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Viewing
Clipping
selects a volume of interest
Projection
3D scene is projected onto a 2D plane
camera
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Rendering
illumination:
how is light reflected from surfaces?
??
shading:
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Rendering
texture
shadows
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VRML
ISO standard for 3D graphics over the Web allows modelling of geometry, appearance and behaviour
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ADVANCED RENDERING
direct versus global illumination methods ray tracing and radiosity
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objects
Ray Tracing
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Ray Tracing
http://www.povray.org
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Radiosity
from www.lightscape.com
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Practical Outline
Web graphics
creating interactive, animated 3D virtual worlds on the Web using VRML
Advanced rendering
using POVRAY
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Class
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Assessment
Assessment 1 Assignments Number 3 % each 10% % total 30
2
3 6
Quiz
Project Seminar/Poster Presentation
2
1 1
5%
20% 10%
10
20 10
Final Exam
Overall Total
30%
30
100
1.16
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AGR
Mastersclasses
additional seminars / study groups on more advanced topics in computer graphics and virtual environments such as simulation of soft objects
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Books
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Books
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3D Games
Alan Watt and Fabio Policarpo
1.19
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Applications
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Virtual oceanarium built for EXPO in Lisbon Example taken from Fraunhofer Institute site
http://www.igd.fhg.de
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Ordnance Survey
http://www.ordsvy.gov.uk
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This example can be found on the SIGGRAPH Web Site Important computer graphics resource
http:www.siggraph.org
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Mathematics First...
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Before we begin...mathematics!
3D Co-ordinate Systems
y
z
x LEFT z
z points away
Align thumb with x, first finger with y, then second finger of appropriate hand gives z direction. Common now to use a RIGHT HANDED system.
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z
Difference of two points gives a direction vector: D = P 2 - P1 y P2 z
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P1
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Magnitude of a Vector
The magnitude of a vector V = (v1,v2,v3)T is given by: |V| = sqrt(v1*v1 + v2*v2 + v3*v3) eg (1,2,3)T has magnitude sqrt(14) A unit vector has magnitude 1 A unit vector in the direction of V is V / |V|
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The scalar product, or dot product, of two vectors U and V is defined as:
U.V = u1*v1 + u2*v2 + u3*v3
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Diffuse Lighting
Diffuse reflection depends on angle between light direction and surface normal:
reflected intensity = light intensity * cosine of angle between light direction and surface normal
light
normal q
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Exercises
Convince yourself that the x-axis is represented by the vector (1,0,0) What is the unit normal in the direction (2,3,4)? What is the angle between the vectors (1,1,0) and (1,0,0)?
Which vector is orthogonal to the vectors (1,0,0) and (0,1,0)? What is the normal to the plane through the points (1,2,3), (3,4,5) and (0,0,0)?
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