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Advanced Computer Graphics

Lecture 1 - Overview

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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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Lecture Outline - The Basics

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

scenes composed by scaling, rotating, translating objects to create a 3D world

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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:

how do we use our knowledge of illumination to shade surfaces in our world?

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Rendering

texture

shadows

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Lecture Outline - Internet

VRML
ISO standard for 3D graphics over the Web allows modelling of geometry, appearance and behaviour

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Lecture Outline - Advanced

ADVANCED RENDERING
direct versus global illumination methods ray tracing and radiosity

OTHER ADVANCED FEATURES


curve and surface modelling image based rendering non-photorealistic rendering

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Lecture Outline - Advanced

Advanced Rendering - global illumination


ray tracing

objects

eye screen light

radiosity based on physics of radiative heat transfer between surfaces


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Ray Tracing

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Ray Tracing

POVRAY - freely available ray tracing software

http://www.povray.org

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Radiosity

from www.lightscape.com

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Practical Outline

Basic graphics programming


creation of advanced and interactive 3D worlds using OpenGL

Web graphics
creating interactive, animated 3D virtual worlds on the Web using VRML

Advanced rendering
using POVRAY

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Class

Our Class and Lab


Wed 9.00am 11.00am MSMG Thur 5.00pm 6.00pm MSMG

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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
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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

Additional practical project

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Books

Computer Graphics with OpenGL (third edition)


Hearn and Baker, Prentice Hall

3D Computer Graphics (third edition)


Alan Watt, Addison Wesley

OpenGL Super Bible


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Books

Introduction to Computer Graphics


Foley, van Dam, Feiner and Hughes, Addison-Wesley

Interactive Computer Graphics (topdown approach using OpenGL)


Angel, Addison Wesley


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The VRML 2.0 Handbook


Hartman and Wernecke, Addison-Wesley

3D Games
Alan Watt and Fabio Policarpo
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Applications - Computer Games

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Advanced Computer Graphics

Applications

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Applications - Computer Games

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Applications - Virtual Reality

Virtual oceanarium built for EXPO in Lisbon Example taken from Fraunhofer Institute site

http://www.igd.fhg.de

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Applications - Cartography and GIS

Ordnance Survey

http://www.ordsvy.gov.uk

GIS-3D also from Fraunhofer Institute


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Applications - Computer Art

This example can be found on the SIGGRAPH Web Site Important computer graphics resource

http:www.siggraph.org

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Applications - Scientific Visualization

Turning scientific data into pictures


with applications to medicine and computer simulations

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Advanced Computer Graphics

Mathematics First...

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Before we begin...mathematics!

3D Co-ordinate Systems
y

z
x LEFT z

y x RIGHT z points toward

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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Points and Vectors

We shall write points as column vectors y


P = x y z

z
Difference of two points gives a direction vector: D = P 2 - P1 y P2 z
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Note: If P1 and P2 are on a plane, then D lies in the plane

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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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Scalar or Dot Product

The scalar product, or dot product, of two vectors U and V is defined as:
U.V = u1*v1 + u2*v2 + u3*v3

It is important in computer graphics because we can show that also:


U.V = |U|*|V|*cosq where q is the angle between U and V

This lets us calculate angle q as


cos q = (u1*v1 + u2*v2 + u3*v3) / (|U|*|V|)

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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

scalar product lets us calculate cos q

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Vector or Cross Product


The vector or cross product is defined as:


UxV = (u2v3 - u3v2, u3v1 - u1v3, u1v2 - u2v1)

We can also show that:


UxV = N |U||V| sin q where N is unit vector orthogonal to U and V (forming a right handed system) and q is angle between U and V

This allows us to find the normal to a plane


cross-product of two directions lying in plane , eg (P3-P2), (P2-P1), where P1, P2, P3 are three points in the plane

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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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