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School of Computer Science University of Seoul.

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Presentation on theme: "School of Computer Science University of Seoul."— Presentation transcript:

1 School of Computer Science University of Seoul

2 http://www.minho-kim.com/courses/09.02.71033/syllabus.shtml

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4 computer animations  “Partly Cloudy” (2009, Pixar) “Partly Cloudy” special effects in films  untitled untitled video games  Prince of Persia (2008, Ubisoft Montreal)  Far Cry 2 (2008, Ubisoft Montreal)  Resident Evil 5 (2009, Capcom)  Blade & Soul (2009, NCsoft)  Starcraft II (????, Blizzard) CAD (Computer-Aided Design)  SolidWorks SolidWorks  Google Sketchup Google Sketchup 3D modeling  Blender Blender scientific visualization/simulation  Nucleus Medical Art Nucleus Medical Art

5 1958(?) The first video game (?) 19611961 “Catalogue” by John Whitney 1981 1975 19771977 Making of the Computer Graphics for Star Wars (Episode IV)

6 Latest papers at the SIGGRAPH conference

7 “...the representation and manipulation of pictorial data by a computer.”(Wikipedia) http://en.wikipedia.org/wiki/Computer_graphics In this course, we're interested in 3-dimensional and interactive computer graphics.

8 Digital camera analogy (geometric optics model)  Input: 3D (real) objects / output: pixel image  Each sensor (pixel) captures the color of light that hits it. The color of light is determined based on many variables. (light source, material property, etc...)...why don't we just “simulate” it?

9 Ray-tracing  POV-Ray (http://www.povray.org)http://www.povray.org  YafaRay (http://www.yafray.org)http://www.yafray.org Photon mapping  Examples: http://graphics.ucsd.edu/~henrik/images/cau stics.html http://graphics.ucsd.edu/~henrik/images/cau stics.html Radiosity More in “Chapter 12: Advanced Rendering.”

10 ...But it's soooooooo slow...why?  Complicated objects, complex computations,...  Not suitable for "interactive" applications!

11 In other words, how can we make it "fast"? simplifies 3D objects by primitives (points, lines, triangles,...) simplifies computations  lighting computed only at vertices  simplified lighting equation  simplified shading method “pipelined”& parallel process support by special hardware (graphics cards)  interactive 3D graphics API: OpenGL & DirectX  hardware gets more and more powerful! more and more “tricks”!!!  texture/bump mapping, billboard, LOD,...

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