COMP4070 Computer Graphics Dr. Amy Zhang. Welcome! 2  Introductions  Administrative Matters  Course Outline  What is Computer Graphics?

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Presentation transcript:

COMP4070 Computer Graphics Dr. Amy Zhang

Welcome! 2  Introductions  Administrative Matters  Course Outline  What is Computer Graphics?

About us… 3  Dr. Amy Zhang   E408-R6   Mr. Mike Huang   E408-H1  Course website

About you… 4  What is your name?  Where do you come from?  What are your experiences on computer graphics?  What do you want to learn from this course?

Outline  Introductions  Administrative Matters  Course Outline  Applications of Computer Graphics 5

Lectures and Tutorials 6  Lectures  Tuesday 17:00-17:50 pm B203  Friday 8:00-9:50 am B202  Tutorials  Will be announced later  Usually weekly - exceptions will be announced

What do you need to know? 7  A programming language in the C-family  C / C++  All Assignments need to be submitted in C / C++  NOT Graphics / OpenGL / linear algebra  We will cover what you need in class

Reference books 8 Computer Graphics Using OpenGL, by Francis S. Hill, Jr., 2nd or 3rd edition, Prentice Hall, ISBN: OpenGL Programming Guide, Fourth Edition: The Official Guide to Learning OpenGL, Version 1.5, by Woo et al., Addison Wesley, ISBN:

Required Software 9  Microsoft Visual Studio 2008 or Visual-CPP  Your finished programs must compile and run under Windows OS  You can use UNIX, Linux, or Mac OS X for development, but we don’t support them

Grading 10  The final grade depends on:  Continuous assessment: 50%  Assignment average: 40%  Midterm test: 10%  Final exam: 50%

Assignment 11  About 6 short programming assignments:  1 student independently  Submit via  The deadline is non-negotiable

Academic Honesty 12  You must identify code that is not your own  Mention original author(s) in source or README files  Do not remove original headers!  Do not collaborate with other students

Outline 13  Introductions  Administrative Matters  Course Outline  Applications of Computer Graphics

What is this course about?  Basic goal: Teach you the fundamentals for writing your own graphics applications  We want you to:  learn how to programming in OpenGL  understand computer graphics concepts  have some fun! 14

Examples 15

Offline Rendering 8 Years Ago Shrek, PDI Dreamworks 16

Interactive 8 Years Ago Quake 3, id software 17

Modern Offline Rendering 18

Modern Offline Rendering Cars, Pixar 19

Modern Interactive Rendering Project Gotham Racing 20

What happened in the past 8 years?  Interactive is delivering near-offline quality 1,000,000x faster  GPUs have taken advantage of semiconductor trends to deliver performance  GPU strengths/weaknesses have sparked innovation in algorithms and software 21

Trends: Moore’s law 22

PC Architecture 23

GPU Programming Nvidia, EG

How to get from here to here? 25

The Graphics Pipeline Application Command Geometry Rasterization Fragment Display CPU GPU 26

The Graphics Pipeline Quake 3:  define game behavior  networking  user input events  sound processing  game AI  game physics Application Command Geometry Rasterization Fragment Display 27

The Graphics Pipeline Quake 3:  send OpenGL commands OpenGL driver:  process GL command stream  talk to GPU Application Command Geometry Rasterization Fragment Display 28

The Graphics Pipeline GPU:  vertex transformations  vertex lighting  Clipping  primitive assembly Application Command Geometry Rasterization Fragment Display 29

The Graphics Pipeline GPU:  convert triangles to fragments  tex coordinate interpolation  color interpolation Application Command Geometry Rasterization Fragment Display 30

The Graphics Pipeline GPU:  Texturing  depth test  color blending Application Command Geometry Rasterization Fragment Display 31

The Graphics Pipeline Application Command Geometry Rasterization Fragment Display id software 32

Ray Tracing 33

What we will cover Principles of graphics programming using OpenGL – Interactive 3D graphics – Details of OpenGL graphics pipeline – Special effects (bump mapping, etc.) Principles of ray tracing – Off-line photorealistic 3D graphics Fundamentals of computer graphics – Light & color, camera models, Bézier splines, etc. 34

Outline  Introductions  Administrative Matters  Course Outline  Applications of Computer Graphics 35

Movies & Games 36

Visualization Demo 37

Digital Photography & Video 38 panorama

Computer Aided Design (CAD) 39

Virtual and Augmented Reality 40

Art Artificial Evolution for Computer Graphics Karl Sims, SIGGRAPH ’91 Steven Parente 41

What is Computer Graphics?  Creating real and fantasy worlds  Gaining insights into data  Improving photography & video  Designing new products  Augmenting & escaping reality  Creating works of art 42

Links 43  Face morphing:  Panorama:  Holographic imaging: