컴퓨터 그래픽스 2002-2 Real-time Rendering 1. Introduction.

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Presentation transcript:

컴퓨터 그래픽스 Real-time Rendering 1. Introduction

컴퓨터 그래픽스 Introduction Real-time Rendering  Making images rapidly on the computer  Frame Per Second (FPS) | Hertz (Hz == 1/second) Interactivity (6 fps) Real-time (15 fps) Indetectable (72 fps and up)  Graphics acceleration hardware Third element Standard for home computer as a pair of speakers

컴퓨터 그래픽스 Contents (1/2)  The Graphics Rendering Pipeline  Transform  Visual Appearance Materials & lights Antialiasing & gamma correction  Texturing  Advanced Lighting and Shading Vertex and pixel shaders Global illumination  Non-Photorealistic Rendering Cartoon shaing  Image-Based Rendering

컴퓨터 그래픽스 Contents (2/2)  Acceleration Algorithms Culling and LOD  Pipeline Optimization Bottleneck  Polygonal Techniques Tessellation and Triangulation Triangle Strips, Fans, and Meshes  Curves and Curved Surfaces  Intersection Test Methods  Collision Detection  Graphics Hardware  The Future

컴퓨터 그래픽스 Notation and Definitions (1/3) Mathematical Notation

컴퓨터 그래픽스 Notation and Definitions (2/3) Mathematical Operators

컴퓨터 그래픽스 Vectors Vector properties  Length and direction Norm Unit Vector  A vector of unit length (length one)

컴퓨터 그래픽스 Multiply two vector (1/2) Dot (=Scalar) product (  law of cosines)  Use the dot product to project a vector (u) orthogonally onto another vector (v)  The sign of dot product (  Orthogonal (= perpendicular))

컴퓨터 그래픽스 Multiply two vector (2/2) Cross (=vector) product i=(1,0,0) j=(0,1,0) k=(0,0,1)  Which Direction ?  u,v,w form right handed system

컴퓨터 그래픽스 Notation and Definitions (3/2) Geometrical Definitions  Basic rendering primitives Points, lines, triangles  A model or an object A collection of geometric entities Objects can consist of other objects  A Scene A collection of models comprising everything that is included in the environment to be rendered Also include material descriptions, lighting, and viewing specifications