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CSc4820/6820 Computer Graphics Algorithms Lecture 28

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Presentation on theme: "CSc4820/6820 Computer Graphics Algorithms Lecture 28"— Presentation transcript:

1 CSc4820/6820 Computer Graphics Algorithms Lecture 28
Graphics Systems Careers in Graphics Final Exam Review

2 What you have learned in this class
3D graphics pipeline OpenGL programming Real-time graphics algorithms Non-realtime rendering: ray tracing & radiosity An introduction to 3D modeling & animation

3 3D Graphics Pipeline Graphics pipeline stages
Scene database Culling (optional) Transformation and lighting Clipping and viewport mapping Rasterization Video out OpenGL/Direct3D is designed around this model. Most graphics hardware systems also follow the pipeline model. 3

4 Pipeline Model SGI pioneered the pipelined design model
Other hardware vendors (nVidia, ATI, Matrox, 3dfx, etc.) follow suit Break down graphics computations into stages Frame Buffer Graphics Processor CPU 4

5 SGI’s RealityEngine (1993)
5

6 GeForce 8800 (2006)

7 What’s next GPU Multi-core CPU and GPU (e.g. Intel’s Larabee)
Real-time ray tracing Real-time physics processing 7

8 What’s next New input devices
For example: Nintendo’s Wii remote control

9 What’s next Large 3D displays For example, Philips 3D TV
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10 Large 3D display Philips 42” 3D 42-3D6W01 WOW display system
sites.philips.com/3dsolutions/news/article html Allow multiple users to view 3D content at the same time within a large comfort zone, without the need for special viewing glasses

11 Virtual Reality CAVE

12 What is virtual reality?
A hypothetical three-dimensional visual world created by a computer; user wears special goggles and fiber optic gloves etc., and can enter and move about in this world and interact with objects as if inside it Source: WordNet (

13 What is virtual reality?
A human-computer interface in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behavior of the user. Source: Definitions.html

14 Examples of VR Blue-c http://www.virtuallybetter.com
update.com/products/v/VR-PTSD.htm

15 Augmented reality The use of transparent HMDs to overlay computer generated images onto the physical environment. Precisely calibrated, rapid head tracking is required to sustain the illusion. Source: Definitions.html ality

16 Augmented reality Mix real and virtual objects Examples

17 Careers in Computer Graphics
What level of education is needed? What should I concentrate? What kind of jobs are there? Should I be a specialist or a generalist? What level of experience do they look for? What kind of jobs can a CS major get in this industry?

18 Sources of Information
SIGGRAPH 2006 panel “Is a career in computer graphics possible?” Videos online at type=series&coll=portal&dl=ACM SIGGRAPH 2004 panel “Careers in Computer Graphics” On DVD

19 Education Background What level of education is needed? What should I concentrate? A broad education is essential Should be a good problem solver Your major is not that important, your passion, your skill, and your demo reel are

20 Education Background What level of education is needed? What should I concentrate? The tools that you use are not that important. Tools are constantly changing. Lots of in- house tools. The company will train you. Should know how the computer graphics works – the theory behind the tools, not just this button does what.

21 The Job Two types of industries: A broad range of jobs Stay current
Film production, special effects, and TV commercial Game industry (more programming jobs) A broad range of jobs Modeler, 2D/3D animator, lighting specialist, rigging specialist, compositor, level designer, R & D developer, shader programmers, etc. Stay current Harder to stay current in technical jobs because technologies constantly change

22 Specialist or Generalist
Should I be a specialist or a generalist? Solid fundamental skills are important Specialization will get you hired, but general skill will help you keep the job There is no true generalist Small companies tend to prefer generalists, while large companies tend to prefer specialists Specialists come from generalists Better love what you are doing

23 Experience and Skill What level of experience do they look for?
For junior level jobs, 3 to 5 years of experience preferred Get an internship Important to have an artistic eye Combination of artistic and technical background is helpful A lot of mentoring and training in the industry Right now, animators are in high demand

24 CS Majors What kind of jobs can a CS major get in this industry?
Game programmers, game AI, physics engine R & D developers (e.g. tool developers) Often need advanced degrees IT professionals Data management Character rigging Special effects (e.g. fire, crowd, weather) Lighting tools Take some artistic classes will help

25 Final Words Be adaptive, keep current, the industry is constantly changing Have a passion, have a goal Get into the industry is hard, prepare to start from the bottom Be a team player Make sure you love what you are doing

26 Final Exam Review December 4, 2008 1pm to 2:30pm Open book, open notes
No computer No mobile devices

27 What’s NOT in the exam No Blender questions Clipping

28 Final Exam Review The 3D graphics pipeline Transformations
What are the major stages? Why is it efficient? Transformations Translation Scale Rotate -- important

29 Final Exam Review View Projection Camera setup
Orthographical projection Perspective projection

30 Final Exam Review Lighting Shading The lighting equation
Can figure out the lighting equation from OpenGL program Shading Smooth shading Phong shading

31 Final Exam Review Texture mapping The process of texture mapping
Texture filtering Mip-mapping

32 Final Exam Review Per-fragment processing Fog Transparency
Z-buffer test Stencil test What can accumulation buffer do?

33 Final Exam Review GPU Shaders What is GPU? Why GPU? What is a shader?
High level shading languages

34 Final Exam Review Ray tracing Radiosity
The basic ray tracing algorithm Benefits and drawbacks Radiosity The radiosity algorithm Comparison with ray tracing

35 Final Exam Review 3D modeling 3D animation Polygon mesh models
Surface subdivision 3D animation Key frame based animation

36 The next step Read the 3D pipeline tutorial again:
asp “Real-time Rendering” 2nd Ed. by T. Akenine- Moller and E. Haines, A K Peters A very good survey of real-time graphics algorithms Learn shader programming: DirectX 10, OpenGL 3.0 Graphics tools Blender, Maya, 3DS Max, Softimage, Lightwave, etc. 36

37 Spring 2008 courses CSC8820 “Advanced Graphics Algorithms”
CSC4840 “Computer Graphics Imaging” 3D modeling and animation

38 Thank you!


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