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

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Presentation on theme: "COMP4070 Computer Graphics Dr. Amy Zhang. Welcome! 2  Introductions  Administrative Matters  Course Outline  What is Computer Graphics?"— Presentation transcript:

1 COMP4070 Computer Graphics Dr. Amy Zhang

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

3 About us… 3  Dr. Amy Zhang  amyzhang@uic.edu.hk  E408-R6  3620632  Mr. Mike Huang  mikehuang@uic.edu.hk  E408-H1  3620614 Course website www.uic.edu.hk/~amyzhang/teaching/comp4070

4 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?

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

6 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

7 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

8 Reference books 8 Computer Graphics Using OpenGL, by Francis S. Hill, Jr., 2nd or 3rd edition, Prentice Hall, ISBN: 0023548568. OpenGL Programming Guide, Fourth Edition: The Official Guide to Learning OpenGL, Version 1.5, by Woo et al., Addison Wesley, ISBN: 0201604582.

9 Required Software 9  Microsoft Visual Studio 2008 or 2010 http://www.microsoft.com/express/Downloads/#2010- 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

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

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

12 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

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

14 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

15 Examples 15

16 Offline Rendering 8 Years Ago Shrek, PDI Dreamworks 16

17 Interactive 8 Years Ago Quake 3, id software 17

18 Modern Offline Rendering 18

19 Modern Offline Rendering Cars, Pixar 19

20 Modern Interactive Rendering Project Gotham Racing 20

21 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

22 Trends: Moore’s law 22

23 PC Architecture 23

24 GPU Programming Nvidia, EG 2004 24

25 How to get from here to here? 25

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

27 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

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

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

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

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

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

33 Ray Tracing 33

34 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

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

36 Movies & Games 36

37 Visualization Demo 37

38 Digital Photography & Video 38 panorama

39 Computer Aided Design (CAD) 39

40 Virtual and Augmented Reality 40

41 Art Artificial Evolution for Computer Graphics Karl Sims, SIGGRAPH ’91 Steven Parente http://www.alohablooms.com/atomica1.html 41

42 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

43 Links 43  Face morphing: http://www.tudou.com/programs/view/xGw9kJCPwco/ http://www.tudou.com/programs/view/mJF4LQtkIm4/ http://www.tudou.com/programs/view/xGw9kJCPwco/ http://www.tudou.com/programs/view/mJF4LQtkIm4/  Panorama: http://panorama.firmtools.com/download/http://panorama.firmtools.com/download/  Holographic imaging: http://v.ku6.com/show/pvP32qh1vf2YpTH6.html http://v.ku6.com/show/pvP32qh1vf2YpTH6.html


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