Graphics
Introduction to
Computer Graphics
고려대학교 컴퓨터 그래픽스 연구실
[Link] Graphics Lab @ Korea University
Contents
KUCG
What is Computer Graphics?
Inspirational video
Main Themes
Imaging, modeling, rendering, animation
Applications
Display of information, design, simulation, computer
art, entertainment
Introduction to COMP365
Textbook, schedule, quiz, assignment, term project,
contact
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Inspirational Video
KUCG
Entirely Computer-Generated
"Geri's Game." (c) Pixar 1997
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Exercise: Video Analysis
KUCG
What is Modeled or Simulated to Produce this Video?
Representing of objects
Simulate light
Shadows
Textures
Camera focus (depth of field)
Opacity
Refraction
Animation
Physics
Music
Story ideas
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What is Computer Graphics?
KUCG
Producing Pictures or Images using a Computer
Algorithms for Visual Simulations
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Main Themes
KUCG
Imaging
Representing 2D images
Modeling
Representing 3D objects
Rendering
Constructing 2D images from 3D models
Animation
Simulating changes over time
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Imaging
KUCG
Generate an artistic image
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Modeling
KUCG
Shape Description & Design
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Rendering
KUCG
Simulating Behavior of Lights & Image
Formation
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Animation
KUCG
Motion Representation & Control
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Applications
KUCG
Display of Information
Design
Simulation
Computer Art
Entertainment
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Display of Information
KUCG
Graphics for Scientific, Engineering, and
Medical Data
Nebula Medical Image
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Design
KUCG
Graphics for Engineering and Architectural
System
Design of Building, Automobile, Aircraft,
Machine etc.
AutoCAD 2002 Interior Design
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Simulation
KUCG
Computer-Generated Models of Physical,
Financial and Economic Systems for
Educational Aids
Flight Simulator Mars Rover Simulator
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Computer Art
KUCG
Graphics for Artist
Metacreation Painter
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Entertainment
KUCG
Graphics for Movie, Game, VR etc.
Final Fantasy Online Game
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What’s Our Scope?
KUCG
Not a Tutorial on Commercial Software
3DMax, Maya, Photoshop, etc.
Not about Graphics Business
3D online-game, E-commerce, etc.
Graphics = Algorithm for Visual Simulation
Imaging, Modeling, Rendering, Animation
[Link] Graphics Lab @ Korea University
Textbook
KUCG
Interactive Computer Graphics
: A Top-Down Approach
with OpenGL
Edward Angel
3rd Edition
ADDISON WESLEY
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Schedule
KUCG
MAR 03 Introduction to Computer Graphics Chapter 1
MAR 05 / 10 Graphics Programming with OpenGL Chapter 2
MAR 12 / 17 Mathematics for Computer Graphics Appendix B, C
MAR 19 / 24 Geometric Primitives Chapter 4
MAR 26 / 31 Transformations Chapter 4
APR 02 / 07 Viewing Chapter 5
APR 09 / 14 The Phong Reflection Model Chapter 6
APR 16 Shading Chapter 6
APR 23 Midterm Exam.
APR 28 / 30 Texture Mapping Chapter 7
MAY 07 Term Project Proposal
MAY 12 / 14 Curves and Surfaces Chapter 10
MAY 19 / 21 Computer Animation Chapter 9
MAY 28 Hidden Surface Removal & Scan Conversion Chapter 8
JUN 04 Final Exam.
JUN 09 Term Project Demo
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Quiz & Assignments
KUCG
Quiz – Every Week
Programming Homework – Every Week
Windows programming: C/C++ with OpenGL
Assignment – Every 3 Weeks
#1: RGB Color Cube
#2: Viewing & Transformations
#3: Polygonal Rendering & Texture Mapping
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Term Projects
KUCG
What?
Simple 3D game
Ex) 3D Fortress, Tetris
When?
Proposal – after midterm exam
Demonstration – before final exam
How?
1 person / 1 team
Using your assignments
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Example
KUCG
ForThress
그것을 찾아라
인간형 격투게임
Curve Ball Game
Survival in the Cube
태양계 시뮬레이션
뱅크샷
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Contact
KUCG
Course Web Page
[Link]
Instructor
김선정 (sunjeongkim@[Link],
MSN: sunjeongkim@[Link])
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Graphics
Graphics Systems &
Models
고려대학교 컴퓨터 그래픽스 연구실
[Link] Graphics Lab @ Korea University
Contents
KUCG
Graphics System
Human Visual System
Pinhole Camera
Synthetic-Camera Model
Graphics Architectures
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Graphics System (1/2)
KUCG
Input
Input Frame
Frame Output
Output
Processor
Processor
Devices
Devices Buffer
Buffer Devices
Devices
Memory
Memory
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Graphics System (2/2)
KUCG
Pixel
Picture element
Raster
Array of pixels
Frame Buffer
Memory where pixels stored
Depth of Frame Buffer
Number of bits that are used for each pixel (ex. 8-bit-depth 28 (=256)
colors, 24 or more bits per pixel RGB-color )
Resolution
Number of pixels in frame buffer
Rasterization (Scan Conversion)
Converting of geometric entities (such as lines, circles, and polygons) to
pixel assignment in frame buffer
Refresh Rate
Rate of retracing on displays
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Human Visual System
KUCG
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Pinhole Camera (1/2)
KUCG
y
x
x, y , z
h x p , yp, zp z
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Pinhole Camera (2/2)
KUCG
Side View
y
zzpp dd
y, z yy
yypp
y p , d z zz//dd
xx
d xxpp
(xp, yp, zp): projection point zz//dd
Angle of View (Field
y of View)
hh
h
z
22tan
tan
11
22dd
d
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Synthetic-Camera Model (1/2)
KUCG
Imaging with the Synthetic Camera
Projector
Line from a point on the object to the
center of the lens
Center of projection
Center of the lens
Projection plane
film plane that moved in front of the lens
Equivalent Views of Image Formation
y y, z
camera y p ,d
object
z
y p , d
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Synthetic-Camera Model (2/2)
KUCG
Clipping
Clipping window (clipping rectangle)
Limited size of the image because of the angle of view
Clipping with window in initial position Clipping with window shifted
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Graphics Architectures
KUCG
Geometric Pipeline
Vertices Pixels
Transformer
Transformer Clipper
Clipper Projector
Projector Rasterizer
Rasterizer
Transformation
Objects are represented in terms of the coordinate system of display
Clipping
No imaging system can see the whole world at once
Projection
The geometry of 3D objects is projected into 2D objects
Rasterization
Projected objects is represented as pixels in frame buffer
[Link] Graphics Lab @ Korea University