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Cse581 01 Introduction

The document outlines an interactive computer graphics course, describing its topics including geometry, rasterization, shading, hidden surface elimination, texture mapping, modeling, animation, ray tracing and global illumination. The course will cover fundamental CG concepts and techniques using OpenGL for programming assignments.

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0% found this document useful (0 votes)
5 views39 pages

Cse581 01 Introduction

The document outlines an interactive computer graphics course, describing its topics including geometry, rasterization, shading, hidden surface elimination, texture mapping, modeling, animation, ray tracing and global illumination. The course will cover fundamental CG concepts and techniques using OpenGL for programming assignments.

Uploaded by

balpreetkaur543
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CSE 581

Interactive Computer
Graphics
Instructor: Roger Crawfis

Course web page:


www.cse.ohio-state.edu/~crawfis/cse581
Outline

• Computer graphics background


• About the course
What is Computer Graphics?

• Computer-generated images or sequences of


images (i.e., animations, movies)
• The scientific study of techniques and methods
for generating such images
• Not simply trying for
photorealism! Not CG. But real 3D!!!
sculptures by J Seward Johnson, Jr.
– Painterly effects Based on van Gogh’s The Bedroom

– Caricatures

http://www.phy.duke.edu/~socolar/family/corcoran.html
http://www.corcoran.org/exhibitions/travel_results.asp?Exhib_ID=63
Some 3-D Computer Graphics Applications
• Manufacturing design (CAD)
• Movies, TV, commercials
– Animations
– Special effects mixed with live footage
• Visual arts
• Video games
• Scientific visualization
• Simulation of natural phenomena

Roger Crawfis, Ohio State Univ.


Course description

A first course in computer graphics


covering fundamental concepts and
techniques related to 2-D and 3-D
transformations (including perspective
projection), rasterization, shading,
hidden surface elimination, and texture
mapping, as well as selected topics in
modeling, animation and related data
structures and mathematical principles.
Outline of course

• Geometry
• Rasterization
• Shading
• Hidden surface
elimination
• Texture mapping
• Modeling
• Animation
• Ray tracing from M. Woo et al., 1997

• Global illumination
Outline of course

• Geometry How to specify the 3-D


positions of the camera and
• Rasterization the scene objects and their
• Shading various parts, how to project
these to 2-D image locations,
• Hidden surface and how to represent trans-
elimination formations of these positions
• Texture mapping
• Modeling
• Animation
• Ray tracing
• Global illumination
Outline of course
How to set individual image
• Geometry pixels corresponding to
projected geometric objects
• Rasterization such as points, lines, polygons,
• Shading and more complicated shapes.
Anti-aliasing reduces artifacts
• Hidden surface (“jaggies”) caused by finite
elimination image resolution
• Texture mapping
• Modeling
• Animation
• Ray tracing
• Global illumination
Outline of course

• Geometry
How to model light interaction
• Rasterization with 3-D surfaces with varying
• Shading material properties in order to
calculate the proper colors
• Hidden surface perceived by the eye at
elimination different image locations
• Texture mapping
• Modeling
• Animation
• Ray tracing
• Global illumination
Outline of course

• Geometry
• Rasterization
• Shading How to efficiently rasterize
• Hidden surface only the visible parts of scene
elimination objects
• Texture mapping
• Modeling
• Animation
• Ray tracing
• Global illumination
Outline of course

• Geometry How to apply “layers” of detail


to scene objects to show
• Rasterization features, simulate bumps and
reflections, or other
• Shading precomputed shading effects.
• Hidden surface Procedural texturing is
concerned with how some
elimination kinds of textures are
• Texture mapping generated algorithmically
• Modeling
• Animation
• Ray tracing
• Global illumination
Outline of course

• Geometry
• Rasterization
• Shading
• Hidden surface
elimination Brown et al, OSU

• Texture mapping How to efficiently represent the


geometry of scene objects,
• Modeling which may be complex, curved,
• Animation etc. (CSE 784, CSE682)
• Ray tracing
• Global illumination
Outline of course

• Geometry
• Rasterization
• Shading
• Hidden surface
elimination
• Texture mapping
• Modeling
Chen et al, OSU

How to render dynamic


• Animation scenes, as well as how to
simulate dynamic phenomena
• Ray tracing (CSE 682)
• Global illumination
Outline of course

• Geometry
• Rasterization
• Shading
• Hidden surface
elimination
• Texture mapping Handler, OSU

• Modeling How to realistically simulate


the movement of rays from
• Animation light sources through multiple
object reflections and
• Ray tracing refractions on the way to the
• Global illumination eye (CSE 681)
Outline of course

• Geometry
• Rasterization
• Shading
• Hidden surface
elimination
• Texture mapping
• Modeling Gao et al, OSU

• Animation How to realistically simulate


• Ray tracing inter-reflections of light
between multiple sources and
• Global illumination object surfaces (CSE 782)
Outline of course

• Geometry
• Rasterization CSE 781 will cover these
in more detail with the
• Shading focus on programmable
GPU’s and real-time
• Hidden surface game engine design.
elimination
• Texture mapping
• Modeling
• Animation
• Ray tracing
• Global illumination Parmelee and Ruston, OSU
What will I learn from this course?

• A basic understanding of graphics


hardware/software technology – algorithms
and jargons
• Learn how to use OpenGL to write 2D/3D
drawing programs
• Prepare yourself for advanced graphics topics
(CSE 681, 682, 694G, 781, 782, 784, 788.xx)
Prerequisites

• Familiarity with:
– Basic concepts in linear algebra (e.g.,
vectors, matrices, matrix multiplication)
– (Object-oriented) programming
– One of the following imperative languages:
• C++
• C#
Lectures

• MWF, 10:30 pm-1:18 pm


• Lecture slides will be posted on the course
page before each lecture.

• Read thru the lecture notes and the assigned


readings before class.
– Note, I will not be providing hand-outs this year in
an effort to save some trees.

• Be prepared to ask questions.


Textbook

• Interactive Computer Graphics, A Top-Down


Approach Using OpenGL by Edward Angel
• This is the official textbook.
• If you can only afford one book, I
would recommend the Red book
Reference Books

The red book The blue book


OpenGL programmer’s OpenGL reference
Guide manual (man pages)
Grading
• 5 programming assignments worth 45% of course
grade.
– About 2 weeks each
– Electronic submission through the CSE submit
– Up to three days late, but 10% penalty for each day
– No credit after three days, so finish early.
• Exams
– Quizes: 15%
– Final: 20%
• Homework
– Will probably have about 5 home-works, four for grade and
one for extra credit – 5% apiece.
Some Jargon

• Graphics Processor or
Graphics Processing Unit (GPU)
• What about it?
nVIDIA/ATI Graphics Chips
 32-bit colors, Z/stencil buffer
 Advanced Per-pixel lighting
 Millions of triangles per second

OpenGL programming

• An industry standard API

• This is NOT just a API course


– You are expected learn the graphics
processing and the theory behind it.
– You don’t need to implement the low-level
rasterization algorithms. Instead, we will
use OpenGL.
Homeworks

• These will be a combination of small


programming assignments and
questions.
Lab Examples

• Lab1
– Understand
orthographic
projections or
mappings.
– Set-up a viewport.
– Understanding
clipping to a view.
– Basic line drawing
and setting
OpenGL state.
Lab Examples

• Lab2:
– More 2D primitives
(lines, triangles,
polygons etc)
– Learn how to process
events: redraw, GUI
elements.

Crawfis, OSU
Image Gallery

• Course web site has many examples.


• See the highlights from previous
sections:
Course web page
Lab Environment

• Desired Programming environment


– C++/C#
– OpenGL graphics library
– Windows Visual Studio .Net (Express version is
okay).
– Windows PC with dedicated 3D graphics GPU.

• Class discussion.
OpenGL

• CSE machines
– All Windows-based PC’s will have OpenGL dll’s.
– Caldwell 112D has a secret PC lab. The machines
in this room have nVidia 8800’s or ATI Radeon
9800Pro boards.
– You now have access to this room.
• Your own machine (or your room-mates)
• More detailed instructions on course page
I highly recommend trying to get some test
programs to compile before you start on HW1
Staying Informed

• Ask fellow students about anything missed in


the previous lectures.
• Check the course web site frequently.
Take home message

• What makes most realistic-looking


images/animations look so good is a lot of
expensive software, artistic and detailed
modeling, and a lot of computing power and
time
– For LOTR “Return of the King”, a “renderwall” of
~3,200 CPUs ran 24/7, with an average render
time of hours per frame
• The underlying computer graphics principles
are what this course will focus on.
For the next lecture...

• Readings
– Red book: pp 1-59.
Simple Chart

• Playfair
– hand drawn
– Circa 1800
Crafting a Simple Chart or Graph
Crafting a Simple Chart or Graph

• What are the key ingredients?


• Is object-oriented programming the
best model?
• What classes would you implement?
• Does the computer afford a different
model or representation?
Anatomy of a Chart

• Class discussion
Advanced features

• Discontinuity

• Smoothing
Advanced features

• Asymptote
• Curve fitting or
regression
• Location of axes
• Legends
• Restricted range

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