Documenti di Didattica
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Documenti di Cultura
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COMPUTER
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John Alex
Realism
1/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
2/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
3/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
4/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
Trade-off (1/5)
Hierarchies of needs and definitions
John Alex
Realism
5/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
Trade-off (2/5)
Cost vs. Quality
John Alex
geometry
behavior
rendering
interaction
medium
user
content
resources (especially hardware)
Realism
6/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
Trade-off (3/5)
John Alex
Medium
as said before, different media have different
needs
consider a doctor examining patients x-rays
if the doctor is examining static transparencies,
resolution and accuracy matter most
if the same doctor is interactively browsing a 3D
dataset of the patients body online, she may be
willing to sacrifice resolution or accuracy for
faster navigation and the ability to zoom in at
higher resolution on regions of interest
User
expert vs. novice users
data visualization: novice may see a clip of data
visualization on the news, doesnt care about fine
detail (e.g., weather maps)
in contrast, expert at workstation will examine
details much more closely and stumble over
artifacts and small errorsexpertise involves
acute sensitivity to small fluctuations in data,
anomalies, patterns, features
Realism
7/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
Trade-off (4/5)
Content
movie special-effects pack as much astonishment as
possible into their budget: use every trick in the book
conversely, CAD model rendering typically elides
detail for clarity, and fancy effects only interfere with
communication
Scientific visualizations show artifacts and holes in the
data, dont smooth them out. Also, dont introduce
artifacts due to geometric or rendering approximations
(e.g., contouring)
Resources
you settle for what you can get:
Intel 286 (1989): wireframe
bounding boxes
nVidia GeForce 3 (2001)
texture-mapped,
environment-mapped,
bump-mapped,
shadow-mapped, highpolygon, articulated,
physically-simulated
bliss at 60 hertz for $300
Microsoft Xbox (Nov. 2001):
complete computer with
graphics more powerful
than a GeForce 3 for about $300
John Alex
Realism
8/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
Trade-off (5/5)
Computing to a time budget (time-critical algos)
John Alex
Realism
9/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
Digression - Definitions
John Alex
Realism
10/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesGeometry (1/3)
The Hacked
Texture mapping: excellent way to fake fine surface
detailmore often used to fake geometry than to add
pretty colors
more complicated texture mapping strategies such as
polynomial texture maps use image-based rendering
techniques (see slide 23) for added realism
The Good
Polygonization: very
finely tessellated
meshings of curved
surfaces
John Alex
Realism
11/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesGeometry (2/3)
The Best
Splines
no polygons at all!
Continuous mathematical
surface representations
(polynomials)
2D and 3D curved
surfaces: Non-Uniform
Rational B-Splines
(NURBS)
high order polynomials
are hard to work with
John Alex
Realism
12/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesGeometry (3/3)
John Alex
Realism
13/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesRendering (1/9)
Early Hacked
The Hacked
evaluate simple lighting equation only at polygon
vertices: just diffuse Lambertian reflection that
only accounts for angle between surface normal
and vectors to the light source. Interpolate color
values across faces: Gouraud shading
The Good
for non-specular (i.e., not perfectly reflective),
opaque objects, most lighting information comes
from the lights, and not globally from other
surfaces in the scene
can ignore global contributions and perform a
strictly local lighting calculation
introduce a constant ambient lighting term to
fake the lost global contributions
fake specular spots on shiny surfaces: Phong
lighting and Phong shading
fast!
easily implemented in hardware
John Alex
Realism
14/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesRendering (2/9)
An example: Quake III
John Alex
Realism
15/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesRendering (3/9)
The Best
John Alex
Realism
16/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesRendering (4/9)
The Best: Ray Tracing (cont.)
John Alex
Realism
17/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesRendering (5/9)
The Best: Radiosity (Energy Transport)
John Alex
Realism
18/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesRendering (6/9)
The Best: Radiosity (cont.)
John Alex
Realism
19/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesRendering (7/9)
The Gracefully Degraded Best
John Alex
Realism
20/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesRendering (8/9)
The Real Best: Sampling Reality
John Alex
Realism
21/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesRendering (9/9)
Side NoteProcedural Shading
Pixars Renderman
Procedural shading is now in hardware
nVidias GeForce3 has programmable vertex shaders
John Alex
Realism
22/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
The Hacked
QuickTimeVR.
Stitch together multiple photos taken from the same
location at different orientations. Produces cylindrical
or spherical map which allows generation of arbitrarily
oriented views from that one position.
generating multiple views: discontinuously jump from
one precomputed viewpoint to the next. In other
words, cant reconstruct missing (obscured)
information
John Alex
Realism
23/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
24/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
25/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
26/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
27/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesBehavior (1/4)
Modeling the way the world moves
John Alex
Realism
28/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesBehavior (2/4)
The Best
Motion-capture
sample positions and orientations of motion-trackers over
time. Trackers usually attached to joints of human beings
performing complex actions. Once captured, motion
extremely cheap to play back: no more storage required
than a keyframe animation. Irony: one of cheapest
methods, but provides excellent results
usually better than keyframe animations and can be used
for a variety of characters with the same joint structure
(e.g., Nancy Pollards research)
John Alex
Realism
29/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesBehavior (3/4)
The Best (cont.)
Physics simulations
expensive, using space-time constraints, inverse
kinematics, Euler and Runge-Kutta integration of
forces, N 2-body problems. These can take a long time
to solve
looks fairly convincing
John Alex
Realism
30/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
TechniquesBehavior (4/4)
The Gracefully Degraded
John Alex
Realism
31/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
32/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
33/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
34/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
35/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
36/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
37/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
38/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
Non-Photorealistic rendering
One last digression
John Alex
Realism
39/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
40/41
INTRODUCTION
TO
COMPUTER
GRAPHICS
John Alex
Realism
41/41