6.837 introduction to computer graphics · lasseter, john. "principles of traditional...
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6.837Introduction to Computer Graphics
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Plan• Introduction
• Overview of the semester
• Administrivia
• Iterated Function Systems (fractals)http://www.assignmentpedia.com/computer-science-assignment-help.html
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Team• Lecturers
– Frédo Durand– Barb Cutler
• Course secretary– Bryt Bradley
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Why Computer Graphics?• Movies• Games• CAD-CAM• Simulation• Virtual reality• Visualization• Medical imaging
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What you will learn in 6.837• Fundamentals of computer graphics algorithms• Able to implement most applications just shown• Understand how graphics APIs and the graphics
hardware work
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What you will NOT learn• Software packages
– CAD-CAM– Photoshop and other painting tools
• Artistic skills• Game design• Graphics API
– Although you will be exposed to OpenGL
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Plan• Introduction
• Overview of the semester
• Administrivia
• Iterated Function Systems (fractals)http://www.assignmentpedia.com/computer-science-assignment-help.html
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Overview of the semester• Ray Tracing
– Quiz 1• Animation, modeling, IBMR
– Choice of final project• Rendering pipeline
– Quiz 2• Advanced topics
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Ray Casting• For every pixel
construct a ray from the eye– For every object in the scene
• Find intersection with the ray• Keep if closest
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Ray Casting• For every pixel
construct a ray from the eye– For every object in the scene
• Find intersection with the ray• Keep if closest
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Ray Tracing• Shade (interaction of light and material)• Secondary rays (shadows, reflection, refraction
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Ray Tracing• Original Ray-traced
image by Whitted
• Image computed usingthe Dali ray tracer byHenrik Wann Jensen
• Environment map byPaul Debevec
Image removed due to copyright considerations.
Image removed due to copyright considerations.
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Overview of the semester• Ray Tracing
– Quiz 1• Animation, modeling, IBMR
– Choice of final project• Rendering pipeline
– Quiz 2• Advanced topics
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Animation: Keyframing
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Image adapted from:Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation."ACM SIGGRAPH Computer Graphics 21, no. 4 (July 1987): 35-44.
Squash & Stretch in Luxo Jr.'s Hop
Image adapted from:Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation."ACM SIGGRAPH Computer Graphics 21, no. 4 (July 1987): 35-44.http://www.assignmentpedia.com/computer-science-assignment-help.html
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Particle system (PDE)• Animation
– Keyframing and interpolation– Simulation
Images removed due to copyright considerations.
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Rigid body dynamics• Simulate all external forces and torques
( )tx
( )tv( )1
b tp
( )3b tp
( )2b tp
( )2 tf
( )3 tf
( )1 tf
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Modeling• Curved surfaces• Subdivision surfaces
Images removed due to copyright considerations.
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Image-based Rendering• Use images as inputs and representation• E.g. Image-based modeling and photo editing
Boh, Chen, Dorsey and Durand 2001
Input image New viewpoint Relighting
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Overview of the semester• Ray Tracing
– Quiz 1• Animation, modeling, IBMR
– Choice of final project• Rendering pipeline
– Quiz 2• Advanced topics
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The Rendering PipelineRendering Pipeline• For each triangle
– For each projected pixel
Project scene to the pixels
Ray Casting• For each pixel
– For each object
Send pixels to the scene
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The Rendering Pipeline• Transformations
• Clipping
• Rasterization
• Visibility
NEAR
EYE
FARy
zxo
x
z o
-nz
y
xo
Courtesy of Leonard McMillan, Computer Science at the University of North Carolina in Chapel Hill. Used with permission
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Overview of the semester• Ray Tracing
– Quiz 1• Animation, modeling, IBMR
– Choice of final project• Rendering pipeline
– Quiz 2• Advanced topics
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Textures and shading
For more info on the computer artwork of Jeremy Birnsee http://www.3drender.com/jbirn/productions.html
Courtesy of Jeremy Birn. Used with permission.http://www.assignmentpedia.com/computer-science-assignment-help.html
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shadows
Image removed due to copyright considerations.
Image removed due to copyright considerations.
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Traditional Ray Tracing
Image removed due to copyright considerations.
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Ray Tracing+soft shadows
Image removed due to copyright considerations.
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Ray Tracing+caustics
Image removed due to copyright considerations.
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Global Illumination
Image removed due to copyright considerations.
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Overview 29
Antialiasing
Courtesy of Leonard McMillan, Computer Science at the University of North Carolina in Chapel Hill. Used with permission.
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Questions?
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Plan• Introduction
• Overview of the semester
• Administrivia
• Iterated Function Systems (fractals)http://www.assignmentpedia.com/computer-science-assignment-help.html
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Administrivia• Web:
http://graphics.csail.mit.edu/classes/6.837/F03/• Lectures
– Slides will be online• Office hours
– Posted on the web• Review sessions
– C++, linear algebra
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Prerequisites• Not enforced• 18.06 Linear Algebra
– Simple linear algebra, vectors, matrices, basis, solvingsystems of equations, inversion
• 6.046J Algorithms– Orders of growth, bounds, sorting, trees
• C++– All assignments are in C++– Review/introductory session Monday
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Grading policy• Assignments: 40%
– Must be completed individually– No late policy. Stamped by stellar.
• 2 Quizzes: 20%– 1 hour in class
• Final project: 40%– Groups of 3, single grade for the group– Initial proposal: 3-5 pages– Steady weekly progress– Final report & presentation– Overall technical merit
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Assignments• Turn in code AND executable• We will watch code style• Platform
– Windows– Linux
• Collaboration policy:– You can chat, but code on your own
• No late policy
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Project• Groups of 3• Brainstorming
– Middle of the semester• Proposal• Weekly meeting with TAs• Report & presentation
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Plan• Introduction
• Overview of the semester
• Administrivia
• Iterated Function Systems (fractals)http://www.assignmentpedia.com/computer-science-assignment-help.html
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IFS: self-similar fractals• Described by a set of n transformations fi
– Capture the self-similarity– Affine transformations– Contractions (reduce distances)
• An attractor is a fixed point
Image from http://spanky.triumf.ca/www/fractal-info/ifs-type.htm
∪ )(AfA i=
Image removed due to copyright considerations.
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Example: Sierpinsky triangle• 3 transforms• Translation and scale by 0.5
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RenderingFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
• Probabilistic application of one transformation
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Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
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42
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
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43
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
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44
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
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45
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
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46
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
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47
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
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48
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
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49
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
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50
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215
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51
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215
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52
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215
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53
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215
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54
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215
![Page 55: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July](https://reader034.vdocuments.net/reader034/viewer/2022042419/5f3595c959dc162ffa2b5d33/html5/thumbnails/55.jpg)
55
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215
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56
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215
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57
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215
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58
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215
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59
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215
![Page 60: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July](https://reader034.vdocuments.net/reader034/viewer/2022042419/5f3595c959dc162ffa2b5d33/html5/thumbnails/60.jpg)
60
Example: Sierpinsky triangleFor a number of random input points (x0, y0)
For j=0 to big numberPick transformation i
(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)
http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215
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61
Other IFS• The Dragon
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