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Lecturer Athanasios Nikolaidis

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Page 1: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Lecturer Athanasios Nikolaidis

Page 2: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Computer Graphics: Graphics primitives 2D viewing and clipping 2D and 3D transformations Curves and surfaces Rendering and ray tracing Illumination models Shading models Texture mapping Computer animation

Page 3: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Multimedia Applications: Coding of audio-visual objects (MPEG-4) Multimedia content description interface

(MPEG-7) Multimedia information retrieval Multimedia framework (MPEG-21) Digital rights management

Page 4: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Peter Shirley, Steve Marschner, Fundamentals of Computer Graphics, CRC Press, 2009.

Shalini Govil-Pai, Principles of Computer Graphics: Theory and Practice Using OpenGL and Maya®, Springer, 2004.

David Salomon, Curves and Surfaces for Computer Graphics, Springer, 2006.

Iain E.G. Richardson, H.264 and MPEG-4 Video Compression: Video Coding for Next-generation Multimedia, Wiley, 2003.

Introduction to MPEG 7: Multimedia Content Description Interface, edited by B.S. Manjunath, Philippe Salembier and Thomas Sikora, Wiley, 2002.

The MPEG-21 Book, edited by Ian S. Burnett, Fernando Pereira, Rik Van de Walle and Rob Koenen, Wiley, 2006.

Page 5: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Synthetic images (images created using computers)

Digital “illustration of life”

Page 6: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Pixar’s first film, (“Luxo Jr.”, 1986)

Page 7: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Creation of an image

Page 8: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Movies Games Simulation CAD-CAM Architecture Virtual Reality Visualization Medical Imaging

Page 9: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 10: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 11: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 12: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 13: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 14: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 15: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 16: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 17: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 18: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 19: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Parallel to the history of computers: Pen plotters Simple displays using A/D converters

Page 20: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Wireframe graphics: Drawing only lines

Sketchpad A PhD at MIT (Ivan Sutherland, 1963) Predecessor to GUI, OOP

Page 21: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Raster graphics: Image as an array of picture elements (pixels) contained

in the frame buffer Not just lines anymore: filled shapes

Page 22: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Realistic graphics

smooth shading environment mapping bump mapping

Page 23: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

OpenGL (API by SGI) Computer-generated full length movies (Toy Story)

Hardware with more features (texture mapping, blending, stencil buffers, etc.)

Page 24: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Photorealism Graphics cards for PCs (NVIDIA, ATI, etc.) with GPUs Game boxes and players determine market directions Software used on industrial level (Maya, Lightwave, etc.) Programmable pipelines

Page 25: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 26: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

OpenGL (SGI) Direct3D (Microsoft) RenderMan Interface Specification (Pixar)

Page 27: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Modeling: mathematical representation of objects

Rendering: turning models into images Animation: the above plus movement

(change in time)

Page 28: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

The programmer’s point of view: Specify geometric objects Describe their properties Define how they should be viewed Move either camera or objects around for

animation

Page 29: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

The process of converting a set of 3D primitives to a corresponding set of 2D pixels to be displayed as output (using graphics hardware)

Page 30: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

It is not efficient to render whole curves and surfaces directly

Page 31: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Basic geometric objects handled by graphics hardware. Can be points, line segments, circles, polygons, etc.

(most usual: triangles). More complex objects can be constructed based on

primitives.

Page 32: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 33: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,
Page 34: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

RGB Color Texture Pattern

Page 35: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Ambient: same at every point on the surface Diffuse: scattered light independent of

angle (rough)

Specular: dependent on angle (shiny)

Page 36: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Most common are point sources

Page 37: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Rotation Translation Scaling

Page 38: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

An object can be viewed from different angles:

Page 39: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Reproduce the effect of taking a photograph

Page 40: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Objects farther away are smaller in size Lines from each point on the image are drawn through

the center of the camera lens (the center of projection (COP)).

Page 41: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Camera positioning just results in more transformations on the objects: Transformations that position the object relative to the

camera Handled in the transformation process in the pipeline

up COP eye

Page 42: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

What is visible on the screen?

Page 43: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

If we draw objects directly, our screen will be a “mess”. Remove hidden surfaces.

Page 44: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Transforms pixel values in world coordinates to pixel values in screen coordinates

Page 45: Lecturer Athanasios Nikolaidisteachers.cm.ihu.gr/nikolaid/CGMA_Intro.pdf · Iain E.G. Richardson, H.264 and MPEG -4 Video Compression: Video Coding for Next -generation Multimedia,

Delicate 3D models Perspective Hidden surface removal Shading (lighting & reflection) Shadow Detailed textures and normals