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Advanced Computer Graphics Spring 2005

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Title: Advanced Computer Graphics Spring 2005


1
Advanced Computer Graphics
(Spring 2005)
  • COMS 4162, Lecture 1 Overview
  • Ravi Ramamoorthi

http//www.cs.columbia.edu/cs4162
2
Goals
  • Systems Write fairly complex programs for image
    processing, mesh algorithms, image synthesis
  • Theory Understand mathematical aspects and
    algorithms underlying modern 3D graphics Fourier
    analysissampling theory, mesh geometric data
    structures, Monte Carlo rendering, integration
  • This course is a continuation of COMS 4160, intro
    graphics. It fills in some of the gaps there,
    and provides a more advanced thorough overview

3
Course Outline
  • 3D Graphics Pipeline

4
Course Outline
  • 3D Graphics Pipeline

Rendering (Creating, shading images from
geometry, lighting, materials)
Modeling (Creating 3D Geometry)
Unit 1 Foundations of Signal and Image
Processing Understanding the way 2D images are
formed and displayed, the important concepts and
algorithms, and to build an image processing
utility like Photoshop Weeks 1 3. Assignment 1
due Feb 15
5
Course Outline
  • 3D Graphics Pipeline

Rendering (Creating, shading images from
geometry, lighting, materials)
Modeling (Creating 3D Geometry)
Unit 1 Foundations of Signal and Image
Processing Understanding the way 2D images are
formed and displayed, the important concepts and
algorithms, and to build an image processing
utility like Photoshop Weeks 1 3. Assignment 1
due Feb 15
Unit 2 Meshes, Modeling Weeks 4 6. Ass 2 due
Mar 10
6
Course Outline
  • 3D Graphics Pipeline

Rendering (Creating, shading images from
geometry, lighting, materials)
Modeling (Creating 3D Geometry)
Unit 1 Foundations of Signal and Image
Processing Understanding the way 2D images are
formed and displayed, the important concepts and
algorithms, and to build an image processing
utility like Photoshop Weeks 1 3. Assignment 1
due Feb 15
Unit 3 Ray Tracing Weeks 7 9. Ass 3 due Apr
12
Unit 2 Meshes, Modeling Weeks 4 6. Ass 2 due
Mar 10
Unit 4 Advanced Topics Weeks 10. Ass 4 (final
project) due May 2
7
Logistics
  • Website http//www1.cs.columbia.edu/cs4162 has
    most of information (look at it)
  • Office hours after class (or just send me
    e-mail)
  • TA Bo Sun, CEPSR 615
  • Course bulletin board to be set up, class TA
    e-mail cs4160_at_cs.columbia.edu
  • TA office hours etc after next week of lectures
  • Textbook Computer Graphics Principles and
    Practice by Foley, van Dam, Feiner, Hughes

8
Workload
  • Challenging course Lots of fun, rewarding but
    may involve significant work (like 4160, perhaps
    more understanding, a little less actual code)
  • 4 programming projects. All are significant
    effort, real systems. Also require well
    documented reports (websites). Challenging but
    fun
  • But most of you built games. I dont think
    workload substantial relative to that
  • You have 3-4 weeks. Project scope assumes you
    actually work on them for 3-4 weeks. START EARLY
    and work steadily.
  • Groups of 2 quasi-required (you can work alone,
    but at your own risk)
  • Assignments 1-3 also have written questions that
    test understanding of mathematical and
    geometrical concepts taught
  • Also done in groups of 2 as for programming.
    Start early here too
  • No midterms or finals
  • Prerequisites COMS 4160 or equivalent intro to
    graphics
  • Note some overlap possible for those who took
    intro graphics elsewhere. Have fun and relax on
    those parts, or go overboard
  • Generously graded You did well in 4160, here to
    have fun, learn graphics. Dont really worry
    about scores and grades. Just do work, have fun

9
Related courses
  • COMS 4167, on animation Prof. Grinspun this
    semester
  • Many 6000-level courses (e.g. COMS 6160 High
    Quality Real-Time Rendering taught by me last
    fall) if you are still here next year
  • Part of Vision and Graphics track in BS and MS
    programs. Columbia Vision and Graphics Center
  • Other related courses Computer Vision, Robotics,
    User Interfaces Computational Geometry,

10
To Do
  • Look at website
  • Various policies etc. for course. Send me e-mail
    if confused.
  • Skim assignments if you want. All are
    tentatively ready (except for assignment 1, which
    is released)
  • Assignment 0, Due Jan 20 tomorrow (see website).
    Send e-mail to cs4162_at_cs.columbia.edu telling us
    about yourself and sending us a digital photo if
    possible (to put names to faces).
  • Assignment 1, Due Feb 15. Start working on it
    next week, but for now, make sure you can
    download and compile
  • Find partners for assignment 1 and possibly
    later. Does anyone need help? Any other
    questions?

11
History
  • Brief summary of course in context of history of
    field

12
2D Graphics
  • Many of the standard operations youre used to
  • Text
  • Graphical User Interfaces (Windows, MacOS, ..)
  • Image processing and paint programs (Photoshop,
    )
  • Drawing and presentation (Powerpoint, )

13
Paint Systems
  • SuperPaint system Richard Shoup, Alvy Ray Smith
    (PARC, 1973-79)
  • Nowadays, image processing programs like
    Photoshop can draw, paint, edit, etc.

14
Image Processing
  • Digitally alter images, crop, scale, composite
  • Add or remove objects
  • Sports broadcasts for TV (combine 2D and 3D
    processing)

15
Relevance to Course
  • In 4160, didnt cover 2D at all
  • But relevant broadly (not just for 2D), since
    ultimately 3D scene displayed as 2D image
  • In 4162, we cover image processing and many
    photoshop functions assignment to write a
    mini-version

16
Modeling
  • Spline curves, surfaces 70s 80s
  • Utah teapot Famous 3D model
  • More recently Triangle meshes often acquired
    from real objects

17
Relevance to Course
  • Covered Bezier, B-spline curves for modeling in
    4160
  • Will talk briefly about NURBS, surfaces in 4162
  • Main idea is to talk about mesh processing algs.
  • Will learn to represent, work with meshes
  • Do mesh simplification, progressive meshes

18
Progressive Mesh Movie
19
Rendering 1960s (visibility)
  • Roberts (1963), Appel (1967) - hidden-line
    algorithms
  • Warnock (1969), Watkins (1970) - hidden-surface
  • Sutherland (1974) - visibility sorting

Images from FvDFH, Pixars Shutterbug Slide ideas
for history of Rendering courtesy Marc Levoy
20
Rendering 1970s (lighting)
  • 1970s - raster graphics
  • Gouraud (1971) - diffuse lighting, Phong (1974) -
    specular lighting
  • Blinn (1974) - curved surfaces, texture
  • Catmull (1974) - Z-buffer hidden-surface algorithm

21
Rendering (1980s, 90s Global Illumination)
  • early 1980s - global illumination
  • Whitted (1980) - ray tracing
  • Goral, Torrance et al. (1984) radiosity
  • Kajiya (1986) - the rendering equation

22
Relevance to Course
  • We didnt talk about visibility algorithms in
    4160
  • Nowadays, simple Z-buffer used OpenGL
  • Discussed illumination and shading models
  • And theory (but not practice) of global
    illumination
  • In 4162, we will cover practical global illum.
  • First, build a simple ray tracer
  • Extensions/final project related to rendering

23
Image Synthesis Examples
24
Summary
  • COMS 4160 covered basics of computer graphics
  • Theory of transformations, curves, illumination
  • Building complex interactive graphics programs
  • COMS 4162 covers more advanced topics and fills
    in the gaps in 4160. Essential for full graphics
    intro
  • 2D Image and Signal Processing (Fourier
    analysis)
  • Mesh algorithms (Mesh geometric data
    structures)
  • Ray Tracing (Monte Carlo sampling for rendering)
  • Advanced Rendering and other topics
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