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Advanced Computer Graphics: Introduction

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Title: Advanced Computer Graphics: Introduction


1
Advanced Computer GraphicsIntroduction
  • James Gain
  • Department of Computer ScienceUniversity of Cape
    Town
  • jgain_at_cs.uct.ac.za

2
Objectives
  • To introduce advanced graphics
  • To provide an overview and context for the course
  • To outline the course requirements and evaluation

3
Exercise Realism
  • Question Consider some recent computer animated
    films (Shrek, Finding Nemo, Final Fantasy). Which
    aspects do you feel where particularly realistic
    and which unrealistic? Try to name particular
    scenes.
  • Answer

-
Subsurface lighting (skin, milk, etc) Hair
Facial animation and lip synching Complex shapes
Perfection (no dust, dirt and dents) Physical effects (wind, water, fire, cloth)
4
The Graphics Creation Pipeline
Texture
Animate
Render
Model
Low Level - Polygon Mesh - - - Polygon Scan Conversion
High Level - Curves - Surfaces - CSG - Texture, bump, environment mapping - Kinematic chains - Animation functions - Quaternions - Ray Tracing
Advanced - B-splines - Volumetric - Blobby - Deformation - Dynamics Kinematics Motion capture - Radiosity - Illumination Models
5
Course Structure
  • Credits 3
  • Pre-requisite interactive computer graphics
    (CS3)
  • Structure
  • Blocks of 3 lectures
  • 5 weekly double period reading group sessions (10
    min introduction, 40 min presentation by 2
    participants, 40 min group discussion)
  • Purpose
  • Enhance critical reading, writing, presentation
    and discussion skills
  • Cover more advanced aspects of computer graphics

6
Evaluation
  • Mark
  • Exam 40, Structure Portfolio 20, Project 40
  • DP
  • Attend and submit review forms for 7 out of 10
    reading groups
  • Present a paper overview for one reading group
    session
  • Exam
  • Open Book (may take in papers, structured
    portfolio and textbooks)
  • 2 Hours
  • Attendance
  • To attend a reading group you must have read the
    paper and completed a review form

7
Lecture Contents
Title Lectures
Modelling Constructive and Procedural Texture Curves and Surfaces 6
Rendering Ray Tracing Radiosity 3
Animation Interpolation and Rotation Anti-aliasing 3
Visualization Colour Scalar field and volume rendering 3
8
Papers
  • Freeform Modelling
  • Teddy a Sketching Interface for 3D FreeForm
    Design
  • Procedural Modelling
  • Procedural Modeling of Cities
  • Photogrammetric Modelling
  • Modeling and Rendering Architecture from
    Photographs
  • Animation
  • Flocks, Herds and Schools a Behavioral
    Approach
  • Rendering
  • Surface Splatting
  • available on \\Wolverine\Public\advgfx

9
Paper Review Form
  • Briefly describe the paper and its contribution
    to computer graphics and interactive techniques.
  • Is the exposition clear? How could it be
    improved?
  • Could the work be reproduced by a skilled
    graduate student?
  • How would you rate this paper on a continuous
    scale from 1 to 5, where
  • 1 should never have been published, 2
    substantial flaws, 3 acceptable, 4 good,
    solid research, 5 the greatest thing since
    pre-sliced bread
  • Explain your rating by discussing the strengths
    and weaknesses of the paper.
  • How would you extend this work beyond what is
    suggested in the future work section?

10
Project
  • Create a computer generated world
  • Using procedural (fractal and L-system)
    techniques
  • The project will involve modelling, texturing and
    rendering using C and output to VRML files
  • Working in groups of 2 on clearly defined aspects
    of the problem
  • Terrain
  • Trees
  • Sky
  • Buildings
  • Roads
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