CSc48206820 Computer Graphics Algorithms Lecture 28 - PowerPoint PPT Presentation

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CSc48206820 Computer Graphics Algorithms Lecture 28

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CSc48206820 Computer Graphics Algorithms Lecture 28 – PowerPoint PPT presentation

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Title: CSc48206820 Computer Graphics Algorithms Lecture 28


1
CSc4820/6820 Computer Graphics
AlgorithmsLecture 28
  • Graphics Systems
  • Careers in Graphics
  • Final Exam Review

2
What you have learned in this class
  • 3D graphics pipeline
  • OpenGL programming
  • Real-time graphics algorithms
  • Non-realtime rendering ray tracing radiosity
  • An introduction to 3D modeling animation

3
3D Graphics Pipeline
  • Graphics pipeline stages
  • Scene database
  • Culling (optional)
  • Transformation and lighting
  • Clipping and viewport mapping
  • Rasterization
  • Video out
  • OpenGL/Direct3D is designed around this model.
  • Most graphics hardware systems also follow the
    pipeline model.

3
4
Pipeline Model
  • SGI pioneered the pipelined design model
  • Other hardware vendors (nVidia, ATI, Matrox,
    3dfx, etc.) follow suit
  • Break down graphics computations into stages

4
5
SGIs RealityEngine (1993)
5
6
GeForce 8800 (2006)
7
Whats next
  • GPU
  • Multi-core CPU and GPU (e.g. Intels Larabee)
  • Real-time ray tracing
  • Real-time physics processing

7
8
Whats next
  • New input devices
  • For example Nintendos Wii remote control

9
Whats next
  • Large 3D displays
  • For example, Philips 3D TV
  • http//www.youtube.com/watch?vHF-PMN3aK8gfeature
    related

10
Large 3D display
  • Philips 42 3D 42-3D6W01 WOW display system
  • http//www.business-sites.philips.com/3dsolutions/
    news/article-15169.html
  • Allow multiple users to view 3D content at the
    same time within a large comfort zone, without
    the need for special viewing glasses

11
Virtual Reality
  • CAVE
  • http//cave.ncsa.uiuc.edu/about.html

12
What is virtual reality?
  • A hypothetical three-dimensional visual world
    created by a computer user wears special goggles
    and fiber optic gloves etc., and can enter and
    move about in this world and interact with
    objects as if inside it
  • Source WordNet (http//wordnet.princeton.edu/)

13
What is virtual reality?
  • A human-computer interface in which the computer
    creates a sensory-immersing environment that
    interactively responds to and is controlled by
    the behavior of the user.
  • Source http//www.hitl.washington.edu/scivw/EVE/I
    V.Definitions.html

14
Examples of VR
  • Blue-c
  • http//blue-c.ethz.ch/
  • http//www.virtuallybetter.com
  • http//www.defense-update.com/products/v/VR-PTSD.h
    tm

15
Augmented reality
  • The use of transparent HMDs to overlay computer
    generated images onto the physical environment.
    Precisely calibrated, rapid head tracking is
    required to sustain the illusion.
  • Source http//www.hitl.washington.edu/scivw/EVE/I
    V.Definitions.html
  • http//en.wikipedia.org/wiki/Augmented_reality

16
Augmented reality
  • Mix real and virtual objects
  • Examples
  • http//www.hitlabnz.org
  • http//video.google.com/videoplay?docid6523761027
    552517909
  • http//video.google.com/videoplay?docid-192274707
    3003090226

17
Careers in Computer Graphics
  • What level of education is needed? What should I
    concentrate?
  • What kind of jobs are there?
  • Should I be a specialist or a generalist?
  • What level of experience do they look for?
  • What kind of jobs can a CS major get in this
    industry?

18
Sources of Information
  • SIGGRAPH 2006 panel
  • Is a career in computer graphics possible?
  • Videos online at http//portal.acm.org/toc.cfm?id
    SERIES382typeseriescollportaldlACM
  • SIGGRAPH 2004 panel
  • Careers in Computer Graphics
  • On DVD

19
Education Background
  • What level of education is needed? What should I
    concentrate?
  • A broad education is essential
  • Should be a good problem solver
  • Your major is not that important, your passion,
    your skill, and your demo reel are

20
Education Background
  • What level of education is needed? What should I
    concentrate?
  • The tools that you use are not that important.
    Tools are constantly changing. Lots of in-house
    tools. The company will train you.
  • Should know how the computer graphics works the
    theory behind the tools, not just this button
    does what.

21
The Job
  • Two types of industries
  • Film production, special effects, and TV
    commercial
  • Game industry (more programming jobs)
  • A broad range of jobs
  • Modeler, 2D/3D animator, lighting specialist,
    rigging specialist, compositor, level designer, R
    D developer, shader programmers, etc.
  • Stay current
  • Harder to stay current in technical jobs because
    technologies constantly change

22
Specialist or Generalist
  • Should I be a specialist or a generalist?
  • Solid fundamental skills are important
  • Specialization will get you hired, but general
    skill will help you keep the job
  • There is no true generalist
  • Small companies tend to prefer generalists, while
    large companies tend to prefer specialists
  • Specialists come from generalists
  • Better love what you are doing

23
Experience and Skill
  • What level of experience do they look for?
  • For junior level jobs, 3 to 5 years of experience
    preferred
  • Get an internship
  • Important to have an artistic eye
  • Combination of artistic and technical background
    is helpful
  • A lot of mentoring and training in the industry
  • Right now, animators are in high demand

24
CS Majors
  • What kind of jobs can a CS major get in this
    industry?
  • Game programmers, game AI, physics engine
  • R D developers (e.g. tool developers)
  • Often need advanced degrees
  • IT professionals
  • Data management
  • Character rigging
  • Special effects (e.g. fire, crowd, weather)
  • Lighting tools
  • Take some artistic classes will help

25
Final Words
  • Be adaptive, keep current, the industry is
    constantly changing
  • Have a passion, have a goal
  • Get into the industry is hard, prepare to start
    from the bottom
  • Be a team player
  • Make sure you love what you are doing

26
Final Exam Review
  • December 4, 2008
  • 1pm to 230pm
  • Open book, open notes
  • No computer
  • No mobile devices

27
Whats NOT in the exam
  • No Blender questions
  • Clipping

28
Final Exam Review
  • The 3D graphics pipeline
  • What are the major stages?
  • Why is it efficient?
  • Transformations
  • Translation
  • Scale
  • Rotate -- important

29
Final Exam Review
  • View
  • Camera setup
  • Projection
  • Orthographical projection
  • Perspective projection

30
Final Exam Review
  • Lighting
  • The lighting equation
  • Can figure out the lighting equation from OpenGL
    program
  • Shading
  • Smooth shading
  • Phong shading

31
Final Exam Review
  • Texture mapping
  • The process of texture mapping
  • Texture filtering
  • Mip-mapping

32
Final Exam Review
  • Per-fragment processing
  • Fog
  • Transparency
  • Z-buffer test
  • Stencil test
  • What can accumulation buffer do?

33
Final Exam Review
  • GPU
  • What is GPU?
  • Why GPU?
  • Shaders
  • What is a shader?
  • High level shading languages

34
Final Exam Review
  • Ray tracing
  • The basic ray tracing algorithm
  • Benefits and drawbacks
  • Radiosity
  • The radiosity algorithm
  • Comparison with ray tracing

35
Final Exam Review
  • 3D modeling
  • Polygon mesh models
  • Surface subdivision
  • 3D animation
  • Key frame based animation

36
The next step
  • Read the 3D pipeline tutorial again
  • http//www.extremetech.com/article2/0,1558,9722,00
    .asp
  • Real-time Rendering 2nd Ed. by T.
    Akenine-Moller and E. Haines, A K Peters
  • A very good survey of real-time graphics
    algorithms
  • Learn shader programming DirectX 10, OpenGL 3.0
  • Graphics tools
  • Blender, Maya, 3DS Max, Softimage, Lightwave,
    etc.

36
37
Spring 2008 courses
  • CSC8820 Advanced Graphics Algorithms
  • CSC4840 Computer Graphics Imaging
  • 3D modeling and animation

38
  • Thank you!
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