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Computer Graphics
Dr Anton Gerdelan
gerdela@scss.tcd.ie
Room FR.35 (top floor O’Reilly)
http://antongerdelan.net
22 Sep 2014
Module Objectives
●
Overview of major computer rendering
approaches
●
Implementation of several rendering algorithms
●
Understanding of modern graphics pipeline
●
Shader programming
●
3d transformations
●
Larger scene management (game project)
Major Challenges
●
Learning a rendering API (OpenGL)
●
3d transformation maths using linear algebra
●
Understanding graphics hardware
●
Understanding rendering algorithms
●
Time management
●
“Where the #### is my triangle?”
(black screen of death)
Show of Hands
●
BA CompSci / BAI Eng / Maths ?
●
CS4052 / CS4D3A
Transfer Value
●
5 ECTS pts. (Euro. Credit Transfer & Accum. Sys.)
Timetable
●
Michaelmas Term: Weeks 05 to 16
(22 September 2014 - 12 December 2014)
●
Study week is Week 11: 3 Nov - 7 Nov
●
Bank Holiday Monday 27 Oct
●
Mondays 3-4pm M21 (Museum Building) - Lecture
●
Tuesdays 11-12pm LB107 (Lloyd Building) - Lecture
●
Tuesdays 12-1pm ICT Lab 1 (Prefabs) - Lab
Week # Mon-Tue Lecture Topic Tue Lab
05 Introduction OpenGL setup
06 Graphics Programming I OpenGL setup
07 Maths & Transformations Transformations & Lab0 Due
08 Graphics Programming II Viewing & Lab1 Due
09 Virtual Cameras Hierarchy &, Lab 2 Due
10 Illumination I Walk-through & Lab 3 Due
11 reading week -
12 Illumination 2 Game Project & Lab 4 Due
13 Game Project Game Project
14 Animation Intro Game Project
15 Curves Game Project
16 Modelling Game Project Presentations
●
Lecture pace and lab topics may change a little
Organisation
●
Presenting course for Assis. Prof. Rachel McDonnell
●
Close as possible to existing format
●
Course organised through blackboard on-line system
●
Mistakes will be made! Let me know if something is
missing!
●
Lab time very limited - use discussion forum to get
technical help
●
Make sure that you can get onto the blackboard system
now
Labs
●
Demonstrators are:
– Rowan Hughes (hughesrt@tcd.ie)
– Tim Costigan (costigt@tcd.ie)
●
OpenGL 3 or 4 - no deprecated stuff!
– quickly reference the Quick Reference Card to
check http://www.opengl.org/sdk/docs/
●
C or C++ and GLSL (OpenGL Shader Language)
Labs
●
Problems get increasingly complex, and each
lab teaches you how to use several new
features
●
Viewing, animation, lighting and materials,
textures etc., creating a game
●
Mark awarded for final project
Labs
●
Demo program to demonstrators who will
grade it
●
Feed-back from grades not available in-class
●
Submit report+pictures+source code via
Blackboard
●
Demonstrator time to help very limited
●
Work is individual - do not submit the same
assignments
Assessment
●
Project - 20% - developed in increments
●
End of year exam - 80%
Communication
●
Attend lectures and labs
●
Interactive - bring pen and paper
●
Check blackboard
●
Check email
●
Email me at gerdela@scss.tcd.ie
Recommended Texts
●
Shirley, Marschner “Fundamentals of Computer Graphics”
3rd Ed.
●
Hughes, van Dam, et al. “Computer Graphics Principles
and Practice” 3rd Ed.
●
Angel “Interactive Computer Graphics: A top-down
approach with shader-based OpenGL” 6th Ed.
●
Watt “Three Dimensional Computer Graphics”
●
Shreiner “OpenlGL Programming Guide” 8th Ed.
●
Howard Anton “Elementary Linear Algebra”
Questions?
●
this would be a suitable occasion for a short
pause/discussion
Visual Computing
Using computers both to generate images
synthetically and to integrate or alter visual and
spatial information sampled from the real world
Ray-Traced vs. Per-Primitive
Ray-Traced vs. Per-Primitive
Ray-Traced
●
Per-pixel rendering
●
Geometry is
represented as a
center (0,10,0) and
radius 3.0
●
Exact to-pixel shapes
●
No polygons
●
Complex optics
Photograph or CG?
Autodesk “Fake or Foto”
http://area.autodesk.com/fakeorfoto/
How Many Rendering Techniques Can
You Spot?
●
http://gv2.scss.tcd.ie/
●
Image, Video and Audio Processing & Analysis
●
Perception & Graphics
●
Real-time Rendering & Animation
●
Custom and Multi-core Hardware Architectures
●
Computer Vision & Augmented Reality
GV2 - Graphics / Vision / Visualisation Group
Me
●
Search “opengl” on
Amazon
●
Kindle / cloud
●
lots of demos on
GitHub
https://github.com/capnramses/antons_opengl_tutorials_book
WebGL
Ludum Dare
antongerdelan.net
Summary
●
Outline of course
●
What computer
graphics is used for
●
Research in TCD
●
Next Lecture -
Graphics
Programming!
What to Do Now
●
Get/share/borrow a graphics theory reference
– we used “Real Time Rendering” in Sweden
●
Read the introduction chapters on graphics theory
●
Know what vector graphics, and rasterisation are
●
Read about the graphics pipeline
●
Identify gaps in your vector/matrix maths
●
Brush up on C skills (memory, pointers, addresses)
●
Start doing basic OpenGL 4 tutorials now

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Computer Graphics - Lecture 00 - Introduction

  • 1. Computer Graphics Dr Anton Gerdelan gerdela@scss.tcd.ie Room FR.35 (top floor O’Reilly) http://antongerdelan.net 22 Sep 2014
  • 2. Module Objectives ● Overview of major computer rendering approaches ● Implementation of several rendering algorithms ● Understanding of modern graphics pipeline ● Shader programming ● 3d transformations ● Larger scene management (game project)
  • 3. Major Challenges ● Learning a rendering API (OpenGL) ● 3d transformation maths using linear algebra ● Understanding graphics hardware ● Understanding rendering algorithms ● Time management ● “Where the #### is my triangle?” (black screen of death)
  • 4. Show of Hands ● BA CompSci / BAI Eng / Maths ? ● CS4052 / CS4D3A Transfer Value ● 5 ECTS pts. (Euro. Credit Transfer & Accum. Sys.)
  • 5. Timetable ● Michaelmas Term: Weeks 05 to 16 (22 September 2014 - 12 December 2014) ● Study week is Week 11: 3 Nov - 7 Nov ● Bank Holiday Monday 27 Oct ● Mondays 3-4pm M21 (Museum Building) - Lecture ● Tuesdays 11-12pm LB107 (Lloyd Building) - Lecture ● Tuesdays 12-1pm ICT Lab 1 (Prefabs) - Lab
  • 6. Week # Mon-Tue Lecture Topic Tue Lab 05 Introduction OpenGL setup 06 Graphics Programming I OpenGL setup 07 Maths & Transformations Transformations & Lab0 Due 08 Graphics Programming II Viewing & Lab1 Due 09 Virtual Cameras Hierarchy &, Lab 2 Due 10 Illumination I Walk-through & Lab 3 Due 11 reading week - 12 Illumination 2 Game Project & Lab 4 Due 13 Game Project Game Project 14 Animation Intro Game Project 15 Curves Game Project 16 Modelling Game Project Presentations ● Lecture pace and lab topics may change a little
  • 7. Organisation ● Presenting course for Assis. Prof. Rachel McDonnell ● Close as possible to existing format ● Course organised through blackboard on-line system ● Mistakes will be made! Let me know if something is missing! ● Lab time very limited - use discussion forum to get technical help ● Make sure that you can get onto the blackboard system now
  • 8. Labs ● Demonstrators are: – Rowan Hughes (hughesrt@tcd.ie) – Tim Costigan (costigt@tcd.ie) ● OpenGL 3 or 4 - no deprecated stuff! – quickly reference the Quick Reference Card to check http://www.opengl.org/sdk/docs/ ● C or C++ and GLSL (OpenGL Shader Language)
  • 9. Labs ● Problems get increasingly complex, and each lab teaches you how to use several new features ● Viewing, animation, lighting and materials, textures etc., creating a game ● Mark awarded for final project
  • 10. Labs ● Demo program to demonstrators who will grade it ● Feed-back from grades not available in-class ● Submit report+pictures+source code via Blackboard ● Demonstrator time to help very limited ● Work is individual - do not submit the same assignments
  • 11. Assessment ● Project - 20% - developed in increments ● End of year exam - 80%
  • 12. Communication ● Attend lectures and labs ● Interactive - bring pen and paper ● Check blackboard ● Check email ● Email me at gerdela@scss.tcd.ie
  • 13. Recommended Texts ● Shirley, Marschner “Fundamentals of Computer Graphics” 3rd Ed. ● Hughes, van Dam, et al. “Computer Graphics Principles and Practice” 3rd Ed. ● Angel “Interactive Computer Graphics: A top-down approach with shader-based OpenGL” 6th Ed. ● Watt “Three Dimensional Computer Graphics” ● Shreiner “OpenlGL Programming Guide” 8th Ed. ● Howard Anton “Elementary Linear Algebra”
  • 14. Questions? ● this would be a suitable occasion for a short pause/discussion
  • 15. Visual Computing Using computers both to generate images synthetically and to integrate or alter visual and spatial information sampled from the real world
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 23. Ray-Traced ● Per-pixel rendering ● Geometry is represented as a center (0,10,0) and radius 3.0 ● Exact to-pixel shapes ● No polygons ● Complex optics
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 30.
  • 31.
  • 32.
  • 33. Autodesk “Fake or Foto” http://area.autodesk.com/fakeorfoto/
  • 34. How Many Rendering Techniques Can You Spot?
  • 35. ● http://gv2.scss.tcd.ie/ ● Image, Video and Audio Processing & Analysis ● Perception & Graphics ● Real-time Rendering & Animation ● Custom and Multi-core Hardware Architectures ● Computer Vision & Augmented Reality GV2 - Graphics / Vision / Visualisation Group
  • 36. Me ● Search “opengl” on Amazon ● Kindle / cloud ● lots of demos on GitHub https://github.com/capnramses/antons_opengl_tutorials_book
  • 37. WebGL
  • 39. Summary ● Outline of course ● What computer graphics is used for ● Research in TCD ● Next Lecture - Graphics Programming!
  • 40. What to Do Now ● Get/share/borrow a graphics theory reference – we used “Real Time Rendering” in Sweden ● Read the introduction chapters on graphics theory ● Know what vector graphics, and rasterisation are ● Read about the graphics pipeline ● Identify gaps in your vector/matrix maths ● Brush up on C skills (memory, pointers, addresses) ● Start doing basic OpenGL 4 tutorials now