COSC 4370 Fall 2023 Interactive Computer Graphics M & W 5:30 to 7:00 PM Prof. Victoria Hilford PLEASE TURN your webcam ON NO CHATTING during LECTURE ©2020-2021 All rights reserved. Unauthorized distribution prohibited. COSC 4370 5:30 to 7 PLEASE LOG IN CANVAS Please close all other windows. Database Management Systems 3ed, R. Ramakrishnan and J. Gehrke 2 From 5:30 to 6:30 PM – 60 minutes. 3 COSC 4370 – Computer Graphics Lecture 1 Chapter 1 4 What is CG used for? • computer games 20 Billion Industry Bypass movie & music Industry What is CG used for? • Graphical User Interfaces (GUI) - modeling systems - applications • Simulation & Visualization What is CG used for? • movies - animation - special effects What is CG used for? • images - advertising - design - art What is CG used for? • virtual reality / immersive displays What is CG used for? • Virtual Surgery What is CG used for? • Visualization Tools - Meteorology - Flow display What is CG used for? • generating Models - lines, curves, polygons, smooth surfaces - digital geometry What is CG used for? • Animation: generating motion - interpolating between frames, states Motion Doodles: An Interface for Sketching Character Motion http://www.cs.ubc.ca/~van/papers/doodle.html CGor orReal? Real? CG CG or Real? CG or Real? CG or Real? CG or Real? CG or Real? CG or Real? Rendering creating images from models - geometric objects • lines, polygons, curves, curved surfaces - camera • pinhole camera, lens systems, orthogonal - shading • light interacting with material illustration of rendering capabilities - Tron Legacy 2010 http://www.youtube.com/watch?v=a1IpPpB3iWI http://design.osu.edu/carlson/history/tron.html Stages of Vertex Transformations OCS - object coordinate system WCS - world coordinate system VCS - viewing coordinate system CCS - clipping coordinate system NDCS - normalized device coordinate system DCS - device coordinate system 32 Modeling Transformation: Object Placement Viewing Transformation: Camera Placement Perspective Projection Depth Cueing Depth Clipping Colored Wireframes wireframe representation of sun object Hidden Line Removal Hidden Surface Removal Per-Polygon Flat Shading smooth shading Gouraud Shading Specular Reflection Phong Shading Curved Surfaces Complex Lighting and Shading Texture Mapping bump mapping Reflection Mapping environment mapping Image Formation Chapter 1.3 71 Imaging systems • In computer graphics, we form images which are generally two dimensional using a process analogous to how images are formed by physical imaging systems - Pinhole Cameras - Microscopes - Telescopes - Human visual system 73 Image formation with the Human Visual System • Human visual system has two types of sensors - Rods: monochromatic, night vision - Cones • Color sensitive • Three types of cones • Only three values (the tristimulus values) are sent to the brain • Need only match these three values - Need only three primary colors 74 Image formation with the Pinhole Camera (x,y,z) (xp, yp, zp) Side view of pinhole camera. 75 Pinhole Camera These are equations of simple perspective What is yp? (x,y,z) (xp, yp, zp) 81 Pinhole Camera These are equations of simple perspective What is xp? (top view) (x,y,z) (xp, yp, zp) 82 Pinhole Camera These are equations of simple perspective What is θ/2? (field/angle of view) (x,y,z) (xp, yp, zp) 83 VH, publish LECTURE 1 CLASS PARTICIPATION VH, publish Class Participation on Lecture 1 VH, publish simple.c 84 VH, publish Assignment Class PARTICIPATION on Lecture 1 85 Download Class PARTICIPATION on Lecture 1.doc VH, publish Class Participation on Lecture 1 86 Class Participation 1! 87 Image formation with the Synthetic Camera Model projector p image plane projection of p center of projection (COP) 89 Elements of Image Formation • Objects • Viewer • Light source(s) • Attributes that govern how light interacts with the materials in the scene • Note the independence of the objects, the viewer, and the light source(s) 90 Equivalent Views of Image Formation 91 Clipping Window/Rectangle 92 Advantages • Separation of objects, viewer, light sources • Leads to simple software API - Specify objects, lights, camera, attributes - Let implementation determine image • Leads to fast hardware implementation 93 Global vs Local Lighting • Cannot compute color or shade of each object independently - Some objects are blocked from light - Light can reflect from object to object - Some objects might be translucent 94 110 OpenGL Class Participation 2! Take print screen of the desktop and insert here! 111 112 113 114 Enter your Last Name, First Name! 115 Run 116 Places triangle with corner at the origin (0.0,0.0) Example type of object location of vertex glBegin(GL_TRIANGLES); glVertex2f(0.0, 0.0); glVertex2f(1.0, 1.0); glVertex2f(1.0, 0.0); glEnd( ); end of object definition simple.c Lecture 1 Class Participation 2 Take print screen of the desktop and insert here! 117 Reposition triangle as shown below (0.0, 0.0), (-1.0, -1.0), (0.0,-1.0) Got it? type of object location of vertex glBegin(GL_TRIANGLES); glVertex2f(0.0 , 0.0); glVertex2f(-1.0, -1.0); glVertex2f(0.0 , -1.0); glEnd( ); end of object definition Take print screen of the desktop and insert here! 118 119 WebGL 120 121 WebGL 122 WebGL 123 OpenGL / WebGL 124 Camera & Objects NONE of the APIs provide functions for directly specifying a desired relationship between the camera and an object. Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 125 Camera Specification • Six degrees of freedom COP - Position of center of lens - Orientation • Lens (focal length) • Film size (width & height) • Orientation of film plane 126 gluLookAt( COP_ x, COP _ y, COP _ z, at_ x, at_ y, at_ z, up_ x, up_ y, up_ z); Projection Specification • Six degrees of freedom - Position of center of lens - Orientation • Lens (focal length) • Film size (height & width) • Orientation of film plane glPerspective( field_ of_ view, aspect_ ratio, near, far); Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 127 Lights and Materials • Types of lights - Point sources vs distributed sources - Spot lights - Near and far sources - Color properties • Material properties - Absorption: color properties - Scattering • Diffuse • Specular 128 133 At 6:30 PM NEXT. VH Publish. 134 135 136 At 6:45 PM. End Class 2 VH, Download Attendance Report Rename it: 8.23.2023 Attendance Report FINAL VH, upload Lecture 1 to CANVAS. 137