Motivation Entertainment Motivation ComputerAided Design Computeraided design CAD
- Slides: 92
Motivation: Entertainment
Motivation: Computer-Aided Design • Computer-aided design – CAD • Visual simulation and Training – 우주선, 비행 시뮬레이션 – 자동차 운전, 골프 시뮬레이션 – 수술 시뮬레이션
Motivation: Digital Media Technologies • Traditional media (analog to digital transition) – Desktop publishing and printing – Digital photography – Digital video와 HDTV • “New” media experience – Multimedia personal computer – 온라인게임 등 네트웍 그래픽스 및 웹 – 사진(flickr, cyworld) 및 비디오 공유 (you. Tube)
Display hardware • vector displays – 1963 – modified oscilloscope – 1974 – Evans and Sutherland Picture System • raster displays – – – 1975 – Evans and Sutherland frame buffer 1980 s – cheap frame buffers bit-mapped personal computers 1990 s – liquid-crystal displays laptops 2000 s – micro-mirror projectors digital cinema 2010 s – high dynamic range displays? • other – stereo, head-mounted displays – autostereoscopic displays
Input hardware • 2 D – light pen, tablet, mouse, joystick, track ball, touch panel, etc. – 1970 s & 80 s - CCD analog image sensor + frame grabber
Input hardware • 2 D – light pen, tablet, mouse, joystick, track ball, touch panel, etc. – 1970 s & 80 s - CCD analog image sensor + frame grabber
Input hardware • 2 D – light pen, tablet, mouse, joystick, track ball, touch panel, etc. – 1970 s & 80 s - CCD analog image sensor + frame grabber – 1990 s & 2000’s - CMOS digital sensor + in-camera processing → high-dynamic range (HDR) imaging [Nayar 00]
• negative film = 130: 1 (7 stops) • paper prints = 46: 1 • [Debevec 97] = 250, 000: 1 (18 stops)
Input hardware • 2 D 3 mm mesh – light pen, tablet, mouse, joystick, track ball, touch panel, etc. – 1970 s & 80 s - CCD analog image sensor + frame grabber – 1990 s & 2000’s - CMOS digital sensor + in-camera processing high-dynamic range (HDR) imaging 1 mm • 3 D – 1980 s - 3 D trackers – 1990 s - active rangefinders 0. 3 mm
Input hardware • 2 D – light pen, tablet, mouse, joystick, track ball, touch panel, etc. – 1970 s & 80 s - CCD analog image sensor + frame grabber – 1990 s & 2000’s - CMOS digital sensor + in-camera processing high-dynamic range (HDR) imaging • 3 D – 1980 s - 3 D trackers – 1990 s - active rangefinders • 4 D and higher – multiple cameras – multi-arm gantries
Rendering • 1960 s - the visibility problem – Roberts (1963), Appel (1967) - hidden-line algorithms – Warnock (1969), Watkins (1970) - hidden-surface algorithms – Sutherland (1974) - visibility = sorting
• 1960 s - the visibility problem – Roberts (1963), Appel (1967) - hidden-line algorithms – Warnock (1969), Watkins (1970) - hidden-surface algorithms – Sutherland (1974) - visibility = sorting • 1970 s - raster graphics – – Gouraud (1971) - diffuse lighting Phong (1974) - specular lighting Blinn (1974) - curved surfaces, texture Crow (1977) - anti-aliasing
• 1960 s - the visibility problem – Roberts (1963), Appel (1967) - hidden-line algorithms – Warnock (1969), Watkins (1970) - hidden-surface algorithms – Sutherland (1974) - visibility = sorting • 1970 s - raster graphics – – – Gouraud (1971) - diffuse lighting Phong (1974) - specular lighting Blinn (1974) - curved surfaces, texture Catmull (1974) - Z-buffer hidden-surface algorithm Crow (1977) - anti-aliasing
• early 1980 s - global illumination – Whitted (1980) - ray tracing – Goral, Torrance et al. (1984), Cohen (1985) radiosity – Kajiya (1986) - the rendering equation
• early 1980 s - global illumination – Whitted (1980) - ray tracing – Goral, Torrance et al. (1984), Cohen (1985) radiosity – Kajiya (1986) - the rendering equation • late 1980 s - photorealism – Cook (1984) - shade trees – Perlin (1985) - shading languages → shaders – Hanrahan and Lawson (1990) - Render. Man
• early 1990 s - non-photorealistic rendering – – Drebin et al. (1988), Levoy (1988) - volume rendering Haeberli (1990) - impressionistic paint programs Salesin et al. (1994 -) - automatic pen-and-ink illustration Meier (1996) - painterly rendering
• early 1990 s - non-photorealistic rendering – – Drebin et al. (1988), Levoy (1988) - volume rendering Haeberli (1990) - impressionistic paint programs Salesin et al. (1994 -) - automatic pen-and-ink illustration Meier (1996) - painterly rendering
• early 1990 s - non-photorealistic rendering – – Drebin et al. (1988), Levoy (1988) - volume rendering Haeberli (1990) - impressionistic paint programs Salesin et al. (1994 -) - automatic pen-and-ink illustration Meier (1996) - painterly rendering • late 1990 s - image-based rendering – Chen and Williams (1993) - view interpolation – Mc. Millan and Bishop (1995) - plenoptic modeling – Levoy and Hanrahan (1996) - light field rendering • 2000 s – image/video applications – “Photo. Tourism. Full. avi”
The graphics pipeline the traditional pipeline modeling animation rendering motion capture image-based rendering the new pipeline 3 D scanning
Topics • • • Drawing Transformations Input Interaction Color Displays Exposure Imaging Modeling Animation Rendering
Drawing: Modern PC
Drawing: Game Machines – Xbox 360
Drawing: Game Machines – PS 3
Drawing 기하학적 모양 Bitmaps Images
Line Drawing/Triangle drawing
Drawing: Simplified Pipeline
Transformations Scale Rotate Translate
Transformations Reflect Shear
Typography Renaissance Modern
Input Technology: Keyboards
Input Technology: Keyboard Matrix
Input Technology: Position 4 -way and 8 -way Joystick
Input Technology: Position trackball
Input Technology: Position Douglas Engelbart Mouse(1964) Mechanical Mouse
Input Technology: Position • 광마우스 – 1 st generation (Xerox) • LED + photosensor over grid of lines – 2 nd generation (Agilent) • • CMOS imager 1500 frames per second 16 x 16 pixel resolution 300 count per inch (cpi)
Input Technology: Position Analog Joystick Gamepads
Input Technology: Position Wii 콘트롤러 Sensors 3 DOF 이동 3 DOF 회전 포인팅
Interactive Techniques: Flash components
Interactive Techniques: HTML Form Elements
Color: Light
Color: Electromagnetic Spectrum 가시광선
Color: Sources
Color: Adding Light
RGB color • Additive manner – – R+G=Y G+B=C B+R=M R+G+B=W • RGB coordinates – – – – Black = (0, 0, 0) Red = Green = Blue = Yellow = Magenta= Cyan = White =
The alpha channel • 영상의 일부만 덮어쓸 때 – Opaque 픽셀 in foreground • Background 픽셀 대체 – Transparent 픽셀 in foreground • Background 픽셀 ? – Partially transparent 픽셀 in foreground • Color = alpha*(foreground color) +(1 -alpha)*(background color) RGBA 란?
RGBA
Color: Light
Color: 인식 • Color 매칭 • 세 프라이머리의 brightness 를 조절하여 C 라는 색 상과 “매칭” Lasers: R =700 nm, G =546 nm, B=435 nm 따라서, 사람은 trichromatic color vision
Color: Absolute Color Space • Spectral locus • Regional inside locus – All possible colors – Human gamut • 사람이 지각색상범위 • CIEXYZ color space
Color: Munsell Color Space • Book of painted chips • Perceptually uniform Hue Chroma vs. Value
Color: Art • Intuitive Color Spaces
Display: Contrast Sensitivity Function
Display: Image Resolutions in Practice • • Television – NTSC 640 x 480 x 8 b 1/4 MB – HDTV-1 1280 x 720 x 8 b ~1 MB – HDTV-2 1920 x 1080 x 8 b ~2 MB Computers – VGA 640 x 480 x 24 b ~3/4 MB – XGA 1024 x 768 x 24 b ~2. 5 MB – SXGA 1280 x 1024 x 24 b ~4 MB – UXGA 1600 x 1280 x 24 b ~6 MB Laser printers – 300 dpi (8. 5’’x 300)(11’’x 300)x 1 b 1. 05 MB – 2400 dpi (8. 5’’x 24000(11’’x 2400)x 1 b ~64 MB Film(line pairs/mm) – 35 mm(diagonal) slides(ASA 25~125 lp/mm) = 3000 » 3000 x 2000 x 3 x 12 b ~27 MB dpi : dots per inch, MB: mega byte, b: bit
Display: IBM T 221 Resolution: 3840 x 2400 (QXGA) Size : 21. 5’’ x 17. 3 ‘’(204 dpi)
Display: Power. Wall
Display: CRT
Temporal Resolution • 치명적인 flicker(떨림 현상) 퓨전 rate – High 주변광원 : 80 Hz – Low 주변광원 : 20 -30 Hz (진동수) • Frames per second(FPS) : 초당 프레임 – Film(double framed) 24 FPS – TV(interlaced) 30 FPS x ¼ = 8 MB/s – Workstation(non-interlaced) 75 FPS x 5 = 375 MB/s
Display • LCD, DLP • Laser Projector Virtual retinal display OLED Electronic ink
Monitor intensities and gamma • 입력 intensity – “ 0”black , “ 1”white – 입력 intensity 0, 0. 5, 1. 0 display intensity 0, 0. 25, 1. 0 => why? ? • Displayed intensity = (maximum intensity)ar 즉, 감마 r=2, 입력 intensity a=0. 5 display intensity 는? LCD 모니터, 프로젝터, 주변 조명, … Maximum intensity 란?
Exposure and Tone Mapping
Exposure: Real word = high dynamic range
Exposure: Perception intensities contrast
Exposure: 결과 HDR 영성
Exposure: World’s First HDR Display – DR 37 -P
Matting: Composing Two Elements
- An element that features a minature of the ship - An intermediate element that contains computer-generated water and an animated sky
- An computer-generated dock element - An element used to control the atmosphere on the dock - An element featuring people that were on the ship - An element featuring a group of people on the dock
A Composite scene from james and the Giant peach
the giant mechanical shark the water
The peach A matte of the peach
The sky
3 D Tracking Software (developed at Digital Domain : Titanic)
Examples of Special Effects · Mattepainting 2 D : Devil’s advocate 3 D : The Trumanshow
Examples of Special Effects · Blue screen Gladiato r
Examples of Special Effects · Green screen The Hollowman
Video
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