Computer Graphics (Introduction, Basic OpenGL) Thilo Kielmann Fall 2008 Vrije Universiteit, Amsterdam
[email protected]
http://www.cs.vu.nl/˜graphics/
Computer Graphics (Introduction, Basic OpenGL), ((23))
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The Course in a Nutshell • Credits: 6 (ECTS) • Wednesdays, 11:00 – 12:45, S1.11 Fridays, 15:30 – 17:15, S1.11 • Book: E.Angel Interactive Computer Graphics get it from STORM or the VU Boekhandel
5th Ed., Addison Wesley, 2008 (4th Ed. is considered “good enough”)
• Grading: written exam (1/3) plus programming assignments (2/3) both parts must be graded “sufficient”
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Programming Assignments • Organized by: Asia Slowinska and Ana Oprescu
The assignments:
• Programming in C++ (or C) with OpenGL
• Exercise 1: “the basics”
• Programming on Windows PC’s of FEW/CS: (or on your own PC, but programs must run on our Windows platform)
• Exercise 2: “pickup truck”
• Details via the WWW page:
Computer Graphics (Introduction, Basic OpenGL), ((23))
http://www.cs.vu.nl/˜graphics/
• Final project: ⋆ Dino, Pony, Cat, Grasshopper ⋆ or use your own models
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How to get Credits for the Assignments 1. Register (via http://www.cs.vu.nl/˜graphics/submission.php) (really soon now) 2. Submit first exercise until November 24 3. Submit second exercise until December 15 4. Submit your project until February 02, 2009
These deadlines are strict!
Submission: via http://www.cs.vu.nl/˜graphics/submission.php
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Exam (theory part)
• Registration via the TIS system (mandatory) • Date for exams ⋆ first: 13 January 2009, 18:30–21:15 ⋆ “second chance”: TBD • Written exam, 2.75 hours (closed book)
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Overall Grading of the Course
5
Exercise 1
?
y
Exercise 2
?
n
y
Project
n P try again next year
P < 5.5 ? E’ < 5.5
Exam
E
?
E < 5.5 Herkansing
E >= 5.5
+
=
E’
P >= 5.5
?
E’ >= 5.5
G = 2/3 * P + 1/3 * E
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And now for “Computer Graphics”. . .
• Where do we find computer graphics? ⋆ ⋆ ⋆ ⋆ ⋆
display of information (scientific visualization) design simulation user interfaces games, of course
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A Scene from Toy Story 2
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How they do it. . .
http://www.pixar.com
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How we do it. . . (Course Outline) 1. Introduction and basic OpenGL (today)
6. Discrete Techniques (texture etc.)
2. Graphics Programming (basic OpenGL, input and interaction) (2×)
7. Object Hierarchies (scene graphs) (2×)
3. Geometric Objects and Transformations (2×)
9. Implementation of a Renderer
4. Viewing (3D and perspectives) 5. Shading (light and matter)
8. Curves and Surfaces
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Outline for today • Graphics systems architectures • High-end graphics systems
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Graphics Systems Architectures
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Raster Graphics
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The Cathod Ray Tube (CRT)
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Shadow-mask CRT
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The Liquid Crystal Display (LCD) • Thin Film Transistor (TFT) display • uses matrix of transistors • TFT’s make color filters more or less transparent
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Graphics Architectures
early
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modern
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Graphics Architectures (really modern)
Modern graphics boards are very complex. . .
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Pipeline Architecture
The most important architecture we are dealing with.
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High-End Graphics: Tiled Video Wall (ICWall)
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The CAVE Automatic Virtual Environment
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Inside a CAVE
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Summary What to remember:
Next lecture:
• Programming assignments
• Basic OpenGL programming
• Graphics architectures
• Input and Interaction
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http://www.cs.vu.nl/˜graphics/
[email protected]