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Games, Movies and Virtual Worlds

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Games, Movies and Virtual Worlds. An Introduction to Computer Graphics. Ayellet Tal ... Math, physics, data structures, algorithms, software, hardware ... – PowerPoint PPT presentation

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Title: Games, Movies and Virtual Worlds


1
Games, Movies and Virtual Worlds An
Introduction to Computer Graphics
  • Ayellet Tal
  • Department of Electrical Engineering
  • Technion

2
When you think about graphics, you envision
3
When you think about graphics , you envision
4
When you think about graphics, you envision
5
Applications
  • Science
  • Art
  • Engineering
  • Medicine
  • Entertainment
  • Advertising
  • Education

6
Applications
  • Science
  • Art
  • Engineering
  • Medicine
  • Entertainment
  • Advertising
  • Education

7
Applications
  • Science
  • Art
  • Engineering
  • Medicine
  • Entertainment
  • Advertising
  • Education

8
Applications
  • Science
  • Art
  • Engineering
  • Medicine
  • Entertainment
  • Advertising
  • Education

9
Applications
  • Science
  • Art
  • Engineering
  • Medicine
  • Entertainment
  • Advertising
  • Education

10
Applications
  • Science
  • Art
  • Engineering
  • Medicine
  • Entertainment
  • Advertising
  • Education

11
Applications
  • Science
  • Art
  • Engineering
  • Medicine
  • Entertainment
  • Advertising
  • Education

12
Applications
  • Science
  • Art
  • Engineering
  • Medicine
  • Entertainment
  • Advertising
  • Education


Outside-In
http//www.geom.uiuc.edu/docs/outreach/oi/more
graphics.html
http//www.physics.orst.
edu/bulatov/vrml/index.html
13
Why interesting?
  • The world
  • complex
  • dynamic
  • multi-dimensional continuous
  • The screen
  • simple
  • static
  • two-dimensional
  • discrete

14
Beauty
  • Science math and physics
  • Engineering software and hardware
  • Artistic and aesthetic issues
  • Fun!

15
Issues in computer graphics
  • Geometric modeling
  • Rendering
  • Animation
  • Scientific visualization
    The purpose of computing
    is insight, not numbers
    Hamming
  • Virtual reality
  • Human-computer interaction

16
Geometric modeling
  • How do we represent objects?

17
Wish list
  1. Large domain
  2. Unambiguous
  3. Unique
  4. Accurate
  5. Impossible to create invalid representations
  6. Easy to create and maintain
  7. Closure under certain operations
  8. Compact
  9. Efficient

18
Geometric modeling
  • How do we represent objects?

Voxels
19
Geometric modeling
  • How do we represent objects?

Splines
20
Geometric modeling
  • How do we represent objects?

Polyhedra
21
Rendering
  1. What pixels?
  2. Whats in the pixel?
  3. Which color?

22
What pixels scan conversion
  • Given A mathematical description of a two or a
    three dimensional scene
  • Find A value for each pixel in the frame buffer

23
What pixels scan conversion
  • Given A mathematical description of a two or a
    three dimensional scene
  • Find A value for each pixel in the frame buffer

24
Whats in the pixel - visibility
  • Goal Hidden surface removal
  • In object space or in image space?
  • In software or in hardware?

25
What color?
  • Illumination and shading
  • Transparency, reflection

26
Issues - recap
  • Modeling
  • Construct / represent objects
  • Transform to construct scene
  • Rendering
  • Project
  • Scan convert
  • Remove hidden surface
  • Assign colors

27
Animation
  • How to define / represent complex
    time-dependent behavior of objects?

28
(No Transcript)
29
Animation topics
  • Automatic in-between
  • Transformations
  • Collision
  • Motion
  • Facial animation
  • Morphing
  • Physically-based simulation

30
Animation topics
  • Automatic in-between
  • Transformations
  • Collision
  • Motion
  • Facial animation
  • Morphing
  • Physically-based simulation

31
Animation topics
  • Automatic in-between
  • Transformations
  • Collision
  • Motion
  • Facial animation
  • Morphing
  • Physically-based simulation

32
Animation topics
  • Automatic in-between
  • Transformations
  • Collision
  • Motion
  • Facial animation
  • Morphing
  • Physically-based simulation

33
Animation topics
  • Automatic in-between
  • Transformations
  • Collision
  • Motion
  • Facial animation
  • Morphing
  • Physically-based simulation

34
Animation topics
  • Automatic in-between
  • Transformations
  • Collision
  • Motion
  • Facial animation
  • Morphing
  • Physically-based simulation

72 Frames - 5 Full Frames
35
Animation topics
  • Automatic in-between
  • Transformations
  • Collision
  • Motion
  • Facial animation
  • Morphing
  • Physically-based simulation

36
Animation topics
  • Automatic in-between
  • Transformations
  • Collision
  • Motion
  • Facial animation
  • Morphing
  • Physically-based simulation

1993, Apple Computer, Inc.
37
Case study Teaching dinos to dance
38
Algorithm
  1. Decomposition
  2. Control skeleton extraction
  3. Joint binding
  4. Motion definition or copying

39
Algorithm
  1. Decomposition
  2. Control skeleton extraction
  3. Joint binding
  4. Motion definition or copying

40
Algorithm
  1. Decomposition
  2. Control skeleton extraction
  3. Joint binding
  4. Motion definition or copying

41
Algorithm
  1. Decomposition
  2. Control skeleton extraction
  3. Joint binding
  4. Motion definition or copying

42
Algorithm
  1. Decomposition
  2. Control skeleton extraction
  3. Joint binding
  4. Motion definition or copying

43
Research topic decomposition
  • Let S be an orientable mesh.
  • Goal decompose S into connected
    sub-meshes S1, S2 Sk that are face-wise
    disjoint, and whose union gives S.

S1
S2
S
Sk
44
Key idea two-phase algorithm
  • Find major components with fuzzy boundaries
  • Find exact boundaries

45
Algorithm outline
  • Construct fuzzy decomposition
  • Assign distances to pairs of faces
  • Assign probabilities of belonging to patches
  • Compute a fuzzy decomposition
  • 2. Construct exact boundaries

46
Algorithm outline
  • Construct fuzzy decomposition
  • Assign distances to pairs of faces
  • Assign probabilities of belonging to patches
  • Compute a fuzzy decomposition
  • 2. Construct exact boundaries

47
Algorithm outline
  • Construct fuzzy decomposition
  • Assign distances to pairs of faces
  • Assign probabilities of belonging to patches
  • Compute a fuzzy decomposition
  • 2. Construct exact boundaries

48
Algorithm outline
  • Construct fuzzy decomposition
  • Assign distances to pairs of faces
  • Assign probabilities of belonging to patches
  • Compute a fuzzy decomposition
  • 2. Construct exact boundaries

49
Algorithm outline
  • Construct fuzzy decomposition
  • Assign distances to pairs of faces
  • Assign probabilities of belonging to patches
  • Compute a fuzzy decomposition
  • 2. Construct exact boundaries

50
Problem finding boundaries
  • Given
  • G(V,E) the dual graph of the mesh
  • A,B,Fuzzy
  • Goal Partition V into VA and VB s.t.

A
Fuzzy
B
51
Algorithm for finding boundaries
  • Assign capacities
  • Construct a flow network on Fuzzy
  • Find the minimum cut

52
The algorithm has
  1. Geometry
  2. Probability
  3. Clustering
  4. Graph theory

53
Shuttle
54
Dove
55
Alien
56
Camel
57
Heart
58
Venus
59
Skeleton hand
60
Skeleton extraction
61
Skeleton extraction
62
Skeleton extraction
63
Skeleton extraction
64
Help the dove fly
65
So,
  • Games, movies and virtual world?

66
So,
  • Games, movies and virtual world?
  • Or
  • Modeling, rendering, animations

67
So,
  • Games, movies and virtual world?
  • Or
  • Modeling, rendering, animations
  • Math, physics, data structures, algorithms,
    software, hardware

68
So,
  • Games, movies and virtual world?
  • Or
  • Modeling, rendering, animations
  • Math, physics, data structures, algorithms,
    software, hardware
  • Science, education, medicine, engineering..

69
THE END
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