Transcript PowerPoint

CS 551/645
Introduction to Computer
Graphics
Fall 2000
Reminders
• Evaluate this class by following link from main
SEAS web site
• Participate with UVa student chapter of ACM
(Association for Computing Machinery) by
attending tonight’s elections after class (6:00) in
Olsson’s Basement
• CS Department is seeking undergraduate TA’s:
Check News ox on the CS page or:
– http://www.cs.virginia.edu/jobs/form-all.html
Reminders
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Colloquium speaker, Jessica Hodgins
Carnegie Mellon University
Animating with Simulation
Olsson 009 at 3:30 on Wednesday
Final Exam
• Open Book (your choice of text)
• One page notes (both sides)
• Material will come from entire semester
– Assignments are fair game
– No OpenGL or RenderMan questions
• 3 hours
• MEC 339 at 7:00 on Monday
– Check your emails on Monday just in case there is a
problem with scheduling the room
Topics Since Midterm
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Antialiasing
Texture Maps
Visibility Culling
Cells and Portals
Quaternions and Curves
Parametric Surfaces
Hollywood Movies
Animation
What’s Different About an Open
Book Test?
• The questions require more thought
– I’ll not to write simple questions that
demonstrate mastery of index usage
• For example, the kind of thought that you
put into developing your programs
• Combining techniques in novel ways
• You want to be comfortable with the
vocabulary and the quantitative techniques
Coordinate Systems
• Right- versus left-handed coordinate systems, two
techniques to visualize
– Use your thumb and index and middle fingers to for the
x-, y-, and z- axes respectively. Arrange them at right
angles and they form the coordinate system.
– Align your thumb along one axis (say x). As you curl
your hand around the x-axis in the direction of your
fingertips, you are rotating from the y-axis to the z-axis.
• Note, the difference between the two:
– Position of z-axis
– Positive rotation about axis is CCW in RHS
– Positive rotation about axis is CW in LFS
Coordinate Systems
• Cross product definition:
– X x Y = Z in RHS
– Remember, you are doing it correctly if:
• You point your thumb along orthogonal vector and
you can curl your hand from first vector towards
second vector (with along the shortest path between
them)
– See:
• http://www.phy.syr.edu/courses/video/RightHandRu
le/index2.html
Confused about OpenGL vs.
RenderMan?
• OpenGL is right-handed
• RenderMan is left-handed
• But…
– OpenGL default camera points along negative z-axis
– RenderMan default camera points along positive z-axis
• Think some more about how to convert between
the two coordinate systems
Intersections Between Geometry
• How do you compute line-plane
intersection?
• How do you compute the shortest distance
between a point and a plane?
• How do you compute the intersection of a
line with a sphere?
Aliasing
• How are supersampling and mip-mapping
related?
• What are the tradeoffs of the different
convolution filters (box, gauss, triangle)?
• How can you reduce aliasing artifacts
during ray tracing?
Texture Maps
• How do you lay a texture along a bicubic
patch? What do you pick for the texture
coordinates?
• How do you arrange six images into a cubic
environment map?
Lighting
• Ray tracing vs. radiosity.
– How can we take the best of both?
– Render with radiosity first and then a second
time with raytracing?
• Compute intersections, reflections, and
color interpolations for ray tracing
Visibility Culling
• Generate a quad tree for an image
• Provide examples for z-compression and the
errors the finite resolution causes
Quaternions and Curves
• Formulating an axis-angle
• Convert from Axis-angle to Quaternion
• Interpolation of angles using different
representations
• Approximating vs. Interpolating splines
• Ease of use regarding continuity
• Rendering curve segments
Surfaces
• Explain why lighting surfaces more
accurate than polygons
• How does phong shading compare to a
more accurate surface representation?
Movies
• What are challenges to when mixing CG
with live action?
– Matchmoving
– Compositing
– Lighting
Animation
• Compare and contrast
– Keyframing
– MoCap
– Simulation/Procedural
• How can we combine these to get the best
of all worlds?