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CS337: Introduction to Computer Graphics and Virtual reality Introduction

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Bin Sheng

Introduction

CS337: Introduction to Computer Graphics and Virtual reality

Still from Pixar’s Piper, 2016

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Bin Sheng

Computer graphics generally means creation, storage and manipulation of models and images

Such models come from diverse and expanding set of fields including physical, biological, mathematical, artistic, and conceptual/abstract structures

What is Computer Graphics? (1/2)

Frame from animation by William Latham, shown at SIGGRAPH 1992.

Latham creates his artwork using rules that govern patterns of natural forms.

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William Fetter coined term “computer graphics” in 1960 to describe new design methods he was pursuing at

Boeing for cockpit ergonomics

Created a series of widely reproduced images on “pen plotter” exploring cockpit design, using 3D model of human body.

“Perhaps the best way to define computer graphics is to find out what it is not. It is not a machine. It is not a computer, nor a group of computer programs. It is not the know-how of a graphic designer, a programmer, a writer, a motion picture specialist, or a reproduction specialist.

Computer graphics is all these – a consciously managed and documented technology directed toward communicating information accurately and descriptively.”

Computer Graphics, by William A. Fetter, 1966

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User controls content, structure, and appearance of objects and their displayed images via rapid visual feedback

Basic components of an interactive graphics system

input (e.g., mouse, stylus, multi-touch, in-air fingers…)

processing (and storage of the underlying representation/model)

display/output (e.g., screen, paper-based printer, video recorder…)

First truly interactive graphics system,

Sketchpad, pioneered by Ivan Sutherland 1963 Ph.D. thesis Sketchpad, A Man-Machine Graphical Communication System

Used TX-2 transistorized “mainframe”

at MIT Lincoln Lab

What is Interactive* Computer Graphics? (1/2)

Note CRT monitor, light pen, and function-key panels – the “organ console” showing bi- manual operation

* Sometimes called real-time computer graphics, and in certain

contexts, real-time rendering 4/38

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Almost all key elements of interactive graphics system are expressed in first paragraph of Sutherland’s 1963 Ph.D. thesis

The Sketchpad system uses drawing as a novel communication medium for a computer. The system contains input, output, and computation programs which enable it to interpret information drawn directly on a computer display. Sketchpad has shown the most usefulness as an aid to the understanding of processes, such as the motion of linkages, which can be described with pictures. Sketchpad also makes it easy to draw highly repetitive or highly accurate drawings and to change drawings previously drawn with it…

What is Interactive Computer Graphics? (2/2)

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Today, still use non-interactive batch mode (aka offline rendering) for final production- quality video and film (special effects – FX). Rendering a single frame of The Good Dinosaur (a 24 fps movie) averaged 48 hours on a 30,000-core render farm!

Pixar’s Render Farm Still from The Good Dinosaur

Statistics from https://www.fxguide.com/featured/making-the-world- 7/38

of-pixars-the-good-dinosaur/

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 Hardware revolution

Moore’s Law: every 12-18 months, computer power

improves by factor of 2 in price / performance as size shrinks

Newest CPUs are 64-bit with 2, 4, 6, 8, even up to 18 cores

Intel Skylake – consumer processor with 4 cores, 8 threads, and a fully featured graphics chip built in to the processor

Significant advances in commodity graphics chips every 6 months vs. several years for general purpose CPUs

NVIDIA GeForce GTX Titan X… 3072 cores, 12GB memory, and 7 teraflops of processing power in a single chip

Enabling Modern Computer Graphics (1/5)

NVIDIA statistics from http://wccftech.com/nvidia-pascal-gp102-gpu- 8/38

titan-graphics-card

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Graphic subsystems

Offloads graphics processing from CPU to chip designed for doing graphics operations quickly

nVidia GeForce™, AMD Radeon™, and Intel HD and Iris Pro Graphics

GPUs originally designed to handle special-purpose graphics computations

Increasingly, GPUs used to parallelize other types of computation (known as GPGPU, or General-Purpose Computing on the Graphics Processing Unit)

Hardware show and tell: Dept’s NVIDIA GeForce GTX 460s

1.35 GHz clock, 1GB memory, 37.8 billion pixels/second fill rate

Old cards: GeForce 7300 GT: 350 MHz clock, 256 MB memory, 2.8 billion fill rate

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Input Devices

Mouse, tablet & stylus, multi-touch, force feedback, and other game controllers (e.g., Wii U), scanner, digital camera (images, computer vision), etc.

Body as interaction device

http://youtu.be/zXghYjh6Gro

Enabling Modern Computer Graphics (3/5)

Xbox Kinect Leap Motion Nimble UX

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Many form factors

Smartphones/laptops/desktops/tablets

Smart watches

Head-mounted displays (HMDs)

Oculus bird simulator video

3D immersive virtual reality spaces

Brown’s old Cave

Microsoft’s first Surface

Apple iPhone Android Phones

Google Cardboard Tablets

Microsoft Hololens

Android Wear Apple Watch

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Vive Oculus Rift

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Old Cave:

4 1024 x 786 projectors on 8’ x 8’ walls (8-10 pixels per inch)

Too low resolution and brightness for many applications, and got worse (brightness, contrast deteriorated over time)

New Cave:

69 projectors onto cylindrically

curved screen 8’ radius, floor, ceiling

140 million pixels

Powered by a ~69 gpu cluster

No right angles, up to 40 pixels per inch (can’t see individual pixels at normal viewing distance)

Digression: Cave Redesign

Brown’s new Cave, the YURT

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Software Improvements

Algorithms and data structures

Modeling of materials

Rendering of natural phenomena

“Acceleration data structures” for ray tracing and other renderers

Parallelization

Most operations are embarrassingly parallel: calculating value of one pixel is often independent of other pixels

Distributed and Cloud computing

Send operations to the cloud, get back results, don’t care how

Rendering even available as internet service!

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Character Displays (1960s – now)

Display: text plus alphamosaic pseudo-graphics (ASCII art)

Object and command specification: command-line typing

Control over appearance: coding for text formatting (.p = paragraph, .i 5 = indent 5)

Application control: single task

Environmental Evolution (1/5)

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Vector (Calligraphic, Line Drawing)

Displays (1963 – 1980s)

Display: line drawings and stroke text; 2D and 3D transformation hardware

Object and command specification: command-line typing, function keys, menus

Control over appearance: pseudo-WYSIWYG

Application control: single or multitasked, distributed computing pioneered at Brown via mainframe host <-> minicomputer satellite

Term “vector” graphics survives as “scalable vector graphics” SVG library from Adobe and W3C – shapes as transformable objects rather than just bitmaps

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2D bitmap raster displays for PCs and workstations (1972 at Xerox PARC - now)

Display: windows, icons, legible text, “flat earth” graphics

Note: late 60’s saw first use of raster graphics, especially for flight simulators

Minimal typing via WIMPGUI (Windows, Icons, Menus, Pointer): point-and-click selection of menu items and objects, direct manipulation (e.g., drag and drop), “messy desktop”

metaphor

Control over appearance: WYSIWYG (which is really

WYSIAYG, What You See Is All You Get – not pixel-accurate or controllable)

Application control: multi-tasking, networked client-server computation and window management (even “X terminals”)

Environmental Evolution (3/5)

Above, a classic WIMP interface. The technology, at its core, remains largely

the same today. Below, a modern WIMP interface.

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3D graphics workstations (1984 at SGI – now)

could cost up to $1M for high-end!

Display: real-time, pseudo-realistic images of 3D scenes

Object and command specification: 2D, 3D and N-D input devices (controlling 3+ degrees of freedom) and force feedback haptic devices for point-and-click, widgets, and direct manipulation

Control over appearance: WYSIWYG (still WYSIAYG)

Application control: multi-tasking, networked

(client/server) computation and window management

Graphics workstations such as these have been replaced with commodity hardware (CPU + GPU), e.g., our MaxBuilts + Nvidia cards

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High-end PCs with hot graphics cards (nVidia GeForce™, AMD Radeon™) have supplanted graphics workstations

Such PCs are clustered together over high speed buses or LANs to provide

“scalable graphics” to drive tiled PowerWalls, Caves, etc.

Also build GPU-clusters as number crunchers, e e.g., protein folding, weather prediction

Now accessible to consumers via technologies like NVIDIA’s

SLI (Scalable Link Interface) bridge

Environmental Evolution (5/5)

You can put multiple GPUs together in your computer using SLI.

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Vector (calligraphic, stroke, random- scan)

Raster (TV, bitmap, pixmap) used in displays and laser printers

Driven by display commands

(move (x, y), char(“A”) , line(x, y)…)

Survives as “scalable vector graphics”

Driven by array of pixels (no semantics, lowest form of representation)

Note “jaggies” (aliasing errors) due to discrete sampling of continuous primitives

Ideal

Drawing Vector

Drawing Outline Filled

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Graphics library/package is

intermediary

between application and display hardware (Graphics System)

Application program maps application objects to views (images) of those objects by calling on graphics library. Application model may contain lots of non-graphical data (e.g., non-geometric object properties)

User interaction results in modification of image and/or model

This hardware and software framework is 5 decades old but is still useful

Conceptual Framework for Interactive Graphics

Graphics System/

Application GPU Model / database

Software Hardware

Application program

Graphics Library

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Examples: OpenGL™, DirectX™, Windows Presentation Foundation™

(WPF), RenderMan™, HTML5 + WebGL™

Primitives (characters, lines, polygons, meshes,…)

Attributes

Color, line style, material properties for 3D

Lights

Transformations

Immediate mode vs. retained mode

immediate mode: no stored representation, package holds only attribute state, and application must completely draw each frame

retained mode: library compiles and displays from scenegraph that it maintains, a complex DAG. It is a display-centered extract of the Application Model

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Sample-based graphics vs Geometry-based graphics

Application Distinctions: Two Basic Paradigms

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Sample-based graphics: Discrete samples are used to describe visual information

pixels can be created by digitizing images, using a sample-based “painting” program, etc.

often some aspect of the physical world is sampled for visualization, e.g., temperature across the US

example programs: Adobe Photoshop™, GIMP™ , Adobe AfterEffects™

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Pixels are point locations with associated sample values, usually of light intensities/colors, transparency, and other control information

When we sample an image, we sample the point location along the continuous signal and we cannot treat the pixels as little circles or squares, though they may be displayed as such

Sample-based Graphics (2/3)

Visualization of a

mathematical pixel grid

LCD display CRT beam illumination pattern

Can’t visually resolve adjacent

pixels on CRT 1 pixel light intensity

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Samples created directly in Paint-type program, or by sampling of continuous (analog) visual materials (light intensity/color measured at regular intervals) with many devices including:

flatbed and drum scanners (e.g., https://luminous-landscape.com/drum-scans/)

digital still and motion (video) cameras

Sample values can also be input numerically (e.g., with numbers from computed dataset)

Once an image is defined as pixel-array, it can be manipulated

Image editing: changes made by user, such as cutting and pasting sections, brush-type tools, and processing selected areas

Image processing: algorithmic operations that are performed on image (or pre-selected portion of image) without user intervention. Blurring, sharpening, edge-detection, color balancing, rotating, warping. These are front-end processes to Computer Vision.

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Lets do some sampling of a building

A color value is measured at every grid point and used to color corresponding grid square

Crude sampling and image reconstruction method creates blocky image

Sampling an Image

3D scene

0 = white, 5 = gray, 10 = black

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Once image is defined in terms of colors at (x, y) locations on grid, can change image easily by altering location or color values

E.g., if we reverse our mapping above and make 10 = white and 0 = black, the image would look like this:

Pixel information from one image can be copied and pasted into another, replacing or combining with previously stored pixels

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WYSIAYG (What You See Is All You Get): No additional information

no depth information

can’t examine scene from different point of view

at most can play with the individual pixels or groups of pixels to change colors, enhance contrast, find edges, etc.

But increasingly great success in image-based rendering to fake 3D scenes and arbitrary camera positions. New images constructed by interpolation, composition, warping and other operations.

For a computational and cognitive science perspective, Take Thomas Serre’s Computational Vision

What’s the Disadvantage?

“Scene Reconstruction from High Spatio-Angular Resolution Light Fields” by Kim, Zimmer et al., 2013

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Geometry-based graphics (also called scalable vector graphics or object-oriented graphics):

geometrical model is created, along with various appearance attributes, and is then sampled for visualization (rendering, a.k.a image synthesis)

often some aspect of physical world is visually simulated, or “synthesized”

examples of 2D apps: Adobe Illustrator™ and Corel CorelDRAW™

examples of 3D apps: Autodesk’s AutoCAD™, Autodesk’s (formerly Alias|Wavefront’s) Maya™, Autodesk’s 3D Studio Max™

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Geometry-based graphics applications

Store mathematical descriptions, or “models,” of geometric elements (lines, polygons, polyhedrons, polygonal meshes…) and associated attributes (e.g., color, material

properties).

Geometric elements are primitive shapes, primitives for short.

Images are created via sampling of geometry for viewing, but not stored as part of model.

Users cannot usually work directly with individual pixels in geometry-based

programs; as user manipulates geometric elements, program resamples and redisplays elements

Increasingly rendering combines geometry- and sample-based graphics, both as performance hack and to increase quality of final product

CG animated characters (geometry) on painted or filmed scene images (samples)

Geometry-Based Graphics (2/2)

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What is a model?

Captures salient features (data, behavior) of object/phenomenon being modeled

data includes geometry, appearance, attributes…

note similarity to OOP ideas

Modeling allows us to cope with complexity

Our focus: modeling and viewing simple everyday objects

Consider this:

Through 3D computer graphics, we have abstract, easily changeable 3D forms, for the first time in human history

Has revolutionized working process of many fields – science, engineering, industrial design, architecture, commerce, entertainment, etc. Profound implications for visual thinking and visual literacy

“Visual truth” is gone in the Photoshop and FX-saturated world (but consider painting and photography…) – seeing no longer is believing…(or shouldn’t be!)

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Modeling

Create models

Apply materials to models

Place models around scene

Place lights in scene

Place the camera

Directional Light Ambient

Light

Point Light Spot

Light

lighting assignment by Patrick Doran

Rendering

Take “picture” with camera

Both can be done with commercial software:

Autodesk Maya

TM

,3D Studio Max

TM

, Blender

TM

, etc.

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Divide and Conquer

Hierarchy of geometrical components

Reduction to primitives (e.g., spheres, cubes, etc.)

Simple vs. not-so-simple elements (nail vs. screw)

Decomposition of a Geometric Model

Head Shaft

Point

composition decomposition

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Object to be modeled is (visually) analyzed, and then decomposed into collections of primitive shapes.

Tree diagram provides visual method of expressing “composed of” relationships of model

Such diagrams are part of 3D program interfaces (e.g., 3D Studio MAX, Maya)

As a data structure to be rendered, it is called a scenegraph Nail

Head (cylinder)

Body

root node

leaf nodes Shaft

(cylinder)

Point (cone)

tree diagram

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Primitives created in decomposition process must be assembled to create final object. Done with affine transformations, T, R, S (as in above example). Order matters – these are not commutative!

Composition of a Geometric Model

Primitives

in their own modeling coordinate system

Composition in world (root) coordinate system Translate

Scale and Translate

Rotate and Translate

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We manipulated primitive shapes with geometric transformations (translation, rotation, scale). These

transformations are essential for model organization, process of composing complex objects from simpler components.

Hierarchical models and geometric transformations are also essential for animation – create and edit scenegraphs

Once object’s geometry is established, must be viewedon screen: map from 3D geometry to 2D projections for viewing, and from 2D to 3D for 2D input devices (e.g., the mouse or pen/stylus, or touch)

While mapping from 3D to 2D, object (surface) material properties and lighting effects are used in rendering one’s constructions. This rendering process is also called image synthesis.

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Computer graphics involves both real-time / interactive applications and batch / offline applications

Both equally important, but different use cases

Photo-realism has really advanced

But it still takes dozens of hours on fastest computers to mimic physics of photons interacting with physical environments

Hardware evolution from vector to raster graphics

Vector graphics survives as Scalable Vector Graphics, which transforms without artifacts

Geometry-based vs. image-based graphics

Mathematical definition vs. pixel manipulation

Pixels are discrete samples of continuous functions

Causes artifacts (“jaggies”/ “aliases”) to appear (we will study fixes – “anti-aliasing”)

Geometric models typically constructed hierarchically

Scene graph data structure

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In Summary

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