14
26/09/2016 1 CS7029 - PART B : VISUAL COMPUTING Introductory Lecture Some third party images in these notes are used under Fair Use for education and should not be distributed without the original authors permission. 2 LECTURER DETAILS John Dingliana GV2: Graphics Vision and Visualization Group [gv2.scss.tcd.ie] School of Computer Science & Statistics Location (From October 3): TCD Center for Creative Technologies Stack B, IFSC Email: [email protected] Module Webpage: http://www.scss.tcd.ie/John.Dingliana/cs7029 © independent.ie 3 MODULE OBJECTIVES Explore the technology underlying Computer Images How this is applied to advanced areas such as geometric modelling, rendering and animation Explore digital Images as a medium. Discuss digital modes of input and output – and the limitations/potentials of graphical digital media Appreciate the production processes, complexity, tools and issues involved in producing 2D/3D digital media 4 LEARNING OUTCOMES Identify theoretical principles and techniques underlying modern graphical applications, including the hardware and low-level software used in such systems. Discuss how low-level fundamental components common to all computer applications come together to produce high-level computer imagery in digital media Generate three-dimensional (3D) environments using a scene-definition tool and render images of these using a photo-realistic 3D rendering tool Employ an industry-standard computer aided tool to create 3D objects and models, modify a virtual camera, animate and render images and videos of complex virtual scene. Write computer programs for modifying computer images and generating graphical objects in 2D and 3D Implement an interactive computer application, that handles input events from the user (such as mouse, keyboard input) to affect graphical output On successful completion of this module, students shall be able to: 5 LEARNING OUTCOMES A. Knowledge Define key concepts in computer graphics and image processing Explain how certain operations are performed B. Reflective/Interpretive Draw conclusions (from A) on how graphical media can be utilised Compare / appreciate merits of certain approaches to graphical output C. Technical/Creative Design solutions to certain real-world graphical problems using techniques discussed in the course D. Practical Employ a range of tools to develop solutions to a range of graphical problems 6 MODULE STRUCTURE (PART B ONLY) Classes each week on Monday 11am-1pm. Note Lecture Swap – week 2 and 3 No CS7029 lecture in Week 2 (3 rd October) Two lectures in Week 3: Mon 10 th October @ 11-1 AND Tues 11 th October @ 11-1 Normally 1 hour of lecture followed by 1 hour of labs POV-Ray 3D modelling (bottom-up), rendering (top-down) 3D Studio Max 3D modelling, rendering, animation Processing Image processing, interaction, graphical programming, multi-media

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Page 1: Image Processing and Computer Graphics · 1. a physical likeness or representation of a person, animal, or thing, photographed, painted, sculptured, or otherwise made visible. 2

26/09/2016

1

CS7029 - PART B : VISUAL COMPUTINGIntroductory Lecture

Some third party images in these notes are used under Fair Use for education

and should not be distributed without the original authors permission.

2 LECTURER DETAILS

John Dingliana

GV2: Graphics Vision and Visualization Group [gv2.scss.tcd.ie]

School of Computer Science & Statistics

Location (From October 3):

TCD Center for Creative Technologies

Stack B, IFSC

Email: [email protected]

Module Webpage:

http://www.scss.tcd.ie/John.Dingliana/cs7029

© independent.ie

3 MODULE OBJECTIVES

Explore the technology underlying Computer Images

How this is applied to advanced areas such as geometric modelling,

rendering and animation

Explore digital Images as a medium.

Discuss digital modes of input and output – and the

limitations/potentials of graphical digital media

Appreciate the production processes, complexity, tools and issues

involved in producing 2D/3D digital media

4 LEARNING OUTCOMES

Identify theoretical principles and techniques underlying modern graphical applications,

including the hardware and low-level software used in such systems.

Discuss how low-level fundamental components common to all computer applications come

together to produce high-level computer imagery in digital media

Generate three-dimensional (3D) environments using a scene-definition tool and render

images of these using a photo-realistic 3D rendering tool

Employ an industry-standard computer aided tool to create 3D objects and models,

modify a virtual camera, animate and render images and videos of complex virtual scene.

Write computer programs for modifying computer images and generating graphical

objects in 2D and 3D

Implement an interactive computer application, that handles input events from the user

(such as mouse, keyboard input) to affect graphical output

On successful completion of this module, students shall be able to:

5 LEARNING OUTCOMES

A. Knowledge

Define key concepts in computer graphics and image processing

Explain how certain operations are performed

B. Reflective/Interpretive

Draw conclusions (from A) on how graphical media can be utilised

Compare / appreciate merits of certain approaches to graphical output

C. Technical/Creative

Design solutions to certain real-world graphical problems using techniques discussed in the course

D. Practical

Employ a range of tools to develop solutions to a range of graphical problems

6 MODULE STRUCTURE (PART B ONLY)

Classes each week on Monday 11am-1pm.

Note Lecture Swap – week 2 and 3

No CS7029 lecture in Week 2 (3rd October)

Two lectures in Week 3: Mon 10th October @ 11-1 AND Tues 11th October @ 11-1

Normally 1 hour of lecture followed by 1 hour of labs

POV-Ray

3D modelling (bottom-up), rendering (top-down)

3D Studio Max

3D modelling, rendering, animation

Processing

Image processing, interaction, graphical programming, multi-media

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7

Student works © of respective authors.

WHAT IS A COMPUTER IMAGE?Understanding the problem domain

different about

^

9 IMAGES: DEFINITION

Image – (noun)

1. a physical likeness or representation of a person, animal, or thing,photographed, painted, sculptured, or otherwise made visible.

2. an optical counterpart or appearance of an object, as is producedby reflection from a mirror, refraction by a lens, or the passage ofluminous rays through a small aperture and their reception on asurface.

3. a mental representation; idea; conception.

4. Psychology. a mental representation of something previouslyperceived, in the absence of the original stimulus.

5. form; appearance; semblance: We are all created in God's image.

6. counterpart; copy: That child is the image of his mother.

7. a symbol; emblem.

...

14. Archaic. an illusion or apparition.

10 DIGITAL IMAGES

An image is a visual output of data stored in terms of numeric,

recordable elements.

Most digital images we use today are output as a regular grid of

pixels, referred to as a raster.

Intermediately the image can be stored in the form of lines, curves

and filled areas, referred to as vector primitives (objects).

All of these are represented by (whole) numbers: i.e. digital.

11 RASTER AND VECTOR REPRESENTATIONS

Andreas Horning © Used under creative commons

Source unknown.

12 DIGITAL IMAGE PROCESSING

Digital Image Processing is the act of recording and modifying data

used in generating the images.

This could be done in different ways…

Manually: where the user specifies each colour

Procedurally: where a sequence of steps is defined that generates an image

© Pascal Vuylsteker

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13 SOME RELATED AREAS

Image Processing Computer Vision

Rendering

Image Acquisition

Images

Data / ModelsConcepts

Modelling

Real World

14 SOME RELATED AREAS

Image Processing Computer Vision

Rendering

Image Acquisition

Images

Data / ModelsConcepts

Modelling

Real World

COMPUTER GENERATED IMAGERYThe computer graphics process

16 THE GRAPHICS PROCESS

The process of

creating/modifying digital

images.

Discrete

Digital

Representations

© Daniel Rozin – Used without permissionURL: www.smoothware.com/danny/

17

© Daniel Rozin – Used without permission. URL: www.smoothware.com/danny/

18

MODEL IMAGECONCEPT

COMPUTER GRAPHICS

The core technological issues in computer generated imagery.

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19

MODEL IMAGECONCEPT

MODELLING

19

MODELS (in computer graphics): A Digital, Descriptive or Mathematical

representation of a scene or object that can be stored (efficiently) in computer

memory.

20 MODELLING

© Walt Disney and TSL, 2001

21

© Walt Disney and TSL, 2001

22 MODELLING

Modelling for most practical users implies authoring 3D

content. In this module we are interested in more than this.

23 MODELLING ISSUES

Conversion of geometric data

for Digital Storage

Uniqueness of representation

Efficiency

Correctness

Fidelity/Resolution?

Consider final use of model and

how it is to be rendered

24 RESOLUTION AND MODELING

Source unknown

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25 TYPES OF MODELS

(C) Gareth Bradshaw, Image Synthesis Group, TCDImage from wwikipedia, Used under Creative Commons License

Source unknown

26

MODEL IMAGECONCEPT

RENDERING

The rendered IMAGE is a visual representation of the

model on digital output media.

27 RENDERING

A single model might be represented in many different ways.

© Steven Collins and Image Synthesis Group, TCD

28 3D ISSUES

3D information on a 2D display

Projection

Viewing

Hidden Surface Removal

Lighting

29 3D ISSUES

3D information on a 2D display

Projection

Viewing

Hidden Surface Removal

Lighting

30 LOW-LEVEL ISSUES

2D Issues

Line Drawing

Clipping

Polygon Filling

Curves

Rasterization!

Discretization.

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31

MODEL IMAGECONCEPT

IMAGE PROCESSING

Operations on Images

32 IMAGE PROCESSING

33

MODEL IMAGECONCEPT

ANIMATION

Remodel and Re-render

CGI: APPLICATION AREASWhy is CG Important?

USER INTERFACES

B205 Control Console (1960)

How would we communicate information from

Machine to User if not for Imagery

A more modern “console”

36 GRAPHICAL USER INTERFACES (GUI)

Different types of images suit different tasks

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37 IMMERSIVE VIRTUAL REALITY 38 AUGMENTED REALITY

IMAGE SYNTHESIS 40 COMPUTER ANIMATION

CGI as a medium in its own right?

41

CGI Recreating Reality?

Final Fantasy: The Spirits Within © Columbia Pictures render by Square Pictures

Beowulf © Paramount Pictures / Warner Bros

42

CGI augmenting reality

VISUAL EFFECTS

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44 VISUAL EFFECTS

CGI replacing reality

AIDING TRADITIONAL ANIMATION

46 AIDING TRADITIONAL ANIMATION 47 ABSTRACT IMAGERY

48 ABSTRACT ANIMATION

Anjyu 2001 © Yasuo Ohba

50 SIMULATING HUMAN EXPRESSION

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51 IMAGE ABSTRACTION 52 VIDEO ABSTRACTION

53 ANIMATION CONTROL

Pipe dreams © Animusic

INTERACTIVE VIRTUAL ENVIRONMENTS

© GV2 Research Group, TCD

57 CULTURAL HERITAGE

Cultural Visualisation and Virtual Restoration

58

Digital Michelangelo project © Stanford University

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59 SCIENTIFIC VISUALIZATION AND ANALYSIS

All images Public Domain. Credit respectively

(from top left): Gravity Waves, by Ian Foster, Carl

Kesselman and Steve Tuecke. Molecular

Visualization, by UCRL-WEB (wci.llnl.gov). Solar

system, by Mdf. Climate visualization, by UCRL

and Forrest Hoffman and Jamison Daniel of Oak

Ridge National Laboratory. Fluid simulation, by

Lawrence Livermore National Laboratory

(wci.llnl.gov)

60 DATA VISUALIZATION

Image credits: Fielding Cage © TIME.com

61 MEDICAL IMAGE ENHANCEMENT 62 MEDICAL VISUALIZATION & VIRTUAL SURGERY

63 ILLUSTRATIVE VISUALIZATION COMMERCIAL DESIGN AND PROTOTYPING

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65

(C) NBBJ Architects – Reebok Building designed using Alias/Wavefront StudioTools(TM)

66 APPEARANCE MODELLING

© Steven Collins,

TCD Graphics Vision and Visualization Group

67 LIGHTING AND LAYOUT DESIGN 68 CGI – DEGREES OF ADOPTION

Passive Viewers

• Data: Images, Video

Interactive User

• Interactive Applications: e.g. games, simulators, VR

Creative Author

• Tools: Digital Artists, 3D Modellers

Developer

• Graphical software: scripts, code, math equations, bits and bytes

Engineer

• Graphics hardware: input/output devices, boards and circuits

MODULE TOPICS

70 RASTER IMAGES AND DISPLAYS

How digital images are stored and displayed

© 2000-2016 GOMEZ GRAPHICS, used without permission

© learn.digilentinc.com, licensed under Creative Commons

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71 3D OBJECT MODELS

Representing shape

Basic mathematical principles

used in computer graphics

2D and 3D Modelling data

structures

Modelling operations

72 MATERIAL PROPERTIES

Colour

Texture

Relief and micro-geometry

73 LIGHTING

Simulating Light Material

Interaction

Lighting Cues for Conveying 3D

shape

74 REALISTIC RENDERING

Image Synthesis

Global Illumination

Ray-tracing

75 3D MODELLING IN PRACTICE

Computer aided 3D Modelling Tools

Shape Modelling

Texturing

Animation

75

76 SCENE MODELLING

Modelling Transforms

Translate

Rotate

Scale

Scene and Modelling

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77 CAMERA MODELLING

The Virtual Camera (or eye)

Viewing

Projection

78 ANIMATION

Motion Synthesis

Real-time animation

Procedural Animation

79 IMAGE PROCESSING

Manipulation,

enhancement and filtering

80 RASTERIZATION

From Model to Image

Discretization

Anti-aliasing

Demosaicing

81 PROCEDURAL GRAPHICS

Procedural Modelling

Procedural Images

Fractals

Procedural Animation

Behavioural Simulation

Physically-based animation

82 INTERACTIVE GRAPHICS

Input devices

Event-driven programs

Virtual and augmented

Reality Technology

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83 RECOMMENDED BOOKS

The course won’t be based on a particular textbook. However the

following two books are good reading … if you can get your hands on

them:

The Computer in the Visual Arts. Anne

Morgan Spalter. [US]

3D Computer Graphics: A User’s Guide for

Artists and Designers. Andrew Glassner.

[out of print]

84 ALTERNATIVE TEXTS

The following are roughly equivalent and cover the technical

aspects of the course but are designed for Computer Science

Students:

Interactive Computer Graphics: A Top-Down Approach using

OpenGL (4th Edition), Edward Angel.

Computer Graphics with OpenGL (3rd Edition), Donald Hearn

and M. Pauline Baker.

Computer Graphics Using Open GL (2nd Edition), Francis S. Hill.

Computer Graphics: Theory Into Practice. Jeffrey J. McConnell.

Introduction to Computer Graphics, James D. Foley, Andries van

Dam, Steven K. Feiner, John F. Hughes, Richard L. Phillips.

Computer Graphics: Principles and Practice in C (2nd Edition),

James D. Foley, Andries van Dam, Steven K. Feiner, John F.

Hughes.

85 IMAGE PROCESSING

The Computer Image. Alan Watt and Fabio

Policarpo.

Somewhat Technical (math and computing)

86 PROCESSING [PROCESSING.ORG]

Processing: A Programming Handbook for Visual Designers and Artists - Casey

Reas and Ben Fry

Processing: Creative Coding and Computational Art – Ira Greenberg

87 ASSIGNMENT 1: INTRODUCE YOURSELF

Worth 1% of cs7029 part B.

Due Monday 3rd October, 2016. Write about 2 paragraphs (max 300 words)

What is your background? Please detail any previous experience in:

programming

mathematics

3D modelling tools + 2D graphical tools

What do you expect from this module? What do you think a better understanding of images and computer graphics will enable you to do?

Submit through mymodule.tcd.ie [use this to test if it is working]

OR eMail it (in word or text format) to [email protected]

With Subject field to include : “cs7029 - Assignment1”