Notes
Slide Show
Outline
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Introduction to 3D Geometric Graphics
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Introduction to 3D
  • 3D is much, much more complex and powerful than 2D
  • Very brief history
  • Basic concepts in 3D modeling and rendering
    • Enough to be comfortable learning and using packages
    • Highly technological and developed field of CG
      • Video games, FX, are the drivers (more $$ than film)
      • Visualization
      • CAD/CAM, architecture
  • Photorealism (imitating nature) was the original quest, now joined by NPR: cartoon physics, illustrative art and rendering
  • What is a model? What is an image? How do we map from one to the other?
  • CS15/16 or CS17/18 à CS123, CS224


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"Before Sutherland’s 1963 Sketchpad"
  • Before Sutherland’s 1963 Sketchpad, alphanumeric output via plotters/printers, input via
  • keypunch, both in batch; some hacked “graphics” made with characters :>)



  • Batch Computing (1950s – now)
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"Almost all the key elements..."
  • Almost all the key elements of interactive graphics system are expressed in the first paragraph of Sutherland’s 1963 Ph.D. thesis, entitled, Sketchpad, A Man-Machine Graphical Communication System:











  • Today, still use batch mode for final production-quality video and film (special effects – fx), where one frame of a 24 fps movie may take 8-24 hours to render on the fastest PC!
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"Graphics has been a key..."
  • Graphics has been a key enabling technology in the evolution of computing environments:
    • graphical user interfaces
    • visual computing, e.g., desktop publishing of text and illustrations, scientific visualization, information visualization

  • Hardware revolution drives everything
    • every 12-18 months, computer power improves by factor of 2 in price / performance – Moore’s “Law”
      • Wrist watches, cell phones, BlackBerry™, Treo™
      • 3Com Palm™ organizers, Compaq I-Paq™ as a full PC
      • Hallmark singing card, LeapFrog™ Pad
    • graphics memory and network speeds are on even faster exponentials
      • Graphics chips improve dramatically every six to nine months (e.g. nVidia GeForce™ series,  ATI Radeon™ series) due to huge competition between vendors
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"Character Displays (1960s –..."
  • Character Displays (1960s – now); bitmap raster graphics workstations and PCs from 1972 - now
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Graphics Evolution (cont.)
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"Primitive shapes (primitives"
  • Primitive shapes (primitives) are manipulated with geometric transformations (translation, rotation, scale). These transformations are essential for model composition, the process of hierarchically composing complex objects from simpler components.
  • Hierarchical models and the same geometric transformations are also essential for animation.
  • Once object’s geometry is established, must be viewed on a screen. Must specify the “camera’s” PoV and map from 3D to 2D for viewing (and from 2D to 3D for 2D input devices (e.g., the mouse or pen/stylus)).
  • In the process of mapping from 3D to 2D, object (surface) material properties and lighting effects are used in rendering one’s constructions. The rendering process is also called image synthesis.
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"Divide and Conquer"
  • Divide and Conquer
  • Hierarchy of geometrical components
  • Reduction to primitives (e.g., spheres, cubes, etc.)
  • Simple vs. not-so-simple elements (nail vs. screw)
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"The object to be modeled..."
  • The object to be modeled is (visually) analyzed, and then decomposed into collections of primitive shapes.


  • The tree diagram provides a visual method of expressing the “composed of” relationships of the model.









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


  • Scenegraph: an internal representation of a geometric model, to be rendered
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"The primitives created in the..."
  • The primitives created in the decomposition process must be assembled to create the final object.  This is done with transformations,
  • T, R, S (as in the example above).
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"Line segments"
  • Line segments, polylines, polygons, polyhedra








  • Triangles and tri-meshes







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Example 3D Primitives 2/3
  • Curved surfaces with implicit or parametric equations (splines)


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Example 3D Primitives 3/3c
  • Platonic solids (and banana)


  • Sweeps (aka “generalized cylinders, ducts”)
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"Graphics library/package (e.g.,..."
  • Graphics library/package (e.g., OpenGL™, DirectX ™) is intermediary between application and the display hardware (Graphics System)
  • Application program maps application objects to views (images) of those objects by calling on graphics library
  • User interaction results in modification of model and/or image
  • Images are usually means to an end: synthesis, design, manufacturing, visualization,…
  • This hardware and software framework is nearly 4 decades old but is still useful, indeed dominant
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"Primitives (polygon"
  • Primitives (polygon, polyhedron, triangle mesh…)
  • Attributes
    • color
    • line style
    • material properties for 3D
  • Lights
  • Transformations
  • Camera
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How Are Geometric Transformations
(T,R,S) Used in Computer Graphics?
  • Object construction using assemblies/hierarchy of parts à la Sketchpad’s masters and instances; leaves contain primitives









  • Aid to realism
    • objects, camera use realistic motion for animation