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GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
GRPHICS09 - Art Appreciation
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GRPHICS09 - Art Appreciation

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This is a course on the theoretical underpinnings of 3D Graphics in computing, suitable for students with a suitable grounding in technical computing.

This is a course on the theoretical underpinnings of 3D Graphics in computing, suitable for students with a suitable grounding in technical computing.

Published in: Technology, Art & Photos
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Transcript

  • 1. 3D ART APPRECIATION Michael Heron
  • 2. INTRODUCTION  It’s important to be able to render a judgement on images you see. How are they created What techniques are used What kind of shading is applied How you arrive at your judgement  Today is going to be a tutorial in which you do just that! And also think about the theoretical content of the module.
  • 3. IMAGE 1
  • 4. DISCUSSION  Is this rendered using the global illumination model or the local illumination?  What techniques are likely to have been used?  What are the tell-tale signs that give it away?  How convincing is the effect?  What are the benefits over the alternative methods?
  • 5. IMAGE 2
  • 6. IMAGE 3
  • 7. IMAGE 4
  • 8. IMAGE 5
  • 9. REVIEW QUESTIONS  Important to be able to relate the theory together. Feature of the exam.  Available on My Dundee. Under the module material link.  Three sets of material. Each with questions that reflect the range and scope of material for the exam.  Not all of them covered in this module. Glenn covered different things last year.
  • 10. REVIEW QUESTIONS  Draw a diagram illustrating the difference between specular and diffuse reflection.  What type of surface gives rise to each type of reflection?  What is the impact of transparency on the transmission of light?  What about translucency?
  • 11. REVIEW QUESTIONS  Define the Z-Buffer  Give diagrams where appropriate.  What is its use in hidden surface removal?  What are the benefits of z-buffering?  What are the weaknesses?  What are the alternatives?
  • 12. REVIEW QUESTIONS  What is the difference between local and global illumination models?  How does it relate to the difference between real time and non-real time rendering.  What is the cost of global illumination?  What are the different flavours of global illumination?
  • 13. REVIEW QUESTIONS  What is the difference between Gouraud shading and flat shading?  How do they work?  What kind of images do they produce?  What quality is the shading?  How is the shading applied?  How do they impact on the gradient of light across a polygon?
  • 14. REVIEW QUESTIONS  What is the graphics pipeline, and in what order do the operations get performed?  All of the things we have discussed are handled as part of the pipeline.  Where do each of the operations get performed.  And why do they get performed at the points they get performed?
  • 15. REVIEW QUESTIONS  What is backface culling, and why is it used?  What is the difference between backface culling and contribution culling?  How does it relate to viewport culling?
  • 16. REVIEW QUESTIONS  What are the different kind of light-sources permitted in 3D modelling?  And what is the difference between them?  How do we model light in a 3D scene?  In global illumination?  In local illumination?  What is the impact of light interaction on a model?
  • 17. REVIEW QUESTIONS  What is the difference between Phong shading and Gouraud shading?  What is the benefit of using one over the other?  How do they differ in terms of their algorithms?  Where do they have similarities?  What is the benefit of using one over the other?

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