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Computer Graphics
Part I




            entropia/CCC Karlsruhe
Two Parts
today:
    Color Perception
    Pixels
    Fractals
    Geometry and Material
    Rendering
Two Parts

next time:
     Realtime Rendering
     hardware
     wicked shit
     demos
Spectrum
Color Perception
RGB
RGB
Traditional Color
    Formats
5+6+5 bits (RGB) = 16bit
(“HighColor”)
3*8 bits (RGB) = 24bit
(“TrueColor”)
4*8 bits (RGBA) = 32bit
Dynamic Range


defined as
    r = max
         min
Dynamic Range

human eye: 1,000,000
computer displays: 1,000
24bit colors, per channel: 255
Tone Mapping


Reduce Dynamic Range while
preserving good looks
Tone Mapping
Tone Mapping
Tone Mapping
Tone Mapping
HDR Imaging

In classic Photography
     Tone Mapping by
     aperture/exposure
     no intelligent/custom Tone
     Mapping is possible
HDR Imaging

steps:
     acquire data from multiple LDR
     photographs
     generate a single HDR image
     Tone Map this image
HDR Imaging
HDR Imaging
HDR Rendering
    use HDR colors throughout the
    rendering process
    last step: Tone Map the
    rendered image
requires hardware support for 16bit
floating-point textures
HDR Rendering
Pixels


pixel = “picture element”
Pixels
Pixels
Pixels
Resampling
Sampling
Bilinear Filtering
Linear Interpolation
Nearest Neighbour
Smooth Interpolation
Various Techniques
 Nearest Neighbour
 Linear
 Cubic: stitch many
 f (x) = ax 3 + bx 2 + cx + d
 together
 Optimal: sinc Filter
Nearest Neighbour
Linear Interpolation
Cubic Interpolation
Signal Processing

Treat color information as a signal:
    pixel distance = sampling rate
    use Highpass/Lowpass Filters to
    access frequencies
→ JPG etc
Scaling small amounts
Downsampling

must use more than four pixels
perform a Lowpass Filter
often ignored
Nearest Neighbour
Linear filtering
In Practice

Nearest Neighbour: crappy
software (browsers, pdf viewers)
Bilinear: Graphics Hardware
Bicubic etc.: Image Processing
Fractals
etc.
Mandelbrot Set
omg complex

    0 + 2i
    1 + 0i
    2 + 7i
i 2 = −1
(3+2i)∗(1+1i) = 3+5i +2i 2 = 1+5i
The Formula
         zi+1 = zi2 + c   (1)
where
     z0 := 0 + 0i
     c := x + yi
for every pixel:
     z →0⇒z ∈M
     z →∞⇒z ∈M    /
with color
Iterated Function
     System
Iterated Function
     System
Iterated Function
     System
Iterated Function
     System
Iterated Function
     System
another IFS
“Fractal Flames”
Nature
Nature
Nature
Nature
Pause?
Fractal Noise

We want a pattern that
   is “random”
   contains structure of various
   sizes
   looks “natural”
blurred Noise
Next octave
Next octave
Next octave
Summing four octaves




This is called “Perlin Noise” and
everybody uses it.
Usage

clouds
height fields (terrain)
wood, marble
can be animated by using more
dimensions
More Terrain
Take a mesh of triangles and repeat:




    subdivide by cutting the edges at
    their midpoints
    displace the midpoints
Midpoint
Displacement
sucks, because
Rendering

input:
     Geometry
     Material
output:
     pixels
Rendering
Geometry
 Representation

Geometric Primitives
Voxels, Point Clouds
Polygons
Isosurfaces
Geometric Primitives

Spheres, Cubes, Cylinders, ...
    Sphere stored as center, radius
    Store transformations, boolean
    operations
(Constructive Solid Geometry)
Geometric Primitives
CSG
Voxels

    Divide 3D space into equally
    sized voxels
    Store one bit per voxel
Used in medical imaging, old (and
maybe future) games, movies
Voxels
Octree
Octree
Polygons

    Store points and connectivity
    Provides no concept of “inside”
    and “outside”
Used in games, movies
Polygons
Polygons

generally unsorted (“polygon
soup”)
need to be triangulated for
rendering    triangles.
Isosurfaces

f : R3 → R
visualize the surface where that
function yields some constant
value c:
f (x) = c
Example

f is the sum of the “distances”
between x and two given points a
and b:
f (x) = myDist(x, a) + myDist(x, b)
Example
f (x) = myDist(x, a) + myDist(x, b)
Example

f (x) = myDist(x, a) − myDist(x, b)
Rendering Isosurfaces

two possibilites:
    walk view rays while evaluating
    f , approximate intersection
    transform into a lots of polygons
Isosurface
Appearance


lighting
material
Illumination


local
global
Material

“Material” models
   micro-geometry
   color
   light transmission
Micro-Scale
micro-scale roughness: matte surface
Diffuse Reflection
Meso-Scale
meso-scale roughness: small visible
bumps
Macro-Scale


macro-scale roughness: we have
geometry for that
Color


usually stored in one or more textures
Appearance
can vary according to
    light color
    light angle, viewing angle
    (velvet)
    environment (mirror, glass)
   there can be no comprehensive
model
Offline Rendering


static scene, no user interaction
no hard time constraints
Realtime Rendering

 time constraint: 20msec
 a whole industry built around
 clever cheating
Ray Tracing
Ray Tracing




Tracing “photons” from the light
source is also possible
Rasterization

for each object:
     project it onto the viewing plane
     paint all the pixels it covers
Painter’s Algorithm


 sort objects
 draw from back to front
Sucks

wasteful in scenes with high
occlusion
can’t handle intersections
sorting is in O(n log n)
Z-Buffer Algorithm

 draw objects in any order
 for every pixel, store distance to
 camera in a buffer
 paint pixel only if distance to
 camera is lower
Next time

graphics pipeline and hardware
wicked techniques
GPGPU, future technologies
demos
500 GFLOPS vs. 10 GFLOPS
Questions?
This work is hereby published under the Creatice Commons Attribution
License. It is also published under the GNU FDL and LGPL. Since i am
not able to release anything into the public domain in germany, i hereby
grant you all other imaginable rights to do with it as you wish. (this does
not apply to the works of others reproduced here, of course)
For a list of the images used in the slides and attribution information, see
the file part1-license.txt that is included in the archive that you
downloaded.
If you feel that your copyright has been violated, please contact me.

Johann ’cupe’ Korndoerfer

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