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March 25, 202 2 Computer Graphics, Lee Byung-Gook, Dongseo Univ. 1 Computer Graphics Lee Byung-Gook

3 September 2015 Computer Graphics, Lee Byung-Gook, Dongseo Univ.1 Computer Graphics Lee Byung-Gook

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Page 1: 3 September 2015 Computer Graphics, Lee Byung-Gook, Dongseo Univ.1 Computer Graphics Lee Byung-Gook

April 19, 2023 Computer Graphics, Lee Byung-Gook, Dongseo Univ. 1

Computer Graphics

Lee Byung-Gook

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April 19, 2023 Computer Graphics, Lee Byung-Gook, Dongseo Univ. 2

Professor

• Room #u-IT 207, NM 801 IAI• [email protected]• http://kowon.dongseo.ac.kr/~lbg• 320-1727, 011-9331-1453• Office hours Wed/Fri 13:00pm -16:00pm

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April 19, 2023 Computer Graphics, Lee Byung-Gook, Dongseo Univ. 3

Grading evaluation criteria

• Attendance, Participation and Creativity = 20%• 1 Projects = 30%

correctness (40%),

efficiency (20%),

elegance (20%),

originality (20%).• 2 Exams = 50%

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Others

• Reference 1 : OpenGL SuperBible 2ed,

Richard S. Wright. Jr. Michael Sweet,

Waite Group Press.• Reference 2 : Interactive Computer Graphics a

top-down approach with OpenGL 2ed,

Edward Angel, Addison Wesley. • Software : Visual C++ with OpenGL• Prepare Files

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Computer Graphics

The generation of graphical output using a computer

• by developing software to accomplish the task• by using pre-existing application software like

Photoshop, 3D Studio Max, Maya, …

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Computer Graphics

• This course is an introduction to 2D and 3D computer graphics by developing software to accomplish the task.

• include output primitives, 2D transformations and clipping, 3D display techniques, representations and transformations, projection algorithms, Bezier, B-spline and NURBS, animation, and rendering.

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Computer Graphics

• Modeling• Animation• Rendering

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Modeling

• The creation of mathematical models of 2D and 3D objects

• Computer generated models, or 3D models, are built in the 3D environment of a computer.

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Animation

• Topics include traditional principles of animation, kinematic and dynamic modeling techniques, physical simulation, procedural methods, and motion capture based animation.

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Rendering

• These models, starting as a wire frame model, are digitally wrapped with textures and rendered with reflections, transparencies, and shadows to give a photo-realistic view of the object or building.

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CAGD

Computer

Aided

Geometric

Design

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CAGD

• Bezier• B-spline• NURBS• Subdivision

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Bezier

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Pierre BEZIER died on November 25, 1999. The following short biography has been published in volume 22, number 9 (november 1990) of "Computer Aided Design", a special issue devoted to Bezier techniques. Pierre Etienne Bezier was born on September 1, 1910 in Paris. Son and grandson of engineers, he chose this profession too and enrolled to study mechanical engineering at the Ecole des Arts et Metiers and received his degree in 1930. In the same year he entered the Ecole Superieure d'Electricite and earnt a second degree in electrical engineering in 1931. In 1977, 46 years later, he received his DSc degree in mathematics from the University of Paris. In 1933, aged 23, Bezier entered Renault and worked for this company for 42 years. He started as Tool Setter, became Tool Designer in 1934 and Head of the Tool Design Office in 1945. In 1948, as Director of Production Engineering he was responsable for the design of the transfer lines producing most of the 4 CV mechanical parts. In 1957, he became Director of Machine Tool Division and was responsable for the automatic assembly of mechanical components, and for the design and production of an NC drilling and milling machine, most probably one of the first machines in Europe. Bezier become managing staff member for technical development in 1960 and held this position until 1975 when he retired. Bezier started his research in CADCAM in 1960 when he devoted a substantial amount of his time working on his UNISURF system. From 1960, his research interest focused on drawing machines, computer control, interactive free-form curve and surface design and 3D milling for manufactoring clay models and masters. His system was launched in 1968 and has been in full use since 1975 supporting about 1500 staff members today. Bezier's academic career began in 1968 when he became Professor of Production Engineering at the Conservatoire National des Arts et Metiers. He held this position until 1979. He wrote four books, numerous papers and received several distinctions including the "Steven Anson Coons" of the Association for Computing Machinery and the "Doctor Honoris Causa" of the Technical University Berlin. He is an honorary member of the American Society of Mechanical Engineers and of the Societe Belge des Mecaniciens, ex-president of the Societe des Ingenieurs et Scientifiques de France, Societe des Ingenieurs Arts et Metiers, and he was one of the first Advisory Editors of "Computer-Aided Design". Christophe Rabut, Departement de Genie Mathematique Institut National des Sciences Appliquees 135, avenue de Rangueil F-31077 TOULOUSE Cedex 4 (France)

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B-spline

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Subdivision

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Subdivision

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Application Areas

• Scientific and Engineering Applications : Computer Aided Design and Manufacturing, Computer Simulation, Structural Analysis

• Art and Entertainment : Games, Cartoon and Animation, Digital Art, Multimedia presentation

• Publishing and documentation : Pre-press production, Advertising, Technical illustrations

• Interfaces : Computer applications, Headup displays

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Digital Animation

• Toy story2• A bug’s life

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Web 3D

• VRML• Java3D• Cult3D• Shout3D• NeMoWeb• Lightwave

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• OpenGL• Direct X• Java3D

Program

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OpenGL

• OpenGL is a software interface to graphics hardware. This interface consists of about 120 distinct commands, which you use to specify the objects and operations needed to produce interactive three-dimensional applications.

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OpenGL

• OpenGL is designed as a streamlined, hardware-independent interface to be implemented on many different hardware platforms. To achieve these qualities, no commands for performing windowing tasks or obtaining user input are included in OpenGL; instead, you must work through whatever windowing system controls the particular hardware you're using.

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OpenGL

• OpenGL doesn't provide high-level commands for describing models of three-dimensional objects. Such commands might allow you to specify relatively complicated shapes such as automobiles, parts of the body, airplanes, or molecules. With OpenGL, you must build up your desired model from a small set of geometric primitive - points, lines, and polygons.

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Samples

• 3D scanner• Heart animation• VRML interpreter• Motion capture interpreter• Surfaces Simplification• Games