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Advanced Graphics
Lecturer: Dr N.A. Dodgson
No. of lectures: 8
Prerequisite course: Computer Graphics and Image Processing
Aims
The main aim of the course is to provide students with a solid
grounding in a variety of three-dimensional modelling mechanisms.
The course also imparts a deeper understanding of rendering
techniques.
Lectures
- Revision.
Revision of the ray tracing, polygon scan conversion, and line drawing
methods of making images from 3D models; the pros and cons of each
approach. [0.3 lecture]
- The polygon.
Drawing polygons. Hardware speed-ups. Polygon mesh management: data
structures. [0.5 lecture]
- Other geometric primitives.
Plane, sphere, cylinder, cone, box, disc, torus. Ray
intersection calculations for ray tracing. Calculating the
normal. Converting the primitives into polygons for use in polygon
scan conversion. [1.2 lecture]
- Splines for modelling arbitrary 3D geometry. Splines are
the industry standard 3D modelling mechanism. Revision of
Bezier curves and surfaces. B-splines, from uniform, non-rational
B-splines through to non-uniform, rational B-splines
(NURBS). [2 lectures]
- Subdivision surfaces. An alternative mechanism
for representing arbitrary 3D geometry. Pros and cons when compared to
NURBS. [1 lecture]
- Other ways to create complex geometry.
Generative models: extrusion,
revolution, sweeping, generalised cylinders.
Constructive solid geometry (CSG): set theory applied to solid
objects.
Implicit surfaces and voxels: 3D pixels and the marching
cubes algorithm. [2 lectures]
- Lighting.
Revision of the basic
diffuse + specular + ambient approximation. Radiosity: solving the
inter-object diffuse reflection equations to produce more realistic
images. [1 lecture]
Objectives
On completing the course, students should be able to
- produce equations for each geometric primitive, derive a
ray/primitive intersection algorithm for each, describe how each can
be approximated by polygons
- define NURBS basis functions, understand the use of NURBS curves
and surfaces in 2D and 3D modelling
- describe and explain how to use generative models, constructive
solid geometry, implicit surfaces, voxel rendering and subdivision
surfaces; describe how each representation can be converted to
polygons
- explain the radiosity algorithm
Recommended books
Students should expect to refer to one or more of these books, but
should not find it necessary to purchase any of them.
* Slater, M., Steed, A. & Chrysanthou, Y. (2002). Computer
graphics and virtual environments: from realism to real-time. Addison-Wesley.
Rogers, D.F. & Adams, J.A. (1990). Mathematical elements for
computer graphics. McGraw-Hill (2nd ed.).
Foley, J.D., van Dam, A., Feiner, S.K. & Hughes, J.F. (1990). Computer graphics: principles and practice. Addison-Wesley (2nd ed.).
Warren, J. & Weimer, H. (2002). Subdivision methods for geometric
design. Morgan Kaufmann.
Next: Artificial Intelligence II
Up: Michaelmas Term 2003: Part
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Christine Northeast
Thu Sep 4 15:29:01 BST 2003