grphics09 - art appreciation

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3D ART APPRECIATION Michael Heron

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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.

TRANSCRIPT

Page 1: GRPHICS09 - Art Appreciation

3D ART APPRECIATIONMichael Heron

Page 2: GRPHICS09 - Art Appreciation

INTRODUCTION

It’s important to be able to render a judgement on images you see.How are they createdWhat techniques are usedWhat kind of shading is appliedHow 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.

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IMAGE 1

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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?

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IMAGE 2

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IMAGE 3

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IMAGE 4

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IMAGE 5

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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.

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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?

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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?

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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?

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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?

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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?

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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?

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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?

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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?