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– How do we model (mathematically represent) objects?
– How do we model (mathematically represent) objects?
– How do we construct models of specific objects?
– How do we construct models of specific objects? •• 3D points
3D points
•• 3D lines and curves
3D lines and curves • Animation
• Animation
– How do we represent the motions of objects?
– How do we represent the motions of objects?
– How do we give animators control of this motion?
– How do we give animators control of this motion? •• surfaces (BREPs): polygons,
surfaces (BREPs): polygons,
(BREPs):
patches
patches
•• volumetric representations
volumetric representations • Rendering
• Rendering
– How do we simulate the realworld behavior of light?
– How do we simulate the realrealworld behavior of light?
– How do we simulate the formation of images?
– How do we simulate the formation of images?
• Interaction
• Interaction
– How do we enable humans and computers to interact?
– How do we enable humans and computers to interact?
– How do we design humancomputer interfaces?
– How do we design humanhumancomputer interfaces? •• imagebased representations
imageimagebased representations Attributes
Attributes
Attributes
•• Color, texture maps
Color, texture maps
•• Lighting properties
Lighting properties Geometric transformations
Geometric transformations Modeling Modeling Representing
Representing
objects
objects
geometrically on
geometrically on
a computer
a computer Rendering Camera Point clouds
Texture maps Voxels Alternative
Alternative
representations
representations Polygon meshes Blobs
Subdivision surfaces
Surface patches NURBS Parametric curves Modeling Scanning Shapes Altering geometric models
Affine transform Digital Michaelangelo Project Ying, Kristjansson, Biermann, Zorin Plant Modeling Plant Modeling Elements of CG Animation The graphics pipeline Keyframe animation
Keyframe animation
motion capture
motion capture Modeling Animation Rendering Physicsbased
PhysicsPhysicsbased...
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 Spring '02
 pfal
 Computer Graphics

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