OK.
So welcome for computer graphics.
And as a reminder, or a new message for those who are not
here on Tuesday, so next Tuesday, December 3,
I think it should be, there will be no computer graphics
lecture, OK?
And we will compensate that by having two Thursday lectures,
which are 90 minutes instead of 45.
Yeah?
So next Tuesday, no lecture.
OK.
Good.
So on last Tuesday, we were speaking
about occlusion, visibility, and transparency.
And yeah, transparency is an interesting topic
because, as I told you or showed you last time,
it makes things more difficult. Transparency does not
work together with a set buffer.
So we explicitly have to take care of that.
And in standard renderings, like OpenGL or so, for instance,
we do not have a simple option that
says enable transparency.
And we can then render transparent objects.
But we really have to take care and look
at that when doing rendering.
And there are two reasons why transparency is difficult.
So the first one, that's just a repetition from last time.
The first thing is that alpha blending is not commutative.
Alpha blending means you combine,
when setting a pixel, you combine.
You do not just overwrite that pixel with a new color.
But you combine the old color with a new color.
And it's a linear combination.
And this linear combination value
is alpha, or alpha controls that linear combination.
And that can be interpreted as a transparency.
Or in fact, it's the other way around.
It's the opposite of transparency.
That's what we call opacity.
And by this, transparency can be achieved.
But transparency is not, or this alpha blending
is not commutative.
That means if I first render a red object
and then a transparent green one on top, it's different.
Then if I first render, or no, the other way around.
If I first render a green object and then
a red transparent on top, it's different from first rendering
a red one and then a green on top.
That's different.
It makes a difference whether I have a green glass in front
Presenters
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Dauer
00:40:11 Min
Aufnahmedatum
2013-11-28
Hochgeladen am
2019-04-05 08:59:02
Sprache
de-DE
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Graphik Pipeline
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Clipping
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3D Transformationen
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Hierarchische Display Strukturen
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Perspektive und Projektionen
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Visibilitätsbetrachtungen
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Rastergraphik und Scankonvertierung
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Farbmodelle
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Lokale und globale Beleuchtungsmodelle
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Schattierungsverfahren
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Ray Tracing und Radiosity
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Schatten und Texturen
- P. Shirley: Fundamentals of Computer Graphics. AK Peters Ltd., 2002
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Hearn, M. P. Baker: Computer Graphics with OpenGLD. Pearson
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Foley, van Dam, Feiner, Hughes: Computer Graphics - Principles and Practice
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Rauber: Algorithmen der Computergraphik
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Bungartz, Griebel, Zenger: Einführung in die Computergraphik
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Encarnação, Strasser, Klein: Computer Graphics