OK.
So here we are finally after my computer booted twice
and installed updates in between.
Sorry for that.
I finally made it.
So what we will speak about today is modeling.
And I already gave a very, very brief introduction
on how to represent triangle meshes, for instance,
in the introduction of that lecture.
Because obviously you need some models in order
to be able to render them.
And today we want to look into that further.
We will look at different representation
of triangle meshes and stuff like that.
So yeah, what's the goal?
Most of you did programming exercises,
so you know the problem well.
Before you can render a scene, you
need some description of the objects.
And the typical way we do that is using triangle meshes.
There are other ways.
So for instance, in the upper left, what you can see
is a volumetric data set.
This does not have surfaces.
Instead, it's a kind of three-dimensional texture
that stores transparency values, as they typically
come out of a computed tomography machine
or things like that.
But the typical way, or a very often used way,
to render such volumetric objects
is, again, to transfer them or to transform them
to some geometry, to some surface that you can render.
And now these objects can be quite simple
as those on the lower left.
Or they can be much more complicated,
like the ones on the right.
They can be really modeled, or they
can be generated by a scanner or whatsoever.
So in the very first computer graphics demos,
people typically used very simple objects,
like a cube, a cylinder, or I think on the right,
that's an icosahedron.
So these are very simple objects in the sense
that they can be described using a few parameters.
A cube, for instance, can be described only
by its size.
So this is a very simple example.
A cube, for instance, can be described only by its side
length or a cylinder, by the radius and its height,
and the icosahedron just by the radius of the bounding sphere,
Presenters
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Dauer
01:21:55 Min
Aufnahmedatum
2013-12-17
Hochgeladen am
2019-04-06 04:29:08
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