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Computer Graphics 1LMU Munich SS20

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Computer Graphics 1 LMU Munich SS20

Rasteriza)on

Transforma)on

Affine Map

Iden)ty Transla)on Scaling

Rota)on Euler Angles Issue: Gimbal Lock Quaternions

Camera Map

Camera Transla)on Camera Rota)on Orthographic

Perspec)ve Applica)on: Dolly Zoom

Geometry

CSG Boolean opera)on

Mesh

Curves Bézier Curves Algebraic formula

de-Casteljau algorithm Surface Bézier Patches

Tri v.s. Quads

Manifold v.s. Non-manifold Normals Face normal

Vertex normal

Mesh Sampling (LOD)

Upsampling Loop Subdivision Downsampling

Vertex Clustering Edge Collapse

Progressive Polygon Reduc)on Point Cloud

Voxel

Culling

View frustum culling

Octrees

Bounding Volume Hierarchy Axis-aligned Bounding Box Back face culling

Occlusion culling

Clipping Cohen & Sutherland algorithm Liang-Barsky Algorithm

Occlusion Depth buffer Z-buffering Z-figh)ng Frame buffer

Drawing

Lines Bresenham algorithm Polygons Scan line algorithm

Pixel Sampling

Aliasing

An)aliasing

Wu’s Algorithm

Super sampling

MSAA FXAA TAA DLSS

Graphics API: three.js

Renderer Scene Camera

OrbitControl

OrthographicCamera Perspec)veCamera Mesh

Geometry

PlaneGeometry SphereGeometry CylinderGeometry ...

Material

MeshPhongMaterial ShaderMaterial

...

Graphics API: OpenGL 4.5

Drawing Mode

Programmable Shaders

Vertex Shader Fragment Shader Geometry Shader Compute Shader

GLSL 3.0

in out

abribute uniform discard gl_Posi)on ...

GPU Interac)on

Input Devices World Naviga)on Moving Modes

Objects Interac)on

Anima)on 12 Principles

Squash and stretch An)cipa)on Staging Straight ahead and pose-to-pose

Follow through Ease-in and ease-out Arcs Secondary ac)on Timing Exaggera)on Solid drawings Appeal

Techniques Key framing

Linear Interpola)on Spline Interpola)on

Mo)on Capturing Simula)on Inverse Kinema)cs

Par)cle systems

Rendering Texturing

Texture map Braycentric interpola)on

Texture coordinates Texture color Normal vectors

...

Texture Sampling Magnifica)on

Nearest Bilinear Bicubic

Minifica)on Mipmap

Level Trilinear Interpola)on

Anisotropic Filtering

Environment map Spherical environment map

Bump map

Shadowing Shadow map

Shading Lights

Point Light Area Light Direc)onal Light

...

The Blinn-Phong Reflec)on Model Ambient

Ambient Shading Hypothesis

Diffuse Lamber)an Diffuse Term

Specular Blinn-Phong Specular Term

Shading Frequency Flat Shading

Per Face

Gouraud Shading Per Vertex

Phong Shading Per Pixel

Global Illumina)on Ray Cas)ng

Ray equa)on Ray intersec)on with triangles

Light transporta)on Radiocity

Radiant energy Flux Radiant intensity

Irradiance Radiance

The reflectance equa)on BRDF

Lamber)an Glossy Reflec)ve / Refrac)ve Microfacet

The rendering equa)on Direct Illumina)on

Indirect Iluumina)on Bounce Exploding

Whibed-style ray tracing

Path tracing Monte-carlo Integra)on

Russian Roulebe Light Sampling Noise Reduc)on

Referenzen

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