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Prof.Sonal Badhe 1
COMPUTER GRAPHICS
Prof. Sonal Badhe
Computer Graphics (CG)
IA Test1 20
IA Test2 20
Average 20
End Sem Exam 80
Computer Graphics Laboratory (CGL)
Term work 25
Oral & Practical 25
Prof.Sonal Badhe 2
Computer Graphics (CG)
3Prof.Sonal Badhe
SYLLABUS
1 Introduction and Overview of Graphics System
2 Output Primitives
3 Two Dimensional Geometric Transformations
4 Two Dimensional Viewing and Clipping
5 Three Dimensional Object Representations,
Geometric Transformations and 3D Viewing
6 Visible Surface Detection
7 Illumination Models and Surface Rendering
Prof.Sonal Badhe 4
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Text Books:
1. “Computer Graphics” C version by Hearn & Baker, 2nd
Edition, Pearson
2. “Computer Graphics Principles and Practice in C , 2nd
Edition ,James D. Foley, Andries van Dam, Steven K
Feiner, John F. Hughes, Pearson .
3. “Computer Graphics”, by Rajesh K. Maurya, Wiley
India Publication.
4. “Computer Graphics “ , by Samit Bhattacharya ,
Oxford Publication.
Prof.Sonal Badhe
Computer Graphics Lab (CGL)
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List of Desirable Experiments:
1. Study and apply basic opengl functions to draw basic primitives. (*)
2. Implement sierpinsky gasket using openGL.
3. Implement DDA Line Drawing algorithms and Bresenham algorithm(*)
4. Implement midpoint Circle algorithm(*)
5. Implement midpoint Ellipse algorithm
6. Implemen tArea Filling Algorithm: Boundary Fill, Flood Fill ,Scan line
Polygon Fill (*)
7. Implement Curve : Bezier for n control points , B Spline (Uniform ) (
atleast one)(*)
8. Implement Fractal (Koch Curve)
9. Character Generation : Bit Map method and Stroke Method
10. Implement 2D Transformations: Translation, Scaling, Rotation,
Reflection, Shear.(*)
11. Implement Line Clipping Algorithm: Cohen Sutherland / Liang Barsky.(*)
12. Implement polygon clipping algorithm(atleast one)
13. Program to represent a 3D object using polygon surfaces and then
perform 3D transformation.
14. Program to perform projection of a 3D object on Projection Plane :
Parallel and Perspective.(*) Prof.Sonal Badhe
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Term Work
1. Term work should consist of at least 12 experiments. (*) Practical
to be covered necessarily
2. Journal must include at least 2 assignments.
3. Mini Project to perform using C / OpenGL. Possible Ideas:
a. Animation using multiple object
b. Graphics editor with following features : *Draw basic geometrical
entities; apply geometrical transformations, Area filling, Clipping
against Clip window, displaying the text, displaying bar / line
graphs , pie charts etc.
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Term Work:
25 Marks (Total) = 10 Marks (Experiments)
+ 5 Marks (Mini Project)
+ 5 Marks (Assignments)
+ 5 Marks (Theory + Practical Attendance)
Oral & Practical exam will be based on the practical list and
syllabus of Computer Graphics
Prof.Sonal Badhe
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COMPUTER GRAPHICS
Chapter 1: Introduction and overview of
graphics system
Still from Pixar’s Inside Out, 2015
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Chapter/Module-1
Introduction and Overview of Graphics System:
• Definition And Representative Uses Of Computer Graphics,
•Classification Of Application Areas
• Overview Of Coordinate Systems
•Definition Of Scan Conversion
• Rasterization And Rendering
• Raster Scan & Random Scan Displays
•Flat Panel Displays Like Lcd And Led
•Architecture Of Raster Graphics System With Display
Processor
• Architecture Of Random Scan Systems
Prof.Sonal Badhe
• Computer graphics generally means creation, storage
and manipulation of models and images
• Such models come from diverse and expanding set of
fields including physical, biological, mathematical,
artistic, and conceptual/abstract structures
What is Computer Graphics?
Prof.Sonal Badhe 12
What is Computer Graphics?
• Imaging
– Representing 2D images
• Modeling
– Representing 3D objects
• Rendering
– Constructing 2D images from 3D models
• Animation
– Simulating changes over time
Prof.Sonal Badhe 13
Applications
Prof.Sonal Badhe 14
1. COMPUTER AIDED DESIGN (CAD)
• Used in design of
buildings, automobiles,
aircraft, watercraft,
spacecraft, computers,
textiles & many other
products
• Objects are displayed
in wire frame outline
form
• Software packages
provide multi-window
environment Prof.Sonal Badhe 15
16Prof.Sonal Badhe
• Graphics design package provides standard shapes
(useful for repeated placements)
• Animations are also used in CAD applications
• Realistic displays of architectural design permits
simulated “walk” through the rooms (virtual -
reality systems)
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Computer-Aided Design
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Multiple window environment
Enlarged sections/different view of environment
2. PRESENTATION GRAPHICS
• Used to produce illustrations for reports or
generate slides for use with projectors
• Commonly used to summarize financial,
statistical, mathematical, scientific, economic
data for research reports, managerial reports &
customer information bulletins
• Examples : Bar charts, line graphs, pie charts,
surface graphs, time chartProf.Sonal Badhe 22
EXAMPLES OF PRESENTATION
GRAPHICS
Prof.Sonal Badhe 23
EXAMPLES OF PRESENTATION
GRAPHICS
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Presentation Graphics/Desktop Publishing
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3. COMPUTER ART
• Used in fine art & commercial art
• Includes artist’s paintbrush programs, paint
packages, CAD packages and animation
packages
• These packages provides facilities for designing
object shapes & specifying object motions.
• Examples : Cartoon drawing, paintings, poduct
advertisements, logo designProf.Sonal Badhe 26
Computer Art
Prof.Sonal Badhe 27
• Painting packages are available. With cordless, pressure
sensitive stylus, artists can produce electronic paintings
which simulate different brush strokes, brush widths,
and colors.
• Photorealistic techniques, morphing and animations ar
very useful in commercial art.
• For films, 24 frames per second are required. For video
monitor, 30 frames per second are required.Prof.Sonal Badhe 28
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The Cave Automatic Virtual Environment at EVL,
University of Illinois at ChicagoProf.Sonal Badhe
Computer ART
Prof.Sonal Badhe 30
EXAMPLES
Prof.Sonal Badhe 31
4. ENTERTAINMENT
 Movie Industry
 Used in motion
pictures, music
 videos, and television
shows.
 Used in making of
cartoon
 animation films
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Entertainment
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 Game Industry
 Focus on interactivity
 Cost effective solutions
 Avoiding computations
Prof.Sonal Badhe 38
5. EDUCATION & TRAINING
• Computer generated models of physical, financial
and economic systems are used as educational
aids.
• Models of physical systems, physiological systems,
population trends, or equipment such as color-
coded diagram help trainees understand the
operation of the system
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Prof.Sonal Badhe 40
Specialized systems
used for training
applications
 simulators for
practice sessions or
training of ship
captains
 aircraft pilots
 heavy equipment
operators
 air traffic-control
personnel Prof.Sonal Badhe 41
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6. Visualization
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6. VISUALIZATION• Scientific Visualization
• Producing graphical representations for scientific,
engineering, and medical data sets
Visualization of how a car deforms in an asymmetrical crash
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A scientific visualization of a simulation of instability
caused by two mixing fluids
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Airflow around a Harrier Jet (NASA Ames)
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• Business Visualization is used in connection with
data sets related to commerce, industry and other
non-scientific areas
• Techniques used- color coding, contour plots,
graphs, charts, surface renderings & visualizations
of volume interiors.
• Image processing techniques are combined with
computer graphics to produce many of the data
visualizations
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7. IMAGE PROCESSING
• CG- Computer is used to create a picture
• Image Processing – applies techniques to modify
or interpret existing pictures such as photographs
and TV scans
• Medical applications
• Picture enhancements
• Tomography
• Simulations of operations
• Ultrasonics & nuclear medicine scanners
• 2 applications of image processing
• Improving picture quality
• Machine perception of visual information (Robotics)Prof.Sonal Badhe 52
Image Processing
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8. GRAPHICAL USER INTERFACES
• Major component – Window manager
(multiple-window areas)
• To make a particular window active, click in that window
(using an interactive pointing device)
• Interfaces display – menus & icons
• Icons – graphical symbol designed to look like the
processing option it represents
• Advantages of icons – less screen space, easily understood
• Menus contain lists of textual descriptions & iconsProf.Sonal Badhe 56
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Office Automation
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INPUT DEVICES
Prof.Sonal Badhe 62
INTRODUCTION
• An input device is a piece of hardware by which a user
enters information into computer system.
• Example: mouse, trackball, joystick, voice systems, touch
screens,etc.
• A major goal in designing graphics packages is device
independence enhances portability of the application
Prof.Sonal Badhe 63
KEYBOARD
Prof.Sonal Badhe 64
• An alphanumeric keyboard is used primarily as a device for entering
text strings.
• The keyboard is an efficient device for inputting such nongraphic
data as picture labels associated with graphics display.
• Cursor control keys and function keys are common features on
general purpose keyboards.
• These days, keyboard has a good ergonomic design ; it has a
detachable palm rest, slope adjustments, split keys for natural hand
• Two types ,which are the fix-split key board and the adjustable split
keyboard. The adjustable split keyboard consist of several
pieces which angles can be change according to the user's
preference.
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MOUSE
Prof.Sonal Badhe 66
• A mouse is a small hand-held BOX used to
position the screen
cursor.
• Wheels or Rollers(now-a-days Laser lights)
on the bottom are used to record the
position of the screen.
• Generally there are two or three buttons,
used for operations like recording of the
cursor positions or invoking of a function.
• In order to increase the number of INPUT
parameters, additional devices can be
included.
• The Z-MOUSE is an example of this.
TYPES
Wireless
Mouse Z-Mouse
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Prof.Sonal Badhe 68
Z- MOUSEKEY FEATURES:
• Has three buttons, a
thumbwheel on the side, a
trackball on the top and a
standard mouse ball
underneath
• With Z mouse, we can pick up
an object,rotate it, and move
it in any direction etc.
• Allow 3D viewing.
• Applications include virtual
reality,CAD, and animation.
TRACKBALL & SPACEBALL
Trackball Spaceball
Prof.Sonal Badhe 69
TRACKBALL
• It is a 2D positioning
device.
• It consists a ball held by a
socket containing sensors
to detect the rotation of
ball about TWO axis.
• User rolls the ball to move
the cursor.
• They are often mounted on
devices such as keyboards,
Z-mouse etc.
SPACEBALL
• It provides SIX degrees of
freedom.
• It is a fix device.
• Movement detection is
done using strain gauges.
• Cursor can move in any
direction.
• It is more efficient then
trackball.Prof.Sonal Badhe 70
Prof.Sonal Badhe 71
APPLICATIONS
 Used in CAD workstations
 In animation
 Sometimes on special Workstations such as the radar
consoles in air-traffic control room
 In Gaming consoles
 People with a mobility impairment use trackballs as
an assistive technology input device
Prof.Sonal Badhe 72
Joystick
KEY FEATURES:
• Consists of a stick pivoted on a base.
• Used to steer the screen cursor.
• It also has one or two PUSH
Buttons as input switches
to perform certain actions.
• Most joystick are 2D, but 3D do exist.
• Distance moved from the CENTER position
corresponds to the screen cursor movement in
that direction.
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Prof.Sonal Badhe 74
APPLICATIONS
• In Gaming consoles
• In 3D animation
• Used to drive machines like cranes, mining trucks,
hydraulics etc.
• Used as assistive technology pointing device such as in
Electronic wheelchairs
Prof.Sonal Badhe 75
DATA GLOVE
Prof.Sonal Badhe 76
KEY FEATURES:
• Used to grasp a “virtual” object.
• Uses sensors to detect the Hand and finger motion.
• Electromagnetic coupling between signals provides
information about the position and orientation of the
hand.
Prof.Sonal Badhe
APPLICATIONS
• In 3D animation movies
• Visual effects
• Gestures can be categorized into useful information,such
as to recognize Sign Language or other symbolic
functions
• 3D Virtual environment Games
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Prof.Sonal Badhe 78
Digitizer
KEY FEATURES:
• Common device for drawing, painting,or interactively
selecting coordinate positions on an object
• Typically, it is used to scan an Object and to input discrete
coordinate positions
• ONE TYPE of Digitizer is the Graphics Tablet
• It converts graphics and pictorial data into binary inputs.
A graphic tablet as digitizer is used for doing fine works of
drawing and images manipulation applications.
Prof.Sonal Badhe 79
Prof.Sonal Badhe 80
APPLICATIONS
• Used in generating Computer generated graphic images
• Used in creating characters for Animation
• In Technical drawings and CAD
• Used for Handwriting recognition
Prof.Sonal Badhe 81
Image scanners
Prof.Sonal Badhe
KEY FEATURES:
• In computing, a scanner is a device that optically scans
images, printed text, handwriting,or an object, and
converts it to a digital image.
• When the scanning is performed, the gradation of gray
scale or colors are recorded and stored in an array.
• Once scanned, any kind of transformations can be
applied to the object image.
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OUTPUT DEVICES
Prof.Sonal Badhe
Prof.Sonal Badhe 84
Monitor
CRT
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Beam Penetration CRT
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LCD Display
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LCD Display
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LED Display
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Plasma Display
Prof.Sonal Badhe
Raster scan Display
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Architecture of raster scan display
Prof.Sonal Badhe
Random scan Display
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Architecture of random scan display
Prof.Sonal Badhe
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Raster Scan System Random Scan System
Resolution It has poor or less
Resolution because picture
definition is stored as a
intensity value.
It has High
Resolution because it stores
picture definition as a set of
line commands.
Electron-
Beam
Electron Beam is directed
from top to bottom and one
row at a time on screen, but
electron beam is directed to
whole screen.
Electron Beam is directed to
only that part of screen
where picture is required to
be drawn, one line at a time
so also called Vector
Display.
Cost It is less expensive than
Random Scan System.
It is Costlier than Raster
Scan System.
Refresh Rate Refresh rate is 60 to 80
frame per second.
Refresh Rate depends on
the number of lines to be
displayed i.e 30 to 60 times
per second.
104
Picture
Definition
It Stores picture
definition in Refresh
Buffer also called Frame
Buffer.
It Stores picture definition
as a set of line
commands called Refresh
Display File.
Line Drawing Zig – Zag line is produced
because plotted value are
discrete.
Smooth line is produced
because directly the line
path is followed by electron
beam .
Realism in
display
It contains shadow, advance
shading and hidden surface
technique so gives
therealistic display of
scenes.
It does not contain shadow
and hidden surface
technique so it can not give
realistic display of scenes.
Image
Drawing
It uses Pixels along scan lines
for drawing an image.
It is designed for line
drawing applications and
uses various mathematical
function to draw.
Prof.Sonal Badhe
105
Chapter/Module-1
Introduction and Overview of Graphics System:
• Definition And Representative Uses Of Computer Graphics,
•Classification Of Application Areas
• Overview Of Coordinate Systems
•Definition Of Scan Conversion
• Rasterization And Rendering
• Raster Scan & Random Scan Displays
•Flat Panel Displays Like Lcd And Led
•Architecture Of Raster Graphics System With Display
Processor
• Architecture Of Random Scan Systems
Prof.Sonal Badhe
106
Questions
1) What is computer Graphics? Explain various application of
computer graphics
2) List and explain various input and output devices
3) Explain Raster and Random scan display
4) Differentiate between raster and Random Scan Display
5) Explain architecture of Random Scan and Random Scan
Display.
Prof.Sonal Badhe
EnD
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Exercise
Que: Identify the application areas for listed computer graphics
applications.
Prof.Sonal Badhe
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Nuclear Reactor
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Making Movies
Prof.Sonal Badhe 134
135
Making Movies
• Concept
• Storyboarding
• Sound
• Character
Development
• Layout and
look
• Effects
• Animation
• Lighting Prof.Sonal Badhe
136
Concept
• “Nothing gets in the way of the story”
–John Lasseter (Pixar)
Prof.Sonal Badhe
Story-boarding• Explicitly
define
– Scenes
– Camera
shots
– Special
effects
– Lighting
– Scale
• Used as
guide by
animators
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Sound
• Voice recording of talent completed before
animation begins
• Animations must match the voice over
• A puppeteer once told me that the voice makes or
breaks a character
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Character Development
• 300 Drawings
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Character Development
• 40 Sculptures
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Character Development
• Computer
Models
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Layout
& Look
• Build
scenery
• Match
colors
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Matchmoving
• CG camera must exactly match the real
camera
–Position
–Rotation
–Focal length
–Aperature
• Easy when camera is instrumented
• Hard to place CG on moving objects on filmProf.Sonal Badhe
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Match-
moving
Prof.Sonal Badhe
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Matchmoving
• Known patterns in live action made it easier to track
– furniture, wall paper
• 2D – 3D conversion in Maya
Prof.Sonal Badhe
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Shooting Film For CG
• Actors practice with small scale models
• Maquettes replaced with laser dots
– lasers on when camera shutter is closed
• After each take, three extra shots
– chrome ball for environment map for Stuart’s eyes
– white and gray balls for lighting info
Prof.Sonal Badhe
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Matchmoving
• Film scanned
• Camera tracking data retrieved
• 3D Equalizer + Alias Maya to prepare (register) the
digital camera
• Once shot is prepared, 2D images rendered and
composited with live action
Prof.Sonal Badhe
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Water
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Particle
Sim and
Indentation
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Tools
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Compositing
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Compositing
• Lighting
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Facial Animation
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Facial Animation
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Fur
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Cloth
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Buttons and Creases
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Texture
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Companies
• Pixar
• Disney
• Sony Imageworks
• Industrial Light and
Magic (ILM)
• Rhythm and Hues
• Pacific Data Images
(PDI)
• Dreamworks SKG
• Tippett Studios
• Angel Studios
• Blue Sky
• Robert Abel and
Associates
• Giant Studios
Prof.Sonal Badhe
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Toy Story (1995)
• 77 minutes long; 110,064 frames
• 800,000 machine hours (91 years!) of
rendering
• 1 terabyte of disk space
• 3.5 minutes of animation produced each
week (maximum)
• Frame render times: 45 min – 20 hours
• 110 Suns operating 24-7 for rendering
– 300 CPU’s
Prof.Sonal Badhe
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Toy Story
• Texture maps on Buzz: 189
– (450 to show scuffs and dirt)
• Number of animation ‘knobs’
– Buzz – 700
– Woody – 712
• Face – 212
• Mouth – 58
– Sid’s Backpack – 128
• Number of leaves on
trees – 1.2 mil
• Number of shaders – 1300
• Number of storyboards – 25,000Prof.Sonal Badhe
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Toy Story 2
• 80 minutes long, 122,699
frames
• 1400 processor render farm
• Render time of 10 min to 3
days
• Direct to video film
• Software tools
– Alias|Wavefront
– Amazon Paint
– RenderMan
Prof.Sonal Badhe
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Newman!
• Subdivision-surfaces
• Polygonal hair (head)
– Texture mapped on arms
• Sculpted clothes
• Complex shaders
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Devil’s in the Details
• Render in color
• Convert to
NTSC B/W
• Add film effects
– Jitter
– Negative
scratches
– Hair
– Static
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Images
Shadows?
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Images
Prof.Sonal Badhe
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Stuart Little
• 500 shots with
digital character
• 6 main challenges
– Lip sync
– Match-move (CG
to live-action)
– Fur
– Clothes
– Animation tools
– Rendering, lighting, compositing
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Stuart Little
• 100+ people worked on CG
– 32 color/lighting/composite artists
– 12 technical assistants
– 30 animators
– 40 artists
– 12 R&D
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Stuart Little
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Final Fantasy
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Final Fantasy
• First ever animated feature to attempt photorealistic CGI
humans
• Second biggest box office flop ever (lost over $124M)
• Main characters > 300,000 polys
• 1336 shots
• 24,606 layers
• 3,000,000 renders (if only rendered once)
– typically 5 render revisions
– render time per frame = 90 min
• Most layers per shot 500
• 934,162 days of render time on one CPU
– they used 1200 CPUs = 778 days of rendering
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Final Fantasy
• Renderman (Pixar) used for rendering
– direct illumination
– many hacks to fake global illumination
• Maya used for modeling
• Hair
– Modeled is splines
– Lighting and rendering complicated as well
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Star Wars I
• The good
– Jar-Jar’s ears (cloth
simulation)
– Jar-Jar’s facial
animation
– Sets
• Were only as high as the
tallest character in the
film
• Above that was all CG
– Was the first
interaction between
CGI and humans
Prof.Sonal Badhe

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