General
FACULTY
- Blair
MacIntyre
- Bill
RIbarky
- Jarek Rossignac
- Greg
Turk
- Chris
Shaw
- Andrzej
Szymczak
SCOPE
All G&V students are expected to know the basic graphic principles and
techniques (lightfield, ray-tracing and z-buffer scan-conversion, view control,
scene graph computation, rendering pipeline operations) and the basic 2D
graphics and 3D modeling terminology (topology, geometry), representation
schemes (CSG, BSP, Voxels, octrees, triangle mesh, triangle strips) and
techniques (key-frame animation, intersection calculations, convex hulls,
marching cubes). They should also be aware of the major issues (geometric
complexity, realtime performance, image accuracy) and research opportunities in
the overall GVC area.
SUGGESTED
READINGS
- Computer
Graphics: Principles and Practice: Second Edition in C, Foley, van Dam,
Feiner, Hughes, 1996.
- 3D
Computer Graphics, A Watt, Addison Wesley, third Edition, 2000. ISBN
0201398559
- Advanced
Animation and Rendering Techniques: Theory and Practice. Alan Watt and
Mark Watt. Addison-Wesley, 1992.
- Subdivision
Zoo, Denis Zorin, Course notes 23, Siggraph 2000, Chapter 4, pp.
65-98.
- Chapters
1 and 2, Computational Geometry: Algorithms and Applications, M. de Berg,
M. van Kerveld, M. Overmars, O. Schwartzkopf, pp. 1-44,
Springer, 1997.
In addition to these references, students should be familiar with the broad
topics covered by papers in the recent proceedings of the ACM Siggraph and of
the ACM Symposium on Interactive 3D Graphics.
SUGGESTED
COURSES
- CS 6491. Foundations of
Computer Graphics
SAMPLE
QUESTIONS
- GVC
SUB-FIELDS: Define the following terms, explain how the differences
between these areas and how they relate to each other: 3D graphic,
photo-realistic rendering, image-based rendering, animation,
visualization, vision, virtual reality, augmented reality, computational
geometry, graphic information systems, computer-aided design. For each,
describe the fundamental technologies that play an important role, the
principal applications, and major research issues.
- BENEFITS
OF INTERACTIVE 3D: Define the term "Interactive 3D graphics",
explain its objectives and its benefits, discuss its technological and
sociological challenges. Explain precisely the benefits and drawbacks
between the following three desktop metaphors: (1) the current Microsoft
Windows; (2) a system where each window is presented as a static
photograph of a 3D office where other folders appear as desk drawers or
books on shelves; and (3) an interactive 3D navigation system showing a
large virtual office with open doors to other similar offices and lots of
books and devices on shelves, which, when approached, open files and start
applications. What would you do to make the third metaphor really
effective? What would be the major research issues? How would
you market the
result?
- ELECTRONIC
COMMERCE SOLUTION: Suppose you were to design a real-estate system, where
buyers could use on on-line system to interactively walk through
photo-realistic virtual 3D models of houses for sale from their home. You
must minimize the cost of data acquisition and the waiting time for the
buyer, and maximize the graphic performance, the ease of use, the appeal
of the imagery, and the feeling of freedom to tour the house at will.
Describe in details such a system and explain how you would go about
building it, including the off-the-shelf software, hardware, and
peripherals.
- OPEN
RESEARCH PROBLEMS: List the 5 most important open problems in the
Geometric and Visual Computing area that you expect to be funded and
researched actively over the next 10 years. Discuss the motivation and the
current state of the art. Explain the research issues and say what makes
them hard. How would you attack them if you had to?
- COMPARE
REPRESENTATIONS OF SOLIDS: Describe the following five representation
schemes for solids: Boundary representation, CSG, BSP, Voxel, Octree. For
each, describe in broad terms a typical data-structure and give the
details of an efficient algorithm for classifying a point against a solid.
Compare these five representations in terms of storage, performance of
point-classification, and convenience for interactive design.
- PERFORMANCE
ACCELERATION: Discuss the stages and factors that limit the performance of
current generation hardware-assisted rendering pipeline architectures.
Present all the general purpose graphic acceleration techniques that you
know. For each, explain in broad terms the principles, fundamental
algorithms, data-structures, expected benefits, and limitations.
- IMAGE-BASED
RENDERING: Describe the Luminograph and Light Field Rendering methods
presented in SIGGRAPH 1996. Compare these methods and discuss the relative
advantages of each. Which method is more general? Which is more
computationally complex? What are their limitations.
- GROUP
ANIMATION: Explain in details how you would program and animate the
behavior of a flock of birds flying through a city between tall buildings.
The birds must stay together while avoiding obstacles, yet each bird
controls its own trajectory and does not get too close to its neighbors.
Suggest efficient data structures for detecting collisions and for
maintaining proximity information between birds as their nearest neighbors
change.
- MORPHING:
Consider two objects A and B, each represented by a triangulated boundary.
Describe in details four techniques for animating a morphing operation
between them. What does it mean for the morph to be smooth? What does it
main to be minimal? For each one of the techniques you described, discuss
their smoothness, minimality, and restrictions.
- ISOSURFACES:
Describe in detail a technique for finding isosurfaces in a volume of
scalar data. What is the computational complexity (e.g., in terms of the
number of data elements) for the steps in this technique? Suppose
interactivity was a main concern. Describe in detail hierarchical methods
that might be applied to create isosurfaces in real-time or near
real-time. If the data is time-dependent, how would this affect the
method? Within the framework of your technique, how would you manage the
presentation of greater detail? Describe both automatic and
user-controlled methods.
- VISUALIZATION
TECHNIQUES: The visualization of discrete volumes of data can be
accomplished using three broad families of approaches: direct volume
rendering, projection (or splatting), and 3D texture. Describe each type
of approach, and highlight the differences between them.
- IMMERSIVE
3D INTERFACES: Present an argument for or against the following statement:
"Interaction in virtual environments should be as close as possible
to interaction in the physical world." Do you think that VEs will
eventually have a "standard" interface, analogous to the desktop
GUIs on today's PCs? Why or why not? List some advantages and
disadvantages for each of the following methods of interaction evaluation:
usability study, single-variable experimentation, testbed evaluation.