OOTI Visualization Module
Block Lecturer
dr.ir. J.J. van Wijk
Goals
The aim of the module is to provide:
- knowledge of principles of computer graphics;
- insight in visualization methods and tools;
- experience with the design and implementation of interactive
computer graphics applications.
Motivation
Interactive computer graphics is ubiquitous nowadays. Its applications
vary from entertainment to research, from business graphics to
highly realistic animations. For professionals in computer science it is
therefore worthwhile to have an understanding of its basic principles.
Some typical aspects of graphics are:
- multi-disciplinary: Results from many different disciplines,
such as computer science, physics, mathematics, signal theory, and
psychology, are used;
- user-centred: The final touchstone is the viewer;
- Rapid developments: Software and especially hardware for computer
graphics develops rapidly, as a result of both technology push and
market pull.
As a result, computer graphics is a typical engineering science.
Driven by a problem, multiple disciplines have to be integrated to
lead to methods, techniques, and systems that are useful in practice.
The development of interactive graphics systems is therefore a good
case for improving design skills.
Realization
The module can be studied independently by students. The assignments
consist of self study, literature study, and projects. The reasons for
this are:
- Students are flexible in their planning for the module;
- Application in projects is more effective to gain understanding
than standard courses;
- Only a single current course fits into the profile of this module.
The module is currently split up in four assignments. This will
probably be refined and adapted in the future.
Assignment 1 - Computer Graphics (60 hours)
The aim is to get solid background knowledge on computer graphics.
This has to be done via self-study. Jack van Wijk and Huub van de Wetering
are available to answer questions. The book to be studied is:
Foley, J.D., A. van Dam, S.K. Feiner, J.F. Hughes: Computer Graphics -
Principles and Practice, second edition, Addison-Wesley, 1996.
The following chapters and sections have to be studied:
- 5. Geometrical Transformations
- 6. Viewing in 3D
- 9. Dialogue Design
- 10. User Interface Software
- 11. Representing curves and surfaces: 11.1 to 11.2.4, 11.3, 11.4
- 12. Solid Modeling
- 13. Achromatic and Colored Light
- 14. The Quest for Visual Realism
- 15. Visual-surface Determination: 15.1, 15.2, 15.4, 15.5, 15.10.1
- 16. Illumination and Shading: 16.1, 16.2, 16.3, 16.5.1, 16.12 to 16.12.1, 16.14
- 20. Advanced Modeling Techniques: 20.6
The assignment will be finished with an oral examination.
Assignment 2 - Graphics Standards (40 hours)
The aim of this assignment is to get an6insight into the main current
standards for 3D graphics programming. This has to be done via a study of
literature and the web. The following standards must be studied:
- VRML;
- Direct3D;
- Java3D;
- OpenGL.
The result is an article (+/- 10 pages) with a description of the standards and
a comparison. The audience are software developers that
must decide for their application which standard(s) suit best.
Assignment 3 - Colormap editor (80 hours)
The aim is to obtain practical experience and get more insight in the application
of computer graphics. This has to be done via a single integrated project in
which several aspects of computer graphics have to be addressed.
The assignment is to develop a colormap editor. A colormap is a sequence of
colors that are used to map data to color. Typical applications are scientific
visualization and cartography. The user must be able to define such colormaps
(and to compare them) in a flexible way. Some requirements of the tool are:
- Specification via control-points and splines;
- Parametrized, automated definition;
- Support of multiple color spaces;
- Visualization of the color map in 3D, as a space curve in an RGB-cube
and a HSV cone;
- Presentation of the effect of a color map in one or more typical examples.
Creativity and extra features are welcome!
The editor is preferably implemented as a Java-applet. For tutorial purposes,
3D aspects must be programmed without 3D libraries, i.e. from scratch.
A manual page, a description of the features and future developments are required.
Present the work as if it were for a company that markets sophisticated editors.
Assignment 4 - Project (200 hours)
The aim of this assignment is to gain further insight in visualization.
A typical project consists of the design, implementation, and evaluation
of some non-trivial visualization or interactive simulation tool. The
key-question to be answered is: How to get insight into some complex
set of data? A major difference with the previous assignment is that the
requirements will be limited to a description of the problem. Often
literature will have to be studied to examine existing solutions.
New and innovative solutions are encouraged, as well as smooth integration
of visualization and user-interface. Topics for projects will be defined
per student, based on his interest and the research programme of the
Computer Graphics Expertise Area.
Contact
Jack van Wijk /
vanwijk@win.tue.nl