ARCH498e, ClassNotes

This page contains class and lecture notes and will be updated through out the term. Look here for responses to questions and issues discussed in class.

Logistics
Review of Computer Graphics Principles

 

Logistics

Computer Accounts:

  1. There are two class network accounts on the PC CAUP network and on McCAUP. The user name for both accounts is "arch498e". Passwords will be distributed in class.
  2. For the SGI Indy's each student will receive a user account for the duration of the quarter. Space is limited so files must be managed routinely. The machine named "pooh" is acting as our file server.
  3. All students will need to use their Uniform Access Accounts on "dante" or "homer" to transport files between the different networks we will be using. It will be routine to ftp files from McCAUP to "dante" and then from "dante" to "pooh".
    Additional Unix information can found at many sites. The University of Chicago is one example. They also have good instructions on using ftp.

Keys:

Most of our model construction work will be done at CAUP in Gould 424. Keys can be checked out from the Library.
 

 

 

Review of Computer Graphics Principles

Geometry:
Coordinate system:Euclidian geometry
x,y,z, axis in 3d space
right hand rule for coordinate system
right hand rule for rotation
coordinate systems
- global
- object coordinate systems
- user defined coord
Primitives:
point, (1d single coordinate in space):
line, (2d vector in space):
- line, polyline, arch, circle, ellipse, rectangle, etc...
surface, (2d plane in space - minimum 3 points in space or tiangle):
- triangle, face, polygon
- surface normals
"mesh" (3d collection of 2d faces in space):
- mesh, cube/box, sphere, cone, etc...
Other Types of Geometry:
- Constructive Solid Geometry, (3d mathematical description of a
3d solid):
* primitives, boolean operations
- comples curves:
* bezier, nurb, splines
- complex surfaces:
* patches, NURBS, multiresolution surfaces
Data Structures:
primitives
objects, (single primitive or collection of primitives)
levels/layers
groups/"blocks"/"symbols"
- parent object
- instances
Materiality:
Color:
Perception:
- hue
- saturation
- lightness/brightness, (reflected verses self-luminous)
- color systems
* HSB
* RGB
* CMYK
Lights:
ambient
point
spot
area
linear
Textures:
"bitmaps"/pixmaps, ( .bmp, .jpg, .tif, .gif, .rgb, .png, .tga,
etc....)
- array/matrix of pixels
- resolution
- color definiton
* index
* 8 bit/ 24 bit, (bit depth)
Maps
- UVW mapping coordinates
- bitmap
- procedureal maps
Simultaion
Shading, phong , guarou, flat
Rendering
- raycasting
- raytracing
- radiosity
- hybrid