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Advanced Visualisation (VA)

Credits Dept.
7.5 (6.0 ECTS) CS

Instructors

Person in charge:  (-)
Others:(-)

General goals

The overall aim of this subject is for students to be familiar with the fundamentals of realistic visualisation and data. More specifically, upon finishing the subject, students should be familiar with the following:
-  Existing illumination models, their limitations and applications.
-  Using graphic libraries to enhance realism.
-  The main applications used in science for visualising data, and the algorithms associated with them.
-  The features of current graphic cards.

Specific goals

Knowledges

  1. Basic concepts underlying lighting effect models. Main models, scope, limits and calculation complexity.
  2. Algorithms providing enhanced realism using conventional graphic libraries (shadows, reflections, transparency, etc.).
  3. Basic concepts and algorithms for generating photo-realistic images using ray tracing. Advantages and limitations.
  4. Main scientific data visualisation applications.
  5. Main techniques for modelling and visualising volumetric data, and their advantages and limitations.
  6. Graphic accelerator cards - architecture and main functions.

Abilities

  1. Design and programming of applications for obtaining photo-realistic images using graphic libraries.
  2. Design and programming of a simple programme for visualising scientific and scalar data data.

Competences

  1. Ability to work in a group developing photo-realistic visualisations Examples: town planning, building interiors, computer games, graphic arts.
  2. Ability to work in a technical-scientific interdisciplinary group requiring data visualisation (Medicine, Biology, Chemistry, simulations, etc.).
  3. Ability to evaluate the features of graphic accelerator cards and specific visualisation software.
  4. Initiative: Resolution, knowing how to take decisions and how to act in order to solve a problem.
  5. Ability to relate and structure information from various sources and thus integrate ideas and knowledge.
  6. Ability to draw up a well-structured technical document.
  7. Ability to work in multidisciplinary teams.
  8. Intellectual curiosity and openness.
  9. Willingness and ability to update one"s professional knowledge throughout one"s career.

Contents

Estimated time (hours):

T P L Alt Ext. L Stu A. time
Theory Problems Laboratory Other activities External Laboratory Study Additional time

1. Introduction to realistic visualisation.
T      P      L      Alt    Ext. L Stu    A. time Total 
6,0 0 0 0 0 6,0 0 12,0
Course presentation. Definition of realistic visualisation and the elements it comprises (visibility, lighting, textures, antialiasing). Applications. Light transport mechanisms. General equation for rendering. Global and local lighting models. Introduction to Radiosity.

2. Enhancing realism in the project visualisation process.
T      P      L      Alt    Ext. L Stu    A. time Total 
9,0 0 10,0 0 10,0 9,0 0 38,0
The visualisation process and graphic cards. Algorithms for simulating transparencies, shadows, and reflections between objects. Image enhancement techniques: antialiasing. Advanced 2D-texture techniques.







  • Laboratory

    Introduction to advanced features of Open-GL and guidelines for the first practice session, which will involve programming an interactive visualisation application for providing transparencies, shadows, reflections, and textures. Not all of these functions will be required of each student group in the practical work.
  • Additional laboratory activities:
    Analysis of the exercise guidelines, skeleton application, and examples supplied by the teaching staff. Study of the new functions provided by the graphics library. Design of incomplete modules. This preparation and study is essential to carry out the practical programming work within normal working hours and the time available. If necessary, time may be earmarked to finish off programming begun in the practical sessions and to submit a user's manual.

3. Realistic visualisation using ray tracing.
T      P      L      Alt    Ext. L Stu    A. time Total 
9,0 0 6,0 0 9,0 9,0 0 33,0
Basic concepts. Shadows, reflections and transparencies. Techniques for speeding up calculations. Use of textures. Image enhancement techniques: antialiasing. Use of APIs for ray-tracing calculations. Applications.







  • Laboratory
    Presentation of the guidelines for the second practice session and the software required to carry out the exercises. The work consists on programming the realistic visualization of a scene using ray-tracing
  • Additional laboratory activities:
    Analysis of the practice guidelines and the supplied software (libraries). Completing the design of the application (which will be provided in partially programmed form). Private study is required to ensure adequate preparation for the lab sessions. Private study may also be required to complete the practical work. Preparation of a user manual and submission of the practical work.

4. Data visualisation.
T      P      L      Alt    Ext. L Stu    A. time Total 
9,0 0 9,0 0 6,0 9,0 0 33,0
Definition of data/scientific visualisation. Applications. Volume modelling. Classification and segmentation functions. Extraction of surfaces: Marching Cubes algorithm. Direct visualisation of volumes. 3D textures.







  • Laboratory
    Presentation of the guidelines for the third practice session and the software required to carry out the exercises. This exercise will involve: completing the programming of an application for visualising an iso-surface using a voxels model of a volume; interactive visualisation; and visualisation using 2D textures or ray tracing.
  • Additional laboratory activities:
    Analysis of the practice guidelines and the supplied software. Completing the design of the application (which will be provided in partially programmed form). Private study is required to ensure adequate preparation for the lab sessions. Private study may also be required to complete the practical work. Preparation of a user manual and submission of the practical work.

5. Graphic cards.
T      P      L      Alt    Ext. L Stu    A. time Total 
9,0 0 3,0 0 3,0 9,0 0 24,0
Functional diagram. Vertex and pixel shaders. Examples of use.


Total per kind T      P      L      Alt    Ext. L Stu    A. time Total 
42,0 0 28,0 0 28,0 42,0 0 140,0
Avaluation additional hours 7,0
Total work hours for student 147,0

Docent Methodolgy

The teaching methodology will be based based on weekly theory classes (3 hours) and lab classes (2 hours). Course concepts will be introduced in the theory classes and be consolidated and developed in the lab sessions.







The teacher will provide guidelines for the lab session exercises and furnish the concepts (e.g. the functions of various APIs) needed to carry out the lab work. Students must complete the design and programming of various applications related to the course contents. For this purpose, students will be provided with partially-programmed skeleton applications. The guidelines will be provided in advance. There will be three exercises: realistic visualisation using OpenGL functions (students may choose between the various options available); realistic visualisation using ray tracing; visualisation of volume models or scientific data. The exercises will be carried out by pairs of students.

Evaluation Methodgy

* The final concepts exam (Nota_conceptes) will comprise short questions and/or exercises in which students must demonstrate their mastery of the concepts taught during the course.

* The lab exam (Nota_lab) will comprise questions concerning both practical work and the software used.

These exams will be held on the dates indicated by faculty members.

A grade will also be awarded for practical work (Nota_pract). The grade will be based on continuous assessment of the course's practical assignments. Exercises that are not submitted by the relevant deadline will be given a zero grade.


The course grade is based on the foregoing grades, and in accordance with the following formula:

Nota_curs = 0.5 Nota_conceptes + 0.2 Nota_lab + 0.3 Nota_pract.

Basic Bibliography

  • And˙jar, C., Brunet,P., FairÚn, M., Navazo, I., Vinacua, A. InformÓtica grÓfica. Un enfocament multimŔdia., CPET, 2002.
  • Alan Watt 3D computer graphics, Addison-Wesley, 2000.
  • Akenine-M÷ller, T. y Haines, E. Real-Time Rendering, A. K. Peters, 2002.
  • Rost, Randi OpenGL Shading Language, Addison Wesley, 2005.

Complementary Bibliography

  • Woo, M., Neider, J., Davis, T. OpenGL User Programming Guide. Version 1.4, Addison-Wesley, 2003.
  • Alan Watt and Fabio Policarpo 3D games, Addison-Wesley, 2001-2003.
  • Franšois X. Sillion, Claude Puech Radiosity and global illumination, Morgan Kaufmann, 1994.
  • Andrew S. Glassner, [editors] An Introduction to ray tracing, Academic Press, 1989.

Web links

(no available informacion)

Previous capacities

VIG course.

To round off the training, students are recommended to take courses on computational geometry and geometric modelling.


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