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Page 1: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

6.837Introduction to Computer Graphics

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Page 2: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

2

Plan• Introduction

• Overview of the semester

• Administrivia

• Iterated Function Systems (fractals)http://www.assignmentpedia.com/computer-science-assignment-help.html

For further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 3: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

3

Team• Lecturers

– Frédo Durand– Barb Cutler

• Course secretary– Bryt Bradley

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Page 4: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

4

Why Computer Graphics?• Movies• Games• CAD-CAM• Simulation• Virtual reality• Visualization• Medical imaging

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Page 5: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

5

What you will learn in 6.837• Fundamentals of computer graphics algorithms• Able to implement most applications just shown• Understand how graphics APIs and the graphics

hardware work

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Page 6: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

6

What you will NOT learn• Software packages

– CAD-CAM– Photoshop and other painting tools

• Artistic skills• Game design• Graphics API

– Although you will be exposed to OpenGL

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Page 7: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

7

Plan• Introduction

• Overview of the semester

• Administrivia

• Iterated Function Systems (fractals)http://www.assignmentpedia.com/computer-science-assignment-help.html

For further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 8: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

8

Overview of the semester• Ray Tracing

– Quiz 1• Animation, modeling, IBMR

– Choice of final project• Rendering pipeline

– Quiz 2• Advanced topics

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 9: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

9

Ray Casting• For every pixel

construct a ray from the eye– For every object in the scene

• Find intersection with the ray• Keep if closest

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Page 10: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

10

Ray Casting• For every pixel

construct a ray from the eye– For every object in the scene

• Find intersection with the ray• Keep if closest

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 11: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

11

Ray Tracing• Shade (interaction of light and material)• Secondary rays (shadows, reflection, refraction

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Page 12: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

12

Ray Tracing• Original Ray-traced

image by Whitted

• Image computed usingthe Dali ray tracer byHenrik Wann Jensen

• Environment map byPaul Debevec

Image removed due to copyright considerations.

Image removed due to copyright considerations.

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 13: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

13

Overview of the semester• Ray Tracing

– Quiz 1• Animation, modeling, IBMR

– Choice of final project• Rendering pipeline

– Quiz 2• Advanced topics

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 14: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

Animation: Keyframing

14

Image adapted from:Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation."ACM SIGGRAPH Computer Graphics 21, no. 4 (July 1987): 35-44.

Squash & Stretch in Luxo Jr.'s Hop

Image adapted from:Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation."ACM SIGGRAPH Computer Graphics 21, no. 4 (July 1987): 35-44.http://www.assignmentpedia.com/computer-science-assignment-help.html

For further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 15: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

15

Particle system (PDE)• Animation

– Keyframing and interpolation– Simulation

Images removed due to copyright considerations.

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Page 16: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

16

Rigid body dynamics• Simulate all external forces and torques

( )tx

( )tv( )1

b tp

( )3b tp

( )2b tp

( )2 tf

( )3 tf

( )1 tf

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Page 17: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

17

Modeling• Curved surfaces• Subdivision surfaces

Images removed due to copyright considerations.

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Page 18: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

18

Image-based Rendering• Use images as inputs and representation• E.g. Image-based modeling and photo editing

Boh, Chen, Dorsey and Durand 2001

Input image New viewpoint Relighting

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Page 19: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

19

Overview of the semester• Ray Tracing

– Quiz 1• Animation, modeling, IBMR

– Choice of final project• Rendering pipeline

– Quiz 2• Advanced topics

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 20: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

20

The Rendering PipelineRendering Pipeline• For each triangle

– For each projected pixel

Project scene to the pixels

Ray Casting• For each pixel

– For each object

Send pixels to the scene

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Page 21: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

21

The Rendering Pipeline• Transformations

• Clipping

• Rasterization

• Visibility

NEAR

EYE

FARy

zxo

x

z o

-nz

y

xo

Courtesy of Leonard McMillan, Computer Science at the University of North Carolina in Chapel Hill. Used with permission

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Page 22: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

22

Overview of the semester• Ray Tracing

– Quiz 1• Animation, modeling, IBMR

– Choice of final project• Rendering pipeline

– Quiz 2• Advanced topics

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 23: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

23

Textures and shading

For more info on the computer artwork of Jeremy Birnsee http://www.3drender.com/jbirn/productions.html

Courtesy of Jeremy Birn. Used with permission.http://www.assignmentpedia.com/computer-science-assignment-help.html

For further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 24: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

24

shadows

Image removed due to copyright considerations.

Image removed due to copyright considerations.

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Page 25: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

25

Traditional Ray Tracing

Image removed due to copyright considerations.

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Page 26: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

26

Ray Tracing+soft shadows

Image removed due to copyright considerations.

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Page 27: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

27

Ray Tracing+caustics

Image removed due to copyright considerations.

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Page 28: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

28

Global Illumination

Image removed due to copyright considerations.

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Page 29: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

Overview 29

Antialiasing

Courtesy of Leonard McMillan, Computer Science at the University of North Carolina in Chapel Hill. Used with permission.

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Page 30: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

30

Questions?

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Page 31: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

31

Plan• Introduction

• Overview of the semester

• Administrivia

• Iterated Function Systems (fractals)http://www.assignmentpedia.com/computer-science-assignment-help.html

For further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 32: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

32

Administrivia• Web:

http://graphics.csail.mit.edu/classes/6.837/F03/• Lectures

– Slides will be online• Office hours

– Posted on the web• Review sessions

– C++, linear algebra

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Page 33: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

33

Prerequisites• Not enforced• 18.06 Linear Algebra

– Simple linear algebra, vectors, matrices, basis, solvingsystems of equations, inversion

• 6.046J Algorithms– Orders of growth, bounds, sorting, trees

• C++– All assignments are in C++– Review/introductory session Monday

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Page 34: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

34

Grading policy• Assignments: 40%

– Must be completed individually– No late policy. Stamped by stellar.

• 2 Quizzes: 20%– 1 hour in class

• Final project: 40%– Groups of 3, single grade for the group– Initial proposal: 3-5 pages– Steady weekly progress– Final report & presentation– Overall technical merit

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Page 35: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

35

Assignments• Turn in code AND executable• We will watch code style• Platform

– Windows– Linux

• Collaboration policy:– You can chat, but code on your own

• No late policy

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Page 36: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

36

Project• Groups of 3• Brainstorming

– Middle of the semester• Proposal• Weekly meeting with TAs• Report & presentation

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Page 37: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

37

Plan• Introduction

• Overview of the semester

• Administrivia

• Iterated Function Systems (fractals)http://www.assignmentpedia.com/computer-science-assignment-help.html

For further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 38: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

38

IFS: self-similar fractals• Described by a set of n transformations fi

– Capture the self-similarity– Affine transformations– Contractions (reduce distances)

• An attractor is a fixed point

Image from http://spanky.triumf.ca/www/fractal-info/ifs-type.htm

∪ )(AfA i=

Image removed due to copyright considerations.

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Page 39: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

39

Example: Sierpinsky triangle• 3 transforms• Translation and scale by 0.5

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Page 40: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

40

RenderingFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

• Probabilistic application of one transformation

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Page 41: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

41

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 42: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

42

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 43: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

43

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 44: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

44

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 45: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

45

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 46: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

46

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 47: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

47

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 48: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

48

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 49: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

49

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 50: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

50

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 51: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

51

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 52: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

52

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

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Page 53: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

53

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 54: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

54

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 55: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

55

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 56: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

56

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 57: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

57

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 58: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

58

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 59: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

59

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

Page 60: 6.837 Introduction to Computer Graphics · Lasseter, John. "Principles of Traditional Animation applied to 3D Computer Animation." ACM SIGGRAPH Computer Graphics. 21, no. 4 (July

60

Example: Sierpinsky triangleFor a number of random input points (x0, y0)

For j=0 to big numberPick transformation i

(xk+1, yk+1) = fi (xk, yk)Display (xk, yk)

http://www.assignmentpedia.com/computer-science-assignment-help.htmlFor further details, visit us at www.assignmentpedia.com or email us at [email protected] or call us at +1 520 8371215

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61

Other IFS• The Dragon

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