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Cornea
Camera lens (focusing incoming light)
Iris
Shutter or Aperture control (Controls the amount of light)
Pupil
Aperture (the opening that light enters from)
Retina
Film, or image sensor (Receive light)
Optic Nerve
Data cable (transmits visual information to the brain for processing)
Visible Spectrum
Humans can only see a range of wavelengths from red (longer wavelengths) to violet (shorter wavelengths)
Rods
Sensitive to low light, providing scotopic (night) vision. More abundant in the peripheral regions of the retina
Cones
Sensitive to color and detail, providing photopic (daytime) vision. More abundant in the central region of the retina (fovea)
S-cones
Sensitive to short wavelengths, blue wavelengths
M-cones
Sensitive to medium wavelengths, green wavelengths
L-cones
Sensitive to long wavelengths, red wavelengths
How are analog (continuous) signals transferred to digital (discrete) signals?
Sampling, Quantization, and Encoding
Sampling
Measuring the analog signal at regular intervals
Quantization
Converting the sampled values into discrete values
Encoding
Convert the quantized value to binary codes
Quantization Resolution
The number of discrete levels used to approximate the sampled value. (bits or bins)
Spatial Resolution
Pixels sampled per image space (PPI or DPI)
Grayscale Image
An intensity function defined on a rectangular region, or discretely, a 2D matrix
Color Image
Can be considered as 3 grayscale images (R, G, B, channels respectively) stronger channel --> stronger intensity (white)
RGB
Additive color model used for monitors or other digital mediums that emit photons
CMY
Subtractive color model starting with a default (0, 0, 0) white medium
CMYK
Color model mostly used for printing, adds black in K
HIS, HSL, HSV
Hue [0, 360], saturation, L/V/S brightness. Better matches human color interpretation
Lossless Compression
Offers perfect reconstruction. PNG, TIFF, BMP, GIF
Lossy Compression
Sacrifices some quality for greater size reduction. JPEG, MPEG
Dynamic Range
Difference between its max and min pixel values
Variance
A pixel's average distance from mean intensity, standard deviation
Image Histogram
Visualizes an image's intensity distribution by plotting the number of pixels for each pixel value
Histogram equalization
multiple histograms can be applied to a single image allowing the viewer to focus on areas of differing subject contrast
Correlation
Compute the sum of dot products in a pixel wise manner for each sliding window, producing a new pixel value at each position
Convolution
Similar to correlation, only flipped
Low-pass Filters
Allow low-frequency info to pass, filter out high frequency information. Keeps global info.
Low-pass Filters examples
Box, averaging, gaussian
High-pass Filter
Allow high-frequency info to pass, filter out low-frequency information
High-pass filter examples
Derivative, Laplacian, edge detectors, sharpening
Padding
Adding fake cells around input image in order for the mask to work on all pixels of the image
Edge Detection
Discontinuity of intensities in the image
Upsampling
Increase spatial resolution; usually through interpolation (nearest-neighbor)
Downsampling
Decrease spatial resolution; in order to avoid aliasing, smooth before downsampling
Deep Neural Networks
AI, ML, DL, and Neural Networks
Multi-Layer Perceptron (MLP)
Neuron (node) with computing capabilities: linear combination, nonlinear activation. Built by stacking multiple layers with multiple nodes in each layer
Convolutional Neural Networks (CNNs)
A type of neural network that uses convolutional layers to learn features from images
Piecewise curves
consecutive line segments calculated with linear interpolation from one point to the next
Primary rendering techniques in CG
Rasterization, Ray tracing: two classical techniques
Neural rendering: more recent addition
Rasterization
Forward approach that directly projects 3D points to 2D viewport.
3D to 2D rasterization pipeline
1. Viewing transformation (place camera in 3D space)
2. Model transformation (move objects to position within view volume)
3. Projection transformation (project 3D points onto 2D image plane)
4. Viewport transformation: Map image plane to actual coordinates on the screen's viewport
Face Normal
Perpendicular vector to a triangle's surface.
Vertex Normal
Weighted average of adjacent face normals.
Flat Shading
Single color per face, no interpolation.
Gouraud Shading
Interpolates colors at face vertices. Smoother appearance
Phong Shading
Interpolates normals, computes pixel-by-pixel color. Smoothest and most accurate
Ambient Reflection
Global illumination from all light sources.
Diffuse Reflection
Scattered light from rough surfaces. Depends on light position but NOT viewer position
Specular Reflection
Concentrated light reflection from shiny surfaces. Depends on light position AND viewer position
Ray Tracing
Backwards approach simulating light paths. Shoot rays from the eye through each image pixels. Casts secondary rays to simulate extra reflection/refraction
Ray Casting
Shooting rays through image pixels. Hard shadows, less accurate reflections and shadows
Neural Rendering
Data-driven rendering using neural networks.
Neural Implementation of Classic Rendering Pipeline
Modeling: geometry no longer needs meshes; but is implicitly encoded in neural networks
Texturing: No longer uses bitmaps and texture mapping, now directly generated
Lighting: No longer uses shading models; now typically learned together with geometry from the data
NeRF Representation
5D function encoding 3D scenes in a radiance field
Radiance Field Dimensions
3 dimensions for spatial position (x, y, z)
2 dimensions for view direction (theta, trident)
Volume Intensity σ
Depends on 3D position (x,y,z)
Color c (r,g,b)
Depends on both 3D position (x,y,z) and view direction
Training a NeRF
Compare original photo I with rendered photo I'
Differentiable Rendering
Refines 3D representation via image comparison.
Gaussian Splatting
Enhanced point cloud representation with Gaussians.
Gaussian parameters
Position, Covariance, Color, and Alpha
Training 3DGS
Structure-from-Motion (SfM) that Estimates camera trajectory and 3D points using videos
Autoencoder (AE)
Deterministic model for unsupervised learning. Lacks latent structure
Variational Autoencoder (VAE)
Probabilistic model mapping to distributions. Has more structure but more complex and poor generation quality
Latent Space
Representation of compressed data features.
Generative Adversarial Networks (GANs)
Two networks generating and classifying data. G plays a game against D to fool it into believing its fake data is real. High quality but more complex and hard to train
Diffusion Models (DMs)
Simulates diffusion to create new data. Two processes of adding noise to data, and a reverse process that learns to remove the noise and reconstruct the original data or make new data