Visual Digital Media Technology
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Transcript of Visual Digital Media Technology
DIGITAL VISUAL MEDIA
TECHNOLOGY
Budianto Tandianus
ABOUT MEName : - Budianto Tandianus
- 陈 松 生 - Eon Strife
Origin : IndonesiaProgram : M.Sc.(Digital Media Technology) (Full Time)
PhD (Part Time)Interests : Gaming, Computer Graphics, MusicE-mail : [email protected]
[email protected] : http://www3.ntu.edu.sg/home2008/budi0010
INTRODUCTION TO DIGITAL WORLD The ‘atom’ of computing : 0 and 1 Computer are programmed with 0 and 1
bitsFrom the earliest day :
To today’s programming : printf(“hello world\n”) ->
01110101011010010101
Source : http://en.wikipedia.org
INTRODUCTION TO DIGITAL WORLD Likewise, the processed data are also in
digital
10101101 01011011 11001101 1001110100110110 11011101 00110110 0101101100011011 11011011 11110110 10000101 …
INTRODUCTION TO DIGITAL WORLD Digital and Analog
MEDIA TECHNOLOGY
Source : http://www.travelchinaguide.com
BEFORE AFTER
Source : http://photos.pcpro.co.uk
COMMERCIALIZATION Most obvious examples : Game and
Movies
COMMERCIALIZATION Online games
Source : http://www.neoseeker.com
COMMERCIALIZATION Social Media :
Instagram I Love Coffee
Source : http://www.femalemag.com.my/
COMMERCIALIZATION Authoring tools
Autodesk 3DS MaxAdobe PhotoshopUnreal EngineCry EngineEtc.
Source : http://gamedesignschools411.com
COMMERCIALIZATION Online video streaming
YoutubeNetFlix
Online photo sharingFlickrPicasa
WHAT OUR EYES ARE SEEING Visual stimuli from the display
Source : http://irieman.com/blogSource : http://www.mobile2u.com.pk/
Source : http://3dvision-blog.com/ Source : http://www.popularmechanics.com/
VISUAL OUTPUT
10101101 01011011 11001101 1001110100110110 11011101 00110110 0101101100011011 11011011 11110110 10000101 …
DIGITAL IMAGE PROCESSING Examples of digital image processing :
Original Blurred
Gray scale Edge Detection
NoisyImage
DenoisedImage
DIGITAL IMAGE PROCESSING How to do it ?
Colour -> Grayscale Y’ = 0.212 * R + 0.7125 * G + 0.0722 * B
Image Denoising Value of the pixel is the average value of its
value and the values of its surrounding pixels
IMAGE PROCESSING IN THE INTERNET
VIDEO PROCESSING Video is a sequence of images in
temporal domain
Time
VIDEO PROCESSING Biggest issue in video processing is the
file size. One image size :
1920 * 1080 * 3 * 8 bits = 5.93 MB The movie is 24 Frames per second
5.93 * 24 = 142.32 MB And it’s a two-hour movie :
142.32 MB * 60 seconds * 60 minutes * 2 hours = 1 TB
And if it’s a 3D movie, then :1 TB * 2 eyes = 2 TB
VIDEO COMPRESSION Need to compress ! Common way : Discrete Cosine
Transform or Discrete Wavelength Transform
Lossy Compression Basic philosophy :
One image has a lot of information (values) Just keep the most prominent ones
VIDEO COMPRESSION
VIDEO MEDIA IN THE INTERNET
VIDEO MEDIA IN THE INTERNET
VIDEO MEDIA IN THE INTERNET Not a good solution if download the
whole video first before the user can watch
Solution : streaming based Bytes of data are transferred
one by one Advantage :
User can watch as the videois downloaded
LET’S JUMP TO 3D !
INTRODUCTION TO 3D Before the data are ‘processed’ and
shown as pixels in screen, they are still in raw format :3D Models : polygons, verticesLight sources : point light, directional light,
area light, spotlight, etc.Camera : to enable us to see scene
3D SCENE Common representation of 3D model :
3D mesh
Implicit surface, e.g. : x^2 + y^2 + z^2 = r^2
vertex
face
edge
3D SCENE Now we have the 3D mesh, now how we
can see it in display ?Answer : create a camera
Camera
ProjectionPlane
3D Model
3D SCENE But what we see is only a wireframe or
only flat color, not realistic ! Next step : add light light source(s) and
perform shading
3D SCENE Shading : calculate the amount of
illumination seen for each visible point in the scene
The most basic : Lambertian, assume the light is reflected
equally to all directions, and it’s proportional to the angle between the surface normal and direction to the light source: L . N
3D SCENE
3D SCENE We can improve more, by considering the
illumination from all directions : Global Illumination
A lot of algorithms : Distributed Ray Tracing Path Tracing Bidirectional Path Tracing Metropolis Light Transport Photon mapping Etc.
3D SCENE So far, the process from 3D scene ->
final image is called rendering But it’s boring ! Everything is not
moving ! Intermediate step : Animation
3D ANIMATION Done by performing basic
transformation :E.g. rotation
Or animating rigged character
Source : http://coreenginedev.blogspot.com
2D AND 3D Post Processing : After rendering the 3D
scene, the developer might do additional image processing on the results.
E.g. :
Source : http://udn.epicgames.com
3D GRAPHICS IN THE INTERNET
Source : http://www.awwwards.com/22-experimental-webgl-demo-examples.html
3D GRAPHICS IN THE INTERNET
Source : http://www.unrealengine.com/html5/
WEBGL All these demos are developed using
WebGL WebGL is an open standard for 3D
rendering API for web browser It’s based on OpenGL, which is much more
powerfulMany of PC games you’ve played might be
developed using OpenGL ! WebGL extends javascript Can run in a lot of web browser
Including web browser of tablets, but they are still struggling
WEBGL WebGL compatibility list :
Source : http://caniuse.com/webgl
2D AND 3D
3D Scene Data
2D Image
RenderingComputer Vision
Digital Image Processing
Geometry Processingor animation
COMPUTER VISION Given a 2D image, let the computer
interpret the 3D scene
Source : http://www.digitaltrends.com
INNOVATION IS NEEDED! I know that most of you guys here are
more interested in making money
The question here is, how to innovatively make use of these technologies, how to commercialize the project
DIGITAL MEDIA IN INDONESIA Is the digital media business very
gloomy in Indonesia’s market ?Yeah, more or lessBut there is already some interesting
development !
INFINITE SKY Downloaded by more than 500k iPhone
users Top 10 in US and UK
Source : http://www.indoboom.com
DREADOUT Horror game developed by a team in
Bandung Funded with IndieGoGo, a crowdfunding
service Going to be released soon
Source : http://www.indiegogo.com
IF YOU’RE INTERESTED FURTHER IN TODAY’S PRESENTATIONS Image Processing :
Rafael C. Gonzalez, Richard E. Woods. Digital Image Processing (3rd Edition), Prentice Hall 2007
Rendering : Donald D. Hearn, M. Pauline Baker, Warren Carithers. Computer Graphics with Open
GL (4th Edition), Prentice Hall 2010 Matt Pharr, Greg Humphreys. Physically Based Rendering (2nd Edition) : From Theory
to Implementation, Morgan Kaufmann 2010.
Animation : Rick Parent. Computer Animation, Third Edition: Algorithm and Techniques. Morgan
Kaufmann 2012.
Computer Vision : Richard O. Duda, Pattern Classification (2nd Edition), Wiley-Interscience 2004. David A. Forsyth and Jean Ponce. Computer Vision: A Modern Approach (2nd Edition),
Prentice Hall 2011.
OpenGL : Graham Sellers, Richard S. Wright, Nicholas Haemel. OpenGL SuperBible:
Comprehensive Tutorial and Reference (6th Edition), Addison-Wesley 2013. Dave Shreiner, Graham Sellers, John M. Kessenich, Bill M. Licea-Kane. OpenGL
Programming Guide: The Official Guide to Learning OpenGL Version 4.3 (8th edition), Addison-Wesley 2013.
WebGL : Kouichi Matsuda, Rodge Lea. WebGL Programming Guide: Interactive 3D Graphics
Programming with WebGL, Addison-Wesley 2013.
ONLINE RESOURCE Today’s Presentation can be found at :
http://www.slideshare.net/EonStrife OpenGL and WebGL specifications :
http://www.khronos.org/
THE END