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Introduction

What Is Computer Graphics About?

Much research focuses on these areas:

Topics to Be Covered in this Course

Language and API Wars

A local misunderstanding in Bremen: Notice that: API = Application Programming Interface = the actual set of functions/classes/..., not its documentation.

The two major APIs for real-time 3D graphics are OpenGL and DirectX. There also are APIs for 2D (Java2D, GDI+, ...) and for non-real time 3D graphics (RenderMan Interface, ...).
 
OpenGL 1.5 (2.0) DirectX 9.0c (also includes 2D, sound, etc.)
designed by committee ("ARB") proprietary: Microsoft
available on every major platform Windows-only
common binding: C; many other bindings available (Java, C++ classes, ...) C++ and (through the OO wrapper Managed DirectX) all .NET-based languages ("managed code")
some partial software emulation in some drivers SDK contains full-featured reference implemention with emulation in software
strong backward compatibility (i.e., old-fashioned?) often redesigned with little backward compatibility (i.e., modern?) [coming next: Windows Graphics Foundation WGF in Longhorn]
some helpers, but not many contained in the standard lots of helpers: object simplification, shader effects, soft shadows, ...
vendor-specific extensions, lead to (many?) incompatibilties capability flags, lead to (less?) incompatibilties; introduction of new features requires new version of DirectX

Schedule etc.