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1
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2
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- Modeling
- Shapes and their (hierarchical) composition
- Materials (degrees of diffuse and specular reflection)
- Behavior: time-varying
attributes for each frame or key frame
- Lighting
- Directional lights, spot lights, area lights, etc…
- Specifying the “camera” to define the view volume
- Position
- Direction (a vector in 3-space)
- Orientation about “barrel” of “lens”
- Field of view (wide-angle to telephoto) via clipping planes
- Choose perspective or parallel projection
- =========================================
- Rendering: map from 3D scene to
2D image
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3
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4
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5
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- Position
- Direction
- Orientation
- Field of View
- Projection type: perspective or parallel
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6
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7
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- Eye and camera have a semi-infinite circular cone of vision, aka view
volume: must clip what isn’t
“inside”
- Too “expensive” (mathematically) to clip against such a cone
- Therefore we approximate with rectangular cone/pyramid
- Further limit to finite pyramid with front and back “clipping planes”
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8
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- Combination of
- Color
- Reflective/refractive properties of “material”
- Maps: texture, bump, environment,…
- Procedural textures and other kinds of maps
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9
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- Light reflected depends on
- Incoming light from light sources or other objects (light source type,
color, potential occlusion…)
- Orientation of surface to that light
- Orientation of surface to the viewer, including potential occlusion by
other surfaces
- Material properties (color, roughness, reflectivity…)
- Surface normals
- Defined for tiny planar
or curved “patches”
- Defines orientation
of surface
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10
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- Diffuse is view-angle independent, only angle of surface to light
matters (cosine law)
- Specular is view-angle dependent
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11
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12
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- Below show varying combinations of specular and diffuse for single light
source at upper left of viewer
- In practice all materials combine
- diffuse and specular reflection
- and absorption
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13
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- Feedback forms
- Depth vs. breadth
- syllabus now shifts to more depth and applications areas
- Variety of backgrounds
- Yes—hard to have material interesting to everyone all the time…
- More discussion, less lecture
- YES
- Thanks for ideas:
- Sections
- More take-homes
- Other specific comments
- Continuing to look through—also, email etc. welcome!
- Experimental, experimental, experimental…
- Jaron! MacMillan 115—see MOTD.
- READ HIS “Half-Manifesto” at http://www.wired.com/wired/archive/8.12/lanier_pr.html
Link is also on MOTD
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14
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- Works?
- If so why?
- If not, how can we fix?
- Proximity
- Alignment
- Repetition
- Contrast
- Type expressiveness, appropriateness
- Graphic elements
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15
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- Hidden surface removal means polygons you can’t see are not rendered
(both those blocked and those that are back-facing – eliminates >50%)
- Non-global means that we look at each polygon in isolation, no shadows
or interobject reflection. Crude
but fast model, standard in graphics cards
- Flat shading: light calculated once for each polygon, as a function of
the angle between its surface normal and the light source (the “faceted
look”)
- Gouraud shading (after Henri Gouraud): average intensity across
neighboring polygons to create smooth gradients between them.
- Phong shading adds specular part by averaging normals, not intensities
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16
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17
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18
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- Ray tracing (early 1980s)
- Specular interobject reflection, refraction
- Radiosity (late 1980s)
- Diffuse interobject reflection
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19
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20
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21
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22
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23
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- Reflection, transparency, other light-bouncing effects
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24
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25
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26
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- Iteratively calculate patch-to-patch reflection of light based on their
relative geometry and material properties
- Start with light sources
- You get: diffuse reflections, color bleeding, soft shadows
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27
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28
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29
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- Make a simple robot with a head (sphere), body (cylinder), and at least
one leg (cube)
- Scale, rotate and translate each primitive to make the robot.
- Use at least two lights
- Group all parts into a Group Node and experiment with scaling, rotating
the robot as a whole.
- DOWNLOAD new GTT (v4.3)
- http://graphics.cs.brown.edu/
research/gtt/
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