Notes
Slide Show
Outline
1
3D Geometric Graphics: Rendering
2
The Rendering Pipeline: from Geometric Model Construction to Image Synthesis
  • 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


3
Geometric Modeling Hierarchy
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Common Light Types
  • c
5
Specifying the Camera
  • Position
  • Direction
  • Orientation
  • Field of View
  • Projection type: perspective or parallel







6
Specifying the
Camera 1/2
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Specifying the Camera 2/2
  • 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”
8
Materials
  • Combination of
    • Color
    • Reflective/refractive properties of “material”
    • Maps: texture, bump, environment,…
    • Procedural textures and other kinds of maps
9
Surface Reflection Properties
  • 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

10
Diffuse and Specular Reflection 1/2
  • Diffuse is view-angle independent, only angle of surface to light matters (cosine law)
  • Specular is view-angle dependent
11
Specular Reflection in Action
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Diffuse and Specular Reflection 2/2
  • 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

13
Announcements
  • 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

14
Critique
  • Works?
    • If so why?
    • If not, how can we fix?
  • Proximity
  • Alignment
  • Repetition
  • Contrast
  • Type expressiveness, appropriateness
  • Graphic elements


15
Non-Global Illumination Models
  • 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


16
 
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"c"
  • c
18
Global Illumination Models
  • Ray tracing (early 1980s)
    • Specular interobject reflection, refraction
  • Radiosity (late 1980s)
    • Diffuse interobject reflection

19
Simple Ray Tracing
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Shadows
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Reflections
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Transmission (Transparency)
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You know it’s ray tracing when…
  • Reflection, transparency, other light-bouncing effects
24
Yoichiro Kawaguchi, Evolver 1998
25
 
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Radiosity
  • 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
27
"v"
  • v
28
Radiosity, Radiosity&Ray Tracing
  • c
29
GTT Simple Robot Exercise
  • 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/