Computer Graphics Techniques and Applications - PowerPoint PPT Presentation

1 / 25
About This Presentation
Title:

Computer Graphics Techniques and Applications

Description:

A texture map is a purely visual method of varying the colour pattern of an object. ... A camera' can alter their visual properties almost at will. ... – PowerPoint PPT presentation

Number of Views:51
Avg rating:3.0/5.0
Slides: 26
Provided by: drbrett
Category:

less

Transcript and Presenter's Notes

Title: Computer Graphics Techniques and Applications


1
Computer Graphics Techniques and Applications
  • Chapter 4 - Surfacing a Model
  • Dr Brett Stevens
  • e-mail Brett.Stevens_at_port.ac.uk
  • phone 023 9284 5482
  • address West Wing, Eldon Building
  • notes http//techfaculty.port.ac.uk/cgtap

2
Last Two Weeks
  • Polygon Modelling
  • Spline Modelling
  • Both include the shape of an object but not its
  • Material
  • Light source
  • Viewpoint

3
The Surface of an Object.
  • Modelling defines the shape, that a surface
    should fit to, but we still need to know which
    way the surface points.

Normal Vectors specify this.
4
The Surface has Materials
  • Surfacing or Shading
  • The application of a material to a surface.
  • This Includes
  • Self-illumination
  • Transparency
  • Diffuse and Specular Reflections
  • Opacity
  • Bump Maps
  • Displacement Maps

5
The Simplest Scene
  • A self-luminous object.
  • Not visually descriptive.

6
Objects with External Lights
  • An external light source, shows
  • Colour (even if its black or white)
  • Structure, through a pattern of shading.

7
Reflection
  • Shading is a by product of reflection.

Two end points on the reflection continuum
Diffuse (Perfectly Matt) Specular (Perfectly
Shinny)
A material is constructed by combining both 1
other factor
I Iaka IdkdCos(q) IsksCosn(a)
8
Specular Diffuse Reflection
  • Combination schemes.
  • Phong Diffuse objects
  • Blinn Specular objects
  • The colour of each component can be adjusted,
    along with the spread of the specular component.

9
Texture Maps
  • Rare to find a flat coloured surface.
  • A texture map is a purely visual method of
    varying the colour pattern of an object.
  • Its part of the material not something separate.

10
Procedural Texture Maps
  • Mathematically generated texture maps.
  • Fully Scalable and editable.
  • Not very detailed and requires some skill to
    master.

11
Bitmapped Texture Maps
  • The u,v,w coordinates of a 2D bitmap are
    projected onto the x,y,z coordinates of an
    object.
  • Allows for fine control of an objects surface
    appearance but requires additional 2D software.

12
Global Lighting Algorithms
  • Phong and Blinn only consider local reflections
    from a light source.
  • Light bounces between objects as well.
  • Ray-tracing follows the light from source to
    eye (or the other way around).
  • Phong or Blinn still used on the object but
    ray-tracing follows the unused reflections to
    see if they do anything useful.

13
Standard vs Ray-Tracing
3 Seconds
15 Seconds
14
Transparency
The Petri-Dish was clearly clear.!
  • Transparency can be added to the material like
    the diffuse or specular component, either as a
    uniform distribution or as a local map.
  • Transparency affects the diffuse and specular
    component

15
Displacement Maps
  • Actually alters the location and orientation of a
    surfaces faces.
  • Useful for creating large, natural, shapes or
    objects.
  • A procedural or bitmap can be used.

16
Bump Maps
  • Normal vector perturbation mapping
  • Uses a Height map to simulate texture.
  • Dont get confused with a texture map.!!!
  • Part of the Material still.

17
Normal Maps
  • Normal Perturbation are pre-computed and stored
    in RGB space.
  • Still look flat at glancing view angles to the
    surface.

18
Parallax Maps
  • or Virtual Displacement Mapping

Includes depth cue information for
motion-parallax by offsetting pixels. The height
map used to calculate the displacement from the
viewpoint.
Parallax occlusion mapping
The future
Z-correct bump mapping
19
Lighting
  • Spotlights or omni-lights.
  • The omnis intensity and colour can be altered.
  • Same for spot light but it can also adjust its
    light cone and falloff to narrow its beam.
  • Unlike real life, lights can exclude particular
    objects.
  • Lighting is complex and requires many more lights
    than would seem logical.

20
Cameras
  • A camera can alter their visual properties
    almost at will. The depth of field, and the
    field of view can both be changed.
  • Typically changed with a lens metaphor, although
  • Manual editing is also possible.

21
Rendering
  • Rending is the process of calculating the diffuse
    and specular colour, the transparency, the
    ray-tracing, the bump or displacement mapping,
    and clipping it all into the view volume of the
    camera in order to create a 3D image of the
    scene.
  • The rendering process also calculates whether the
    final view will be Parallel or a perspective
    projection.

22
Polygons the Graphics Pipeline
Object coordinates ? world coordinates (world
space) ? the viewing volume (view space) ?
projected onto a 2D surface (projection space) ?
rasterised (converted to a pixel representation)
? the frame buffer.
23
Render Effects
  • Some effects can only be added during rendering
  • The more objects, material effects, and lights
    used, the slower the rending process.

24
Stereoscopic Rendering
  • Toe-in
  • Off-axis

25
Tutorial
Write a Comment
User Comments (0)
About PowerShow.com