IAT 241 - PowerPoint PPT Presentation

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IAT 241

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Bitmap is used to perturb normal & pixel affecting edge outline. Photon Mapping ... Materials can use bitmaps to attenuate almost all parameters ie transparency ... – PowerPoint PPT presentation

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Title: IAT 241


1
IAT 241
  • Jay C. Page
  • Class 4

2
Rendering
  • A computational process which produces a shaded
    projection using
  • 3D model(s)
  • Materials (shaders) applied to surfaces
  • 3D Light Source(s)
  • 3D Camera
  • Rendering Algorithm

3
Rendering Terms
  • Z Buffer A 2D array representing distance from
    camera for the polygon filling that pixel
  • Z Fighting granularity in the Z-buffer causes
    problems for close overlapping polygons
  • Interpolation method of synthesizing data
    between known points

4
Rendering Algorithm
  • Heavy math (CPU intensive)
  • Different algorithms may have special parameters
    for light / material / camera influences
  • Maya Software / Maya Hardware / Mental Ray / Maya
    Vector

5
Rendering Algorithm
  • Maya Hardware - Uses 3D graphics hardware
    capabilities for speed.
  • Maya Software - Slower, runs math on CPU.
    Required for some FX
  • Mental Ray - Photorealistic renderer, excellent
    shadows and global illumination, etc.

6
Rendering Projection
  • 3D object is reduced to a 2D projection

7
Rendering Evolution
  • Wireframe
  • Backface removal
  • Hidden line removal
  • Gouraud Shading
  • Phong Shading
  • Bump / Displacement Mapping
  • Photon mapping
  • Normal Mapping

8
Hidden Line Removal
9
Flat Shading
  • Shading determined by face normal

10
Gouraud Shading
  • Interpolation between vertex normals

11
Vertex Normal
  • Calculated as the average of the normals of the
    faces which share that vertex.

12
Phong Shading
  • Normal is calculated per pixel

13
Toon Shading
  • Flat colours
  • Solid Outline

14
Bump Mapping
  • Normal is calculated per pixel
  • Bitmap is used to perturb normal
  • Edge outline is not affected

15
Displacement Mapping
  • Normal is calculated per pixel
  • Bitmap is used to perturb normal pixel
    affecting edge outline

16
Photon Mapping
  • Photons are released into scene
  • Photon bounces are mapped per pixel
  • Refraction and reflection simulated

17
Photon Soup
  • 382 Billion photons simulated
  • Distributed rendering via background processing

18
Normal Mapping
  • Bitmap is used to store per pixel vectors

19
Material Terms
  • Ambient (environmental) colour
  • Diffuse (main) colour
  • Specular (highlight) colour

20
Material Facts
  • Materials can be transparent
  • Materials can be self illuminating
  • Materials can mask special FX
  • Materials can use bitmaps to attenuate almost all
    parameters ie transparency
  • Materials affect rendering time

21
Lighting
  • Lights display reflected colour
  • Lights mix as additive colour, differently than
    pigment mixing
  • Many different ways to calculate shadows
  • Lights can have negative intensity
  • Lights can be controlled to only affect certain
    object

22
Light Mixing
23
Scene Lighting
  • Contrast displays curves and allows interesting
    shading
  • Contrasts can be Value, Hue, or Saturation, also
    combinations of all 3
  • Maximum dynamic range should be used over the
    entire scene
  • Lighting should fit with scene

24
Lighting Online
  • 3 Point lighting
  • http//www.3drender.com/light/3point.html
  • http//www.andrew-whitehurst.net/3point.html
  • Natural Lighting
  • http//www.itchy-animation.co.uk/tutorials/light01
    .htm
  • Light as animation
  • http//youtube.com/watch?vAp0771O_eFI
  • http//youtube.com/watch?vd5QfmLdw05w
  • http//youtube.com/watch?vm6Y8GaRcCOI

25
Rendering Links
  • http//features.cgsociety.org/story_custom.php?sto
    ry_id1647page1
  • http//features.cgsociety.org/story_custom.php?sto
    ry_id1724page1

26
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