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GR2 Advanced Computer Graphics AGR

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accuracy in radiosity demands many, small patches ... Suppose N patches in all, M ... Another Example - Digital Facial Engraving. 26. GR2-00. Further Reading ... – PowerPoint PPT presentation

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Title: GR2 Advanced Computer Graphics AGR


1
GR2Advanced Computer GraphicsAGR
  • Lecture 17
  • Radiosity - Conclusion
  • Non-PhotoRealistic Rendering

2
Radiosity - Substructuring
  • Dilemma
  • accuracy in radiosity demands many, small patches
  • efficiency in radiosity demands a few, large
    patches
  • Substructuring provides a solution
  • each patch divided into a number of subpatches

3
Substructuring - Managing the Complexity
  • Suppose N patches in all, M subpatches in all
  • What is complexity if we apply radiosity
    algorithm at subpatch level?
  • A compromise is to shoot from patch to subpatch
  • What is the resulting complexity?

4
Algorithm Progressive Refinement with
Substructuring
  • Initial set-up stage
  • For each patch i
  • Set initial increments ?Bi to Ei
  • For each subpatch s in patch i
  • set Bs Ei
  • Set initial ambient lighting (proportional to the
    average radiosity)

5
Algorithm Progressive Refinement with
Substructuring
  • Select patch i with greatest unshot radiosity
    ?BiAi
  • build hemicube, calculate form factors Fi-s for
    all subpatches s in all patches
  • for each patch j seen by patch i do
  • for each subpatch s in j seen by i
  • ?Radiosity Rj ?Bi Fi-s Ai / As
  • Bs Bs ?Radiosity
  • ?Bj ?Bj ?Radiosity As/Aj
  • ?Bi 0

6
Algorithm Progressive Refinement with
Substructuring
  • Compute vertex radiosities, decrease ambient
    component (proportional to shot radiosity)
  • Perform view-dependent projection and Gouraud
    shading
  • Repeat until convergence, selecting patch with
    greatest unshot radiosity

7
Radiosity - Software
  • Radiosity software is commercially available
    from
  • Lightwork Design of Sheffield
  • http//www.lightwork.com
  • Catalogue of radiosity software
  • http//www.ledalite.com/library-/rad.htm

8
Combining Radiosity and Ray Tracing
9
Non Photorealistic Rendering
10
Why Photorealistic?
  • Simple graphics rendering techniques produce
    rather dull, dead images
  • Hence the research into achieving greater and
    greater photorealism
  • textures
  • bump mapping
  • environment mapping
  • ray tracing
  • radiosity
  • This research continues...

11
Why Non-Photorealistic?
  • In real-life, photographs are not always the best
    imagery
  • Schematic diagrams more useful in many
    applications
  • Artist is often able to convey greater
    expressiveness than a photographer
  • This has given rise to the field of
    non-photorealistic rendering

12
Pen and Ink Illustrations
  • As an example of this approach, we shall look at
    computer-generated pen-and-ink illustration

13
Pen and Ink Illustration
  • Strokes
  • Tracing out a path with nib of pen, different
    pressure gives different width
  • To appear natural, thickness will vary along
    path, lines will be wavy
  • Tones and textures
  • combinations of strokes give both tone and
    texture
  • indication used to economise on drawing each
    and every stroke

14
Strokes, Tones, Textures, Indication
15
Pen and Ink Illustration
  • Outlines
  • realistic scenes have no outlines
  • non-photorealism depends heavily on exterior and
    interior outlines (eg leaves)
  • thick outlines can indicate shadow
  • indication again important

16
Computer-generated Pen and Ink Illustration
  • Compared with traditional rendering
  • tone and texture combined
  • 2D projection affects rendering
  • Pipeline includes
  • modelling
  • texture assignment
  • reflection model to give tone
  • outlines added

17
Strokes
  • Generated by moving nib along path
  • Character added by
  • waviness function
  • pressure function
  • Note clipping needs to be adapted to this style
    of drawing

18
Stroke Textures
  • Collection of strokes to give texture and tone
  • Prioritised so that different tones can be
    achieved
  • first only highest priority drawn
  • to increase tone, lower priorities drawn
  • For example
  • highest priority to outline
  • next could be horizontal lines
  • then vertical, and so on

19
Stroke Textures
20
Indication
  • This can be handled semi-automatically by marking
    on drawing a set of indicator lines
  • Strokes closer to indicator lines have higher
    probability of being drawn

21
Indicator Lines
22
Indication
23
Indication
24
Outline
  • Boundary and interior outlines
  • Boundary outline texture associated with each
    stroke texture
  • Interior outlines drawn when two faces of similar
    tone are adjacent
  • Accented outlines for shadows

25
Another Example - Digital Facial Engraving
26
Further Reading
  • Papers by David Salesin, University of Washington
  • Expressive Rendering A Review of
    Nonphotorealistic Techniques, by John Lansdown
    and Simon Schofield, IEEE Computer Graphics and
    Applications, 1995.
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