rumination on illumination (computer graphics)
DESCRIPTION
Rumination on illumination (computer graphics). COS 116, Spring 2012 Adam Finkelstein. Applications. Entertainment Computer-aided design Scientific visualization Training Education E-commerce Computer art. Inside a Thunderstorm (Bob Wilhelmson, UIUC). Boeing 777 Airplane. Overview. - PowerPoint PPT PresentationTRANSCRIPT
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Rumination on illumination (computer graphics)
COS 116, Spring 2012Adam Finkelstein
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Applications Entertainment Computer-aided design Scientific visualization Training Education E-commerce Computer art
Boeing 777 AirplaneInside a Thunderstorm
(Bob Wilhelmson, UIUC)
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Overview
I. ImagesII. ModelingIII. RenderingIV. Animation
Image Processing(Rusty Coleman, CS426, Fall99)
Rendering(Michael Bostock, CS426, Fall99)
Animation(Jon Beyer,
CS426, Spring04)
Modeling(Dennis Zorin, CalTech)
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Part 1: Images
Q: What is an image?
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Brief history of image captureCamera obscura• Known to Chinese 5thC. BC
19th century: Camera• Hole Lens• Paper Light sensitive
Late 20th century: Digital camera• Light-senstive paper CCD/electronics
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Digital images Rectangular (2D) array of pixels
Continuous image Digital image
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Image Display
Re-create continuous function from samplesExample: cathode ray tube (CRT)
Image is reconstructedby displaying pixels
with finite area of color
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LCD Screen
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RGB Color Model
Plate II.3 from FvDFH
R G B Color 0.0 0.0 0.0 Black1.0 0.0 0.0 Red0.0 1.0 0.0 Green0.0 0.0 1.0 Blue1.0 1.0 0.0 Yellow1.0 0.0 1.0 Magenta0.0 1.0 1.0 Cyan1.0 1.0 1.0 White0.5 0.0 0.0 ?1.0 0.5 0.5 ?1.0 0.5 0.0 ?0.5 0.3 0.1 ?
Colors are additive
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What is an Image?
Continuous image Digital image
Rectangular (2D) array of pixels
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What is an Image?
Continuous image Digital image
A pixel is a sample, not a little square!
(digital audio)
Rectangular (2D) array of pixels
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Sampling and Reconstruction
Sampling(e.g. digital camera)
Reconstruction(e.g. CRT)
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Adjusting Brightness
Simply scale pixel componentsMust clamp to range (e.g., 0 to 1)
Original Brighter
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Adjusting Contrast Compute average luminance L for all pixels
L = 0.30*r + 0.59*g + 0.11*b Scale deviation from L for each pixel
Must clamp to range (e.g., 0 to 1)
Original More Contrast
L
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Scaling the image Resample with
fewer or more pixels(mathy theory…)
Original 1/4X resolution
4X resolution
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Image Warping Move pixels of image (resampling)
Source image Destination image
Warp
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Image Morphing
Image0
Image1
Warp0
Warp1
[Beier & Neeley]
Result
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Image Morphing Another example, T2, uses 3D graphics…
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Part II: Modeling How to construct and represent shapes (in 3D)
(Remo3D)
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Modeling in SketchUp (demo)
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Model representation Most common: list of triangles
Three vertices in 3D(x1, y1, z1)(x2, y2, z2)(x3, y3, z3)
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Part III: Rendering Direct illumination
One bounce from light to eye Implemented in graphics cards OpenGL, DirectX, …
Global illumination Many bounces Ray tracing
Direct Illumination(Chi Zhang, CS 426, Fall99)
Ray Tracing(Greg Larson)
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Ray Casting A (slow) method for computing direct illumination For each sample:
Construct ray from eye through image plane
Find first surface intersectedby ray
Compute color of sample based on surface properties
eye
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Lighting Simulation
Lighting parametersLight source emissionSurface reflectance
NN
eye
Surface
LightSource
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Simple Reflectance Model
Simple analytic model: diffuse reflection +specular reflection +ambient lighting
SurfaceBased on modelproposed by Phong
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Diffuse Reflection Assume surface reflects equally in all directions
Examples: chalk, clay
Surface
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Specular Reflection Reflection is strongest near mirror angle
Examples: mirrors, metals
N
LR qq
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Ambient Lighting
This is a total cheat (avoids complexity of global illumination)!
Represents reflection of all indirect illumination
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Combine colors of light & surface
N
L
V
Viewer
Surface color(possibly in texture)
Light color
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Sum For Multiple Lights
N
L2
V
Viewer L1
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Lighting Simulation
Direct illuminationRay castingOther methods
Global illuminationRay tracingOther methods
NN
Camera
Surface
LightSource
N
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Path Types L = lightD = diffuse bounceS = specular bounceE = eye
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Ray Tracing
Henrik Wann Jensen
(note: texture)
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Ray Tracing
RenderPark
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Ray Tracing
Terminator 2
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Part IV: Animation
Keyframe animationArticulated figures
SimulationParticle systems
Animation(Jon Beyer,
CS426, Spring04)
Simulation
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Articulated Figures
Rose et al. `96
Well-suited for humanoid charactersRoot
LHip
LKnee
LAnkle
RHip
RKnee
RAnkle
Chest
LCollar
LShld
LElbow
LWrist
LCollar
LShld
LElbow
LWrist
Neck
Head
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Keyframe Animation: Luxo Jr.
Pixar
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Keyframe Animation Define character poses at specific times:
“keyframes” “In between” poses found by interpolation
Lasseter `87
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Keyframe Animation
Inbetweening: may not be plausible
Lasseter `87
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Keyframe Animation
Solution: add more keyframes
Lasseter `87
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Simulation Animator cannot specify motion for:
o Smoke, water, cloth, hair, fire
Cloth(Baraff & Witkin `98)
Water
Hot Gases(Foster & Metaxas `97)
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Particle Systems Recall: “Game of Life” For each frame (time step):
Create new particles and assign attributes Delete any expired particles Update particles based on attributes and physics
Newton’s Law: f=ma Render particles
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Particle Systems A particle is a point mass
Mass Position Velocity Acceleration Color Lifetime
Many particles to model complex phenomena Keep array of particles
p = (x,y,z)
v
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Creating/Deleting Particles Where to create particles?
Around some center Along some path Surface of shape Where particle density is low
When to delete particles? Areas of high density Life span Random
This is where person controls animation
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Example: Wrath of Khan
Reeves
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Example: Wrath of Khan
Reeves
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Example: Wrath of Khan
Reeves
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Advances in simulation
Contact(Fedkiw)
Fluids(Fedkiw)
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