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Rumination on illumination (computer graphics) Rumination on illumination (computer graphics)

Rumination on illumination (computer graphics) - PowerPoint Presentation

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Rumination on illumination (computer graphics) - PPT Presentation

COS 116 Spring 2012 Adam Finkelstein Applications Entertainment Computeraided design Scientific visualization Training Education Ecommerce Computer art Boeing 777 Airplane Inside a Thunderstorm ID: 155964

surface image animation light image surface light animation particles ray pixels digital reflection model color tracing keyframe camera simulation

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Slide1

Rumination on illumination (computer graphics)

COS 116, Spring

2012

Adam FinkelsteinSlide2

Applications

Entertainment

Computer-aided design

Scientific visualizationTrainingEducationE-commerceComputer art

Boeing 777 Airplane

Inside a Thunderstorm

(Bob Wilhelmson, UIUC)Slide3

Overview

I. Images

II. Modeling

III. RenderingIV. Animation

Image Processing

(Rusty Coleman, CS426, Fall99)

Rendering

(Michael Bostock, CS426, Fall99)

Animation

(Jon Beyer,

CS426, Spring04)

Modeling

(Dennis Zorin, CalTech)Slide4

Part 1: Images

Q: What is an image?Slide5

Brief history of image capture

Camera

obscura

Known to Chinese 5

th

C. BC

19th century: Camera Hole 

Lens

Paper

Light sensitive

Late 20th century: Digital camera

Light-

senstive

paper  CCD/electronicsSlide6

Digital images

Rectangular (2D) array of pixels

Continuous image

Digital imageSlide7

Image Display

Re-create continuous function from samples

Example: cathode ray tube (CRT)

Image is reconstructed

by displaying pixels

with finite area of colorSlide8

LCD ScreenSlide9

RGB Color Model

Plate II.3 from FvDFH

R G B Color

0.0 0.0 0.0 Black

1.0 0.0 0.0 Red

0.0 1.0 0.0 Green

0.0 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 additiveSlide10

What is an Image?

Continuous image

Digital image

Rectangular (2D) array of pixelsSlide11

What is an Image?

Continuous image

Digital image

A pixel is a sample, not a little square!

(digital audio)

Rectangular (2D) array of pixelsSlide12

Sampling and Reconstruction

Sampling

(e.g. digital camera)

Reconstruction

(e.g. CRT)Slide13

Adjusting Brightness

Simply scale pixel components

Must clamp to range (e.g., 0 to 1)

Original

BrighterSlide14

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

LSlide15

Scaling the image

Resample with

fewer or more pixels

(mathy theory…)Original

1/4X

resolution

4X resolutionSlide16

Image Warping

Move pixels of image (resampling)

Source image

Destination image

WarpSlide17

Image Morphing

Image

0

Image

1

Warp

0

Warp

1

[Beier & Neeley]

ResultSlide18

Image Morphing

Another example, T2, uses 3D graphics…Slide19

Part II: Modeling

How to construct and represent shapes (in 3D)

(Remo3D)Slide20

Modeling in SketchUp (demo)Slide21

Model representation

Most common: list of triangles

Three vertices in 3D

(x

1, y1, z

1)(x2, y

2, z2)(x3, y3, z3)Slide22

Part III: Rendering

Direct illumination

One bounce from light to eye

Implemented in graphics cardsOpenGL, DirectX, …Global illuminationMany bounces

Ray tracing

Direct Illumination

(Chi Zhang, CS 426, Fall99)

Ray Tracing

(Greg Larson)Slide23

Ray Casting

A (slow) method for computing direct illumination

For each sample:

Construct ray from eye through image planeFind first surface intersectedby ray

Compute color of sample based on surface properties

eyeSlide24

Lighting Simulation

Lighting parameters

Light source emission

Surface reflectance

N

N

eye

Surface

Light

SourceSlide25

Simple Reflectance Model

Simple analytic model:

diffuse reflection +

specular reflection +ambient lighting

Surface

Based on model

proposed by PhongSlide26

Diffuse Reflection

Assume surface reflects equally in all directions

Examples: chalk, clay

SurfaceSlide27

Specular Reflection

Reflection is strongest near mirror angle

Examples: mirrors, metals

N

L

R

q

qSlide28

Ambient Lighting

This is a total cheat (avoids complexity of global illumination)!

Represents reflection of all indirect illuminationSlide29

Combine colors of light & surface

N

L

V

Viewer

Surface color

(possibly in texture)

Light colorSlide30

Sum For Multiple Lights

N

L

2

V

Viewer

L

1Slide31

Lighting Simulation

Direct illumination

Ray casting

Other methodsGlobal illuminationRay tracingOther methods

N

N

Camera

Surface

Light

Source

NSlide32

Path Types

L = light

D = diffuse bounce

S = specular bounce

E = eyeSlide33

Path Types?

Henrik Wann JensenSlide34

Ray Tracing

Henrik Wann Jensen

(note: texture)Slide35

Ray Tracing

RenderParkSlide36

Ray Tracing

Terminator 2Slide37

Part IV: Animation

Keyframe animation

Articulated figures

SimulationParticle systems

Animation

(Jon Beyer,

CS426, Spring04)

SimulationSlide38

Articulated Figures

Rose et al. `96

Well-suited for humanoid characters

Root

LHip

LKnee

LAnkle

RHip

RKnee

RAnkle

Chest

LCollar

LShld

LElbow

LWrist

LCollarLShld

LElbow

LWristNeck

HeadSlide39

Keyframe Animation: Luxo Jr.

PixarSlide40

Keyframe Animation

Define character poses at specific times:

keyframes”“In between” poses found by interpolation

Lasseter `87Slide41

Keyframe Animation

Inbetweening: may not be plausible

Lasseter `87 Slide42

Keyframe Animation

Solution: add more keyframes

Lasseter `87 Slide43

Simulation

Animator cannot specify motion for:

Smoke, water, cloth, hair, fire

Cloth

(Baraff & Witkin `98)

Water

Hot Gases

(Foster & Metaxas `97)Slide44

Particle Systems

Recall:

Game of Life”For each frame (time step):Create new particles and assign attributesDelete any expired particles

Update particles based on attributes and physics Newton’s Law: f=ma

Render particlesSlide45

Particle Systems

A particle is a point mass

Mass

PositionVelocity

AccelerationColorLifetimeMany particles to model complex phenomenaKeep array of particles

p = (x,y,z)

vSlide46

Creating/Deleting Particles

Where to create particles?

Around some center

Along some pathSurface of shapeWhere particle density is low

When to delete particles?Areas of high densityLife spanRandom

This is where person

controls animationSlide47

Example: Wrath of Khan

ReevesSlide48

Example: Wrath of Khan

ReevesSlide49

Example: Wrath of Khan

ReevesSlide50

Advances in simulation

Contact

(Fedkiw)

Fluids

(Fedkiw)Slide51