Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
Intro to Computer Graphics
Search
Chang-Hung Liang
January 04, 2013
Technology
0
95
Intro to Computer Graphics
Some selected topics on computer graphics.
Chang-Hung Liang
January 04, 2013
Tweet
Share
More Decks by Chang-Hung Liang
See All by Chang-Hung Liang
Asynchronous Python
eliang
3
270
If correlation doesn’t imply causality, then what does?
eliang
3
640
Building a Render Cloud
eliang
3
1.1k
Other Decks in Technology
See All in Technology
usermode linux without MMU - fosdem2026 kernel devroom
thehajime
0
230
CDK対応したAWS DevOps Agentを試そう_20260201
masakiokuda
1
240
All About Sansan – for New Global Engineers
sansan33
PRO
1
1.3k
SREチームをどう作り、どう育てるか ― Findy横断SREのマネジメント
rvirus0817
0
160
~Everything as Codeを諦めない~ 後からCDK
mu7889yoon
3
320
Introduction to Sansan, inc / Sansan Global Development Center, Inc.
sansan33
PRO
0
3k
生成AI時代にこそ求められるSRE / SRE for Gen AI era
ymotongpoo
5
3k
Tebiki Engineering Team Deck
tebiki
0
24k
広告の効果検証を題材にした因果推論の精度検証について
zozotech
PRO
0
160
インフラエンジニア必見!Kubernetesを用いたクラウドネイティブ設計ポイント大全
daitak
1
350
会社紹介資料 / Sansan Company Profile
sansan33
PRO
15
400k
ブロックテーマ、WordPress でウェブサイトをつくるということ / 2026.02.07 Gifu WordPress Meetup
torounit
0
170
Featured
See All Featured
How to optimise 3,500 product descriptions for ecommerce in one day using ChatGPT
katarinadahlin
PRO
0
3.4k
RailsConf 2023
tenderlove
30
1.3k
Docker and Python
trallard
47
3.7k
The Straight Up "How To Draw Better" Workshop
denniskardys
239
140k
Introduction to Domain-Driven Design and Collaborative software design
baasie
1
580
How GitHub (no longer) Works
holman
316
140k
The untapped power of vector embeddings
frankvandijk
1
1.6k
Speed Design
sergeychernyshev
33
1.5k
Groundhog Day: Seeking Process in Gaming for Health
codingconduct
0
92
ピンチをチャンスに:未来をつくるプロダクトロードマップ #pmconf2020
aki_iinuma
128
55k
Building AI with AI
inesmontani
PRO
1
690
Accessibility Awareness
sabderemane
0
51
Transcript
Intro to Computer Graphics
Making of Computer Animation Modeling & Texturing Animation Lighting &
Rendering Editing & Compositing
Modeling & Texturing Modeling & Texturing Animation Lighting & Rendering
Editing & Compositing 3ds Max Maya
Animation Modeling & Texturing Animation Lighting & Rendering Editing &
Compositing 3ds Max Maya Houdini MotionBuilder
Lighting & Rendering Modeling & Texturing Animation Lighting & Rendering
Editing & Compositing Dreamworks' In-house Renderer mental ray®
Lighting & Rendering Modeling & Texturing Animation Lighting & Rendering
Editing & Compositing After Effects Premiere Photoshop
Modeling & Texturing Modeling & Texturing Animation Lighting & Rendering
Editing & Compositing 3ds Max Maya
3D Model Vertices Face
Texture Mapping ?
Texture Mapping: U and V U V (0, 0) (1,
1) (1, 0) (0, 1) A face on a model (0.7, 0.6) (0.6, 0.4) (0.4, 0.5)
Normal Mapping
Normal Map Gives You Details 3D Model Real World
Normal Map: Color Vector X = 2R - 1 Y
= 2G - 1 Z = 2B - 1 Example RGB: (0.5, 0.5, 1) = XYZ: (0, 0, 1)
Animation Modeling & Texturing Animation Lighting & Rendering Editing &
Compositing 3ds Max Maya Houdini MotionBuilder
Skinning Meat Bones
Skin Weights (100%, 0%) (50%,50%) (0%,100%) Influence of red bone
Influence of blue bone
Skin Weights
Lighting & Rendering Modeling & Texturing Animation Lighting & Rendering
Editing & Compositing Dreamworks' In-house Renderer mental ray®
What is Rendering?
How We See Things? Object
Raytracing
Why Things Look as They Do? Object Bidirectional reflectance distribution
function (BRDF) (a fancy term for material / shader) Normal Light direction Light amount Eye direction Amount of light reflected
Perfect Diffuse Color LambertianBRDF( normal, lightDir, lightColor, eyeDir) { return
lightColor / PI; }
Glossy Specular
Perfect Specular Color MirrorBRDF( normal, lightDir, lightColor, eyeDir) { float
LdotN = dot(lightDir, normal); float EdotN = dot(eyeDir, normal); if (abs(EdotN + LdotN) < 0.001) return lightColor; return Color(0, 0, 0); } Ɵ Ɵ lightDir eyeDir normal
Retro-Refletive
Subsurface Scattering (SSS)
Making Your Rendering More Realistic • Soft shadow • Global
illumination • Image-based lighting
Hard vs. Soft Shadow
Hard Shadow Object Point Light
Soft Shadow Object Area Light
Global Illumination Objects reflect light, too!
Global Illumination Object Object Direct Lighting Indirect Lighting
Imaged-based Lighting How do you put a virtual 3D object
into a real-world photo realistically? Bad example Good example
Imaged-based Lighting 1. Put a mirror ball in the real-world
scene 2. Take a photo of it
Imaged-based Lighting 3. Unwrap the mirror ball photo
Imaged-based Lighting 4. Use it as a huge dome light
Map it onto a huge sphere Your scene here
Summary • Modeling and texturing ◦ U and V ◦
Normal mapping • Animation ◦ Skinning • Rendering ◦ Raytracing ◦ Materials & shaders ◦ Soft shadow ◦ Global illumination ◦ Image-based lighting Thanks! Questions?