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Intro to Computer Graphics
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Chang-Hung Liang
January 04, 2013
Technology
0
90
Intro to Computer Graphics
Some selected topics on computer graphics.
Chang-Hung Liang
January 04, 2013
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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?