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
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
150
データの整合性を保ちたいだけなんだ
shoheimitani
8
3k
マーケットプレイス版Oracle WebCenter Content For OCI
oracle4engineer
PRO
5
1.5k
入社1ヶ月でデータパイプライン講座を作った話
waiwai2111
1
260
20260204_Midosuji_Tech
takuyay0ne
1
140
15 years with Rails and DDD (AI Edition)
andrzejkrzywda
0
180
All About Sansan – for New Global Engineers
sansan33
PRO
1
1.3k
会社紹介資料 / Sansan Company Profile
sansan33
PRO
15
400k
usermode linux without MMU - fosdem2026 kernel devroom
thehajime
0
220
顧客の言葉を、そのまま信じない勇気
yamatai1212
1
340
日本の85%が使う公共SaaSは、どう育ったのか
taketakekaho
1
140
AIと新時代を切り拓く。これからのSREとメルカリIBISの挑戦
0gm
0
820
Featured
See All Featured
A Tale of Four Properties
chriscoyier
162
24k
Design in an AI World
tapps
0
140
Digital Ethics as a Driver of Design Innovation
axbom
PRO
1
170
How to Grow Your eCommerce with AI & Automation
katarinadahlin
PRO
0
100
Public Speaking Without Barfing On Your Shoes - THAT 2023
reverentgeek
1
300
Designing Dashboards & Data Visualisations in Web Apps
destraynor
231
54k
Jess Joyce - The Pitfalls of Following Frameworks
techseoconnect
PRO
1
63
Leveraging Curiosity to Care for An Aging Population
cassininazir
1
160
The Limits of Empathy - UXLibs8
cassininazir
1
210
実際に使うSQLの書き方 徹底解説 / pgcon21j-tutorial
soudai
PRO
196
71k
The Straight Up "How To Draw Better" Workshop
denniskardys
239
140k
Google's AI Overviews - The New Search
badams
0
900
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?