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
92
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
slog.Handlerのよくある実装ミス
sakiengineer
4
480
「何となくテストする」を卒業するためにプロダクトが動く仕組みを理解しよう
kawabeaver
0
440
なぜテストマネージャの視点が 必要なのか? 〜 一歩先へ進むために 〜
moritamasami
0
240
Unlocking the Power of AI Agents with LINE Bot MCP Server
linedevth
0
120
Modern Linux
oracle4engineer
PRO
0
160
Snowflake×dbtを用いたテレシーのデータ基盤のこれまでとこれから
sagara
0
130
S3アクセス制御の設計ポイント
tommy0124
3
210
スマートファクトリーの第一歩 〜AWSマネージドサービスで 実現する予知保全と生成AI活用まで
ganota
2
320
要件定義・デザインフェーズでもAIを活用して、コミュニケーションの密度を高める
kazukihayase
0
120
[ JAWS-UG 東京 CommunityBuilders Night #2 ]SlackとAmazon Q Developerで 運用効率化を模索する
sh_fk2
3
460
未経験者・初心者に贈る!40分でわかるAndroidアプリ開発の今と大事なポイント
operando
6
760
CDK CLIで使ってたあの機能、CDK Toolkit Libraryではどうやるの?
smt7174
4
190
Featured
See All Featured
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
127
53k
Building a Scalable Design System with Sketch
lauravandoore
462
33k
Mobile First: as difficult as doing things right
swwweet
224
9.9k
Learning to Love Humans: Emotional Interface Design
aarron
273
40k
Gamification - CAS2011
davidbonilla
81
5.4k
The Cost Of JavaScript in 2023
addyosmani
53
8.9k
Improving Core Web Vitals using Speculation Rules API
sergeychernyshev
18
1.1k
Fashionably flexible responsive web design (full day workshop)
malarkey
407
66k
Helping Users Find Their Own Way: Creating Modern Search Experiences
danielanewman
29
2.9k
Put a Button on it: Removing Barriers to Going Fast.
kastner
60
4k
Into the Great Unknown - MozCon
thekraken
40
2k
10 Git Anti Patterns You Should be Aware of
lemiorhan
PRO
656
61k
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?