Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Intro to Computer Graphics

Intro to Computer Graphics

Some selected topics on computer graphics.

Chang-Hung Liang

January 04, 2013
Tweet

More Decks by Chang-Hung Liang

Other Decks in Technology

Transcript

  1. Animation Modeling & Texturing Animation Lighting & Rendering Editing &

    Compositing 3ds Max Maya Houdini MotionBuilder
  2. Lighting & Rendering Modeling & Texturing Animation Lighting & Rendering

    Editing & Compositing Dreamworks' In-house Renderer mental ray®
  3. Lighting & Rendering Modeling & Texturing Animation Lighting & Rendering

    Editing & Compositing After Effects Premiere Photoshop
  4. 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)
  5. Normal Map: Color Vector X = 2R - 1 Y

    = 2G - 1 Z = 2B - 1 Example RGB: (0.5, 0.5, 1) = XYZ: (0, 0, 1)
  6. Animation Modeling & Texturing Animation Lighting & Rendering Editing &

    Compositing 3ds Max Maya Houdini MotionBuilder
  7. Lighting & Rendering Modeling & Texturing Animation Lighting & Rendering

    Editing & Compositing Dreamworks' In-house Renderer mental ray®
  8. 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
  9. 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
  10. Imaged-based Lighting How do you put a virtual 3D object

    into a real-world photo realistically? Bad example Good example
  11. Imaged-based Lighting 4. Use it as a huge dome light

    Map it onto a huge sphere Your scene here
  12. Summary • Modeling and texturing ◦ U and V ◦

    Normal mapping • Animation ◦ Skinning • Rendering ◦ Raytracing ◦ Materials & shaders ◦ Soft shadow ◦ Global illumination ◦ Image-based lighting Thanks! Questions?