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Intro to Computer Graphics

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Making of Computer Animation Modeling & Texturing Animation Lighting & Rendering Editing & Compositing

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Modeling & Texturing Modeling & Texturing Animation Lighting & Rendering Editing & Compositing 3ds Max Maya

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

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

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Lighting & Rendering Modeling & Texturing Animation Lighting & Rendering Editing & Compositing After Effects Premiere Photoshop

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Modeling & Texturing Modeling & Texturing Animation Lighting & Rendering Editing & Compositing 3ds Max Maya

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3D Model Vertices Face

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Texture Mapping ?

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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)

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Normal Mapping

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Normal Map Gives You Details 3D Model Real World

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Normal Map: Color Vector X = 2R - 1 Y = 2G - 1 Z = 2B - 1 Example RGB: (0.5, 0.5, 1) = XYZ: (0, 0, 1)

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

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Skinning Meat Bones

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Skin Weights (100%, 0%) (50%,50%) (0%,100%) Influence of red bone Influence of blue bone

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Skin Weights

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

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What is Rendering?

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How We See Things? Object

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Raytracing

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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

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Perfect Diffuse Color LambertianBRDF( normal, lightDir, lightColor, eyeDir) { return lightColor / PI; }

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Glossy Specular

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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

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Retro-Refletive

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Subsurface Scattering (SSS)

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Making Your Rendering More Realistic ● Soft shadow ● Global illumination ● Image-based lighting

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Hard vs. Soft Shadow

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Hard Shadow Object Point Light

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Soft Shadow Object Area Light

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Global Illumination Objects reflect light, too!

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Global Illumination Object Object Direct Lighting Indirect Lighting

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Imaged-based Lighting How do you put a virtual 3D object into a real-world photo realistically? Bad example Good example

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Imaged-based Lighting 1. Put a mirror ball in the real-world scene 2. Take a photo of it

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Imaged-based Lighting 3. Unwrap the mirror ball photo

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Imaged-based Lighting 4. Use it as a huge dome light Map it onto a huge sphere Your scene here

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Summary ● Modeling and texturing ○ U and V ○ Normal mapping ● Animation ○ Skinning ● Rendering ○ Raytracing ○ Materials & shaders ○ Soft shadow ○ Global illumination ○ Image-based lighting Thanks! Questions?