Visualization and Simulation Caio Brito Summary Local Illumination - PowerPoint PPT Presentation
Visualization and Simulation Caio Brito Summary Local Illumination Graphical pipeline Illumination model Shader Global Illumination Ray Tracing Path tracing Physics based simulation Fluids Rigid
Visualization and Simulation Caio Brito
Summary • Local Illumination Graphical pipeline – Illumination model – Shader – • Global Illumination Ray Tracing – Path tracing – • Physics based simulation Fluids – Rigid Body – Position-Based –
Local Illumination
Local Illumination :: Graphical Pipeline
Local Illumination :: Graphical Pipeline
Local Illumination :: Illumination Model
Local Illumination :: Illumination Model • Ambient Simple way of modeling indirect reflection. – Ia: Ambient light intensity Ka: Ambient constant
Local Illumination :: Illumination Model • Diffuse Ideal diffuse surface reflects light equally in all directions, – according to Lambert's cosine law. Lambert’s Cosine Law: amount of light energy that falls on – surface and gets reflected is proportional to incidence angle.
Local Illumination :: Illumination Model • Diffuse Smaller angle > Bigger cosine > More intensity. –
Local Illumination :: Illumination Model • Specular Simulates a highlight. – Reflection angle = incident angle. –
Local Illumination :: Illumination Model
Local Illumination :: Illumination Model • Flat Shading – Shades each polygon of an object based on the angle between the polygon's surface normal and the direction of the light source.
Local Illumination :: Illumination Model • Gouraud Shading – Calculates the surface normals for the polygons. – Lighting computations are then performed to produce intensities at vertices. – These intensities are interpolated along the edges of the polygons.
Local Illumination :: Illumination Model • Phong Shading – Calculate the surface normals at the vertices of polygons in a 3D computer model. – These normals are interpolated along the edges of the polygons. – Lighting computations are then performed.
Local Illumination :: Illumination Model Position-Normal Distributions for Efficient Rendering of Specular Microstructure
Local Illumination :: Illumination Model Physically-Accurate Fur Reflectance: Modeling, Measurement and Rendering
Local Illumination :: Illumination Model Discrete Stochastic Microfacet Models
Local Illumination :: Shader • A Shader is a user-defined program designed to run on some stage of a graphics processor. • Its purpose is to execute one of the programmable stages of the rendering pipeline. • GLSL, HLSL, Cg, DirectX • Basic structure: Vertex Shader and Fragment Shader • http://antongerdelan.net/opengl/ • https://learnopengl.com/ • https://www.shadertoy.com/
Local Illumination :: Shader • Vertex Shader
Local Illumination :: Shader • Fragment Shader
Local Illumination :: Shader • Fragment Shader
Local Illumination
Global Illumination
Global Illumination • Local Illumination • Global Illumination
Global Illumination :: Ray Tracing
Global Illumination :: Ray Tracing
Global Illumination :: Ray Tracing
Global Illumination :: Ray Tracing
Global Illumination :: Ray Tracing
Global Illumination :: Ray Tracing
Global Illumination :: Ray Tracing
Global Illumination :: Ray Tracing
Global Illumination :: Ray Tracing
Global Illumination :: Ray Tracing
Global Illumination :: Ray Tracing
Global Illumination :: Ray Tracing • Primary Rays Primary rays are rays from the viewpoint to the nearest – intersection point. Local illumination is computed: –
Global Illumination :: Ray Tracing • Secondary Rays Reflection Ray –
Global Illumination :: Ray Tracing • Secondary Rays Refraction Ray –
Global Illumination :: Ray Tracing
Global Illumination :: Ray Tracing • Limitation
Global Illumination :: Ray Tracing • Limitation
Global Illumination :: Path Tracing • Trace multiple rays from a single pixel
Global Illumination :: Path Tracing • How to choose a secondary ray? • Each material have a Kd, Ks and Kt Let Ktot = Kd + Ks + Kt – Choose a random number R in the interval (0,Ktot) – If (R < Ks), trace a diffuse ray • else if (R < Kd + Ks), trace a specular ray • else, trace a refraction ray •
Global Illumination :: Path Tracing
Global Illumination :: Path Tracing
Global Illumination :: Path Tracing
Which Realism? • Photorealism image produces the same visual response as the scene – • Functional realism Image provides the same visual information as the scene –
Which Realism? • Photorealism
Which Realism? • Functional realism
Physics Based Simulation
Physics Based Simulation :: Fluid Simulation • Smoothed Particle Hydrodynamics Solve Navier-Stokes equation – Finite number of particles – Position, velocity, mass, density, viscosity and influence radius •
Physics Based Simulation :: Fluid Simulation • Smoothed Particle Hydrodynamics
Physics Based Simulation :: Fluid Simulation • Smoothed Particle Hydrodynamics
Physics Based Simulation :: Fluid Simulation • Smoothed Particle Hydrodynamics
Physics Based Simulation :: Fluid Simulation • Smoothed Particle Hydrodynamics
Physics Based Simulation :: Rigid Body Dynamics • Rigid bodies have a position and orientation • No deformation • The motion be represented by 2 parameters Center of mass – Orientation – • Force and Torque are computed
Physics Based Simulation :: Rigid Body Dynamics
Physics Based Simulation :: Position-Based Dynamics • Particles everywhere Position, velocity, mass, phase – • Uses different constraints for each kind of simulation Distance (clothing) – Shape (rigids, plastics) – Density (fluids) – Volume (inflatables) – Contact (non-penetration, friction) –
Physics Based Simulation :: Position-Based Dynamics
Physics Based Simulation
Visualization and Simulation Caio Brito
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