Compositing and Blending Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.

Slides:



Advertisements
Similar presentations
Visible-Surface Detection(identification)
Advertisements

Compositing and Blending Ed Angel Professor Emeritus of Computer Science University of New Mexico 1 E. Angel and D. Shreiner: Interactive Computer Graphics.
Hank Childs, University of Oregon Nov. 25th, 2014 CIS 441/541: Introduction to Computer Graphics Lecture 15: animation, transparency.
CS 352: Computer Graphics Chapter 7: The Rendering Pipeline.
Week 7 - Monday.  What did we talk about last time?  Specular shading  Aliasing and antialiasing.
Compositing and Blending Mohan Sridharan Based on slides created by Edward Angel 1 CS4395: Computer Graphics.
Blending MAE152 Computer Graphics for Engineers and Scientists Fall 03.
Compositing and Blending - Chapter 8 modified by Ray Wisman Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
Image Compositing Angel 8.11 Angel: Interactive Computer Graphics5E © Addison-Wesley
Objectives Introduce OpenGL buffers and read/write Introduce OpenGL buffers and read/write Introduce texture mapping Introduce texture mapping Introduce.
University of New Mexico
Chapter 6. More on Color and Material Presented by Garrett Yeh.
Chapter 6: Vertices to Fragments Part 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley Mohan Sridharan Based on Slides.
Implementation III Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
1Notes. 2Atop  The simplest (useful) and most common form of compositing: put one image “atop” another  Image 1 (RGB) on top of image 2 (RGB)  For.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Introduction to Computer Graphics Ed Angel Professor of Computer Science, Electrical and.
Vertices and Fragments III Mohan Sridharan Based on slides created by Edward Angel 1 CS4395: Computer Graphics.
Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Sampling and Aliasing Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Implementation I Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Shading I Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
7/2/2006Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition)1 CSC345: Advanced Graphics & Virtual Environments Lecture 4: Visual Appearance.
02/14/02(c) University of Wisconsin 2002, CS 559 Last Time Filtering Image size reduction –Take the pixel you need in the output –Map it to the input –Place.
CSE (Notre Dame) Computer Graphics Lecture 16 A Simple Draw Image Example More Texture Mapping Simple OpenGL Image Library (SOIL) Transparency &
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Tools for Raster Displays CVGLab Goals of the Chapter To describe pixmaps and useful operations on them. To develop tools for copying, scaling, and rotating.
Lecture 12 Blending, Anti-aliasing, Fog, Display Lists.
Filtering and Color To filter a color image, simply filter each of R,G and B separately Re-scaling and truncating are more difficult to implement: –Adjusting.
Visible-Surface Detection Jehee Lee Seoul National University.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Chapter 8: Discrete Techniques Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
1 Texture Mapping. 2 Texture Aliasing MIPmaps Environment Mapping Bump Mapping Displacement Mapping Shadow Maps Solid Textures Antialiasing.
Programmable Pipelines Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts Director, Arts Technology Center University.
Real-Time rendering Chapter 4.Visual Appearance 4.4. Aliasing and antialiasing 4.5. Transparency,alpha,and compositing 4.6. Fog 4.7. Gamma correction
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Implementation II Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
09/16/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Environment mapping Light mapping Project Goals for Stage 1.
Compositing and Blending
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Visual Appearance Chapter 4 Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology.
UniS CS297 Graphics with Java and OpenGL Blending.
Computing & Information Sciences Kansas State University Lecture 12 of 42CIS 636/736: (Introduction to) Computer Graphics CIS 636/736 Computer Graphics.
Buffers, Compositing and Blending Week 8 David Breen Department of Computer Science Drexel University Based on material from Ed Angel, University of New.
CS559: Computer Graphics Lecture 12: Antialiasing & Visibility Li Zhang Spring 2008.
Chapter 13 Special Visual Techniques. Blending ◦ Without blending, a source fragment’s color values are supposed to overwrite those of its destination.
Computer Graphics I, Fall 2008 Compositing and Blending.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Chapter 6. Blending, Antialiasing, Fog, and Polygon Offset Computer Graphics (spring, 2009) School of Computer Science University of Seoul.
Hank Childs, University of Oregon
Discrete Techniques.
Week 7 - Monday CS361.
Introduction to Computer Graphics with WebGL
Visual Appearance Chapter 4
Advanced Graphics Algorithms Ying Zhu Georgia State University
I = a I + ( ) 1 – a I BLENDING, ANTIALIASING, AND FOG l l 1 l 2 Earth
Models and Architectures
CSc4820/6820 Computer Graphics Algorithms Ying Zhu Georgia State University Fog and Transparency.
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Angel: Interactive Computer Graphics5E © Addison-Wesley 2009
Implementation II Ed Angel Professor Emeritus of Computer Science
Introduction to Computer Graphics with WebGL
blending blending textures reflection fog
Introduction to Computer Graphics
Three-Dimensional Graphics VI
Introduction to Computer Graphics with WebGL
Implementation II Ed Angel Professor Emeritus of Computer Science
blending blending textures reflection fog
Computer Graphics Image processing 紀明德
Presentation transcript:

Compositing and Blending Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

2 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Objectives Learn to use the A component in RGBA color for ­Blending for translucent surfaces ­Compositing images ­Antialiasing

3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Opacity and Transparency Opaque surfaces permit no light to pass through Transparent surfaces permit all light to pass Translucent surfaces pass some light translucency = 1 – opacity (  ) opaque surface  =1

4 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Physical Models Dealing with translucency in a physically correct manner is difficult due to ­the complexity of the internal interactions of light and matter ­Using a pipeline renderer

5 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Writing Model Use A component of RGBA (or RGB  ) color to store opacity During rendering we can expand our writing model to use RGBA values Color Buffer destination component blend destination blending factor source blending factor source component

6 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Blending Equation We can define source and destination blending factors for each RGBA component s = [s r, s g, s b, s  ] d = [d r, d g, d b, d  ] Suppose that the source and destination colors are b = [b r, b g, b b, b  ] c = [c r, c g, c b, c  ] Blend as c’ = [b r s r + c r d r, b g s g + c g d g, b b s b + c b d b, b  s  + c  d  ]

7 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Blending and Compositing Must enable blending and pick source and destination factors glEnable(GL_BLEND) glBlendFunc(source_factor, destination_factor) Only certain factors supported ­GL_ZERO, GL_ONE ­GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ­GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA ­See Redbook for complete list

8 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Example Suppose that we start with the opaque background color (R 0,G 0,B 0,1) ­This color becomes the initial destination color We now want to blend in a translucent polygon with color (R 1,G 1,B 1,  1 ) Select GL_SRC_ALPHA and GL_ONE_MINUS_SRC_ALPHA as the source and destination blending factors R ’ 1 =  1 R 1 +(1-  1 ) R 0, …… Note this formula is correct if polygon is either opaque or transparent

9 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Clamping and Accuracy All the components (RGBA) are clamped and stay in the range (0,1) However, in a typical system, RGBA values are only stored to 8 bits ­Can easily loose accuracy if we add many components together ­Example: add together n images Divide all color components by n to avoid clamping Blend with source factor = 1, destination factor = 1 But division by n loses bits

10 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Order Dependency Is this image correct? ­Probably not ­Polygons are rendered in the order they pass down the pipeline ­Blending functions are order dependent

11 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Opaque and Translucent Polygons Suppose that we have a group of polygons some of which are opaque and some translucent How do we use hidden-surface removal? Opaque polygons block all polygons behind them and affect the depth buffer Translucent polygons should not affect depth buffer ­Render with glDepthMask(GL_FALSE) which makes depth buffer read-only Sort polygons first to remove order dependency

12 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Fog We can composite with a fixed color and have the blending factors depend on depth ­Simulates a fog effect Blend source color C s and fog color C f by C s ’=f C s + (1-f) C f f is the fog factor ­Exponential ­Gaussian ­Linear (depth cueing)

13 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Fog Functions

14 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Fog Functions GLfloat fcolor[4] = {……}: glEnable(GL_FOG); glFogf(GL_FOG_MODE, GL_EXP); glFogf(GL_FOG_DENSITY, 0.5); glFOgv(GL_FOG, fcolor);

15 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Line Aliasing Ideal raster line is one pixel wide All line segments, other than vertical and horizontal segments, partially cover pixels Simple algorithms color only whole pixels Lead to the “jaggies” or aliasing Similar issue for polygons

16 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Antialiasing Can try to color a pixel by adding a fraction of its color to the frame buffer ­Fraction depends on percentage of pixel covered by fragment ­Fraction depends on whether there is overlap no overlapoverlap

17 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Area Averaging Use average area  1 +  2 -  1  2 as blending factor

18 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Antialiasing Can enable separately for points, lines, or polygons glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

19 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Accumulation Buffer Compositing and blending are limited by resolution of the frame buffer ­Typically 8 bits per color component The accumulation buffer is a high resolution buffer (16 or more bits per component) that avoids this problem Write into it or read from it with a scale factor Slower than direct compositing into the frame buffer

20 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Applications Compositing Image Filtering (convolution) Whole scene antialiasing Motion effects