3D Rendering 2016, Fall.

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Presentation transcript:

3D Rendering 2016, Fall

Course Syllabus Image Processing Modeling Rendering Animation

Rendering Generate an image from geometric primitives

3D Rendering Example What issues must be addressed by a 3D rendering system?

Overview 3D scene representation 3D viewer representation Visible surface determination Lighting simulation How is the 3D scene described in a computer?

3D Scene Representation Scene is usually approximated by 3D primitives Point Line segment Polygon Polyhedron Curved surface Solid object etc.

3D point Specifies a location Represented by three coordinates Infinitely small

3D Vector Specifies a direction and a magnitude Represented by three coordinates Magnitude Has no location

3D Vector Dot(=Scalar) product of two 3D vectors

3D Vector Cross(=Vector) product of two 3D vectors (dx2, dy2, dz2) V1 X V2 = vector perpendicular V1 and V2 (dx2, dy2, dz2) (dx1, dy1, dz1)

3D Line Segment Linear path between two points Use a linear combination of two points Parametric representation

3D Ray Line segment with one endpoint at infinity Parametric representation

3D Line Line segment with both endpoints at infinity Parametric representation

3D Plane A linear combination of three points Implicit representation , or N is the plane “normal” Unit-length vector Perpendicular to plane

3D Polygon Area “inside” a sequence of coplanar points Triangle Quadrilateral Convex Star-shaped Concave Self-intersection Holes (use > 1 polygon struct) Points are in counter-clockwise order

3D Sphere All points at distance “r” from point “(cx, cy, cz)” Implicit representation Parametric representation

3D Scenes Comprise set of geometric primitives

Other Geometric Primitives More detail on 3D modeling in course Point Line segment Polygon Polyhedron Curved surface Solid object etc.

Overview 3D scene representation 3D viewer representation Visible surface determination Lighting simulation How is the viewing device described in a computer?

Camera Models The most common model is pin-hole camera All captured light ray arrive along paths toward focal point without lens distortion (everything is in focus) Sensor response proportional to radiance Other models consider… Depth of field Motion blur Lens distortion

Camera Parameters What are the parameters of a camera? V

Camera Parameters Position Orientation Aperture Film plane Eye position (px, py, pz) Orientation View direction (dx, dy, dz) Up direction (vx, vy, vz) Aperture Field of view (xfov, yfov) Film plane “Look at” point View plane normal

View Frustum V Back N Right U View Frustum

Overview 3D scene representation 3D viewer representation Visible surface determination Lighting simulation How can the front-most surface be found with an algorithm?

Visible Surface Determination The color of each pixel on the view plane depends on the radiance emanating from visible surfaces Simple method is ray casting

Ray Casting For each samples … Construct ray from eye position through view plane Find first surface intersected by ray through pixel Compute color of sample based on surface radiance

Construct Ray

Find First Surface Intersection

Visible surface Determination Any samples can be used! Rendering is a problem in sampling and reconstruction More efficient algorithms utilize spatial coherence

Overview 3D scene representation 3D viewer representation Visible surface determination Lighting simulation How do we compute the radiance for each sample ray?

Lighting Simulation Lighting parameters Light source emission Surface reflection Atmospheric attenuation Camera response

Lighting Simulation

Lighting Simulation Direct illumination Global illumination Ray casting Polygon shading Global illumination Ray tracing Monte Carlo methods Radiosity

Summary Major issues in 3D rendering Conclusion note 3D scene representation 3D viewer representation Visible surface determination Lighting simulation Conclusion note Accurate physical simulation is complex and intractable Rendering algorithms apply many approximations to simplify representations and computations