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1cs426-winter-2008 Notes More papers to read: T. Duff, "Compositing 3-D rendered images", SIGGRAPH 1985 R. Cook, "Distributed ray tracing", SIGGRAPH 1984 R. Cook, L. Carpenter, E. Catmull, "The Reyes image rendering architecture", SIGGRAPH 1987
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2cs426-winter-2008 Gauss-Newton For nonlinear least-squares… Can approximate the nonlinear term with a linear function (Taylor series with the Jacobian!) and get a linear least squares problem: Gauss-Newton Much more efficient, though we need to solve a (small) linear system to get the direction
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3cs426-winter-2008 Evaluating Jacobians Simplest approach in code: numerically approximate with a finite difference Can also work out derivative analytically by hand (a little painful)
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4cs426-winter-2008 When to stop In our case, absolute minimum of f(.) is zero: stop when it’s smaller than some tolerance It might be impossible to get to zero, but at the minimum f=0: stop when | f| is small enough Or give up when maximum number of iterations reached
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5cs426-winter-2008 Character Rigging A “rig” is a model together with a UI for posing it At its simplest, a skeleton with joint angles available for motion curves May simplify DOF by enforcing relationships between joints E.g. hand and fingers May define standard poses (especially for facial expressions!) that can be mixed together Then can set sliders to, say, 70% happy, 20% surprised, … Take weighted linear combination of pose angles
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6cs426-winter-2008 What’s left? We now have the basics of animation Plan for rest of course: Rendering animations (Semi-)automatic animation Dynamics for rigid bodies Particle systems Skinning, morphing, blending Motion capture Motion control
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7cs426-winter-2008 Compositing Visual effects work usually involves combining real footage with CGI: compositing In fact, even in pure CG shots, films break down each frame into a number of layers that are assembled More flexibility to quickly change the look of a shot Better division of labour
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8cs426-winter-2008 Atop The simplest (useful) and most common form of compositing: put one image “atop” another Image 1 (RGB) on top of image 2 (RGB) For each pixel in the final composite, need to know what RGB value to take Where image 1 is opaque, choose RGB 1 Where image 1 is “empty”, choose RGB 2 Where image 1 is partly transparent, or where image 1 only covers part of the pixel?
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9cs426-winter-2008 Alpha We add another channel, alpha: RGBA Encodes whether the pixel of the image is empty (alpha=0) or opaque (alpha=1) or something in between (0<alpha<1) Most important case: at the edges of objects When we render a layer, we compute and save alpha along with RGB Or if it’s real action, use a “blue screen” behind the actors, estimate alpha Premultiplied alpha: instead of storing regular RGB + alpha, store rgb=alpha*R, alpha*G, alpha*B and alpha Simplifies formulas to come
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