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CS248 Final Review Derek Chan and Abe Davis
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CS248 Final Monday, December 8, 3:30 to 6:30 pm Closed book, closed notes Mainly from material in the second half of the quarter Project submission and writeups along with partner evaluations due today
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CS248 Final Review Contents Topics from second half of the course – Image warping, texture mapping – Perspective – Visibility – Lighting / Shading
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Texture Warps Rotation, translation Perspective Minification (decimation) – unweighted average: average projected texel elements that fall within a pixel’s filter support – area-weighted average: average based on area of texel support
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Texture Warps Magnification – Unweighted – Area-weighted – bilinear interpolation = texel = pixel
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Textures 1.Mipmapping – multi-resolution texture – bilinear interpolation at 2 closest resolutions to get 2 color values – linear interpolate 2 color values based on actual resolution 2.Summed area tables 1. fast calculation of prefilter integral in texture space
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Viewing: Planar Projections Perspective Projection – rays pass through center of projection – parallel lines intersect at vanishing points Parallel Projection – center of projection is at infinity – oblique – orthographic
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Specifying Perspective Views Observer position (eye, center of projection) Viewing direction (normal to picture plane) Clipping planes (near, far, top, bottom, left, right)
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Viewing: OpenGL Pipeline Object Space Eye Coordinates Projection Matrix Clipped to Frustum Homogenize to device coordinates Window coordinates Why is clipping before homogenization?
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Visibility 1.6 visible-surface determination algorithms: 1. Z-buffer 2. Watkins 3. Warnock 4. Weiler-Atherton 5. BSP Tree 6. Ray Tracing
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Things to know how does it work what are the necessary preconditions? asymptotic time complexity well-suited for hardware? how can anti-aliasing be done? how can shading be incorporated? parallelizable? ease of implementation best-case/worst-case scenarios
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Z-buffer Project all polygons to the image plane, at each pixel, pick the color corresponding to closest polygon
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Watkins Scanline + depth – progressing across scanline, if pixel is inside two or more polygons, use depth to pick – process interpenetrating polygons
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Warnock Subdivision Start with area as original image – subdivide areas until either: all surfaces are outside the area only one inside, overlapping or surrounding a surrounding surface obscures all other surfaces *
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Weiler-Atherton Subdivision Cookie-cutter algorithm: clips polygons against polygons – front to back sort of list – clip with front polygon
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BSP Trees/List Priority Provides a data structure for back-to- front or front-to-back traversal – split polygons according to specified planes – create a tree where edges are front/back, leaves are polygons
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Ray Tracing “Ray Casting” – for each pixel, cast a ray into the scene, and use the color of the closest polygon – Parametric form of a line: u(t) = a+(b-a)t – Implicit form of the object a b (0,0) x y t
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Lighting Photometry vs Radiometry – What's the difference?
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Lighting Terminology – Radiant flux: energy/time (joules/sec = watts) – Irradiance: amount of incident radiant flux / area (how much light energy hitting a unit area, per unit time) – Radiant intensity (of point source): radiant flux over solid angle – Radiance: radiant intensity over a unit area
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Lighting Lambertian (diffuse) surfaces – Radiant intensity has cosine fall off with respect to angle – Radiance is constant with respect to angle – Reason: the projected unit area ALSO gets smaller as a cosine fall off! – F att x I x K d x (N L) N V I length = cos(t) Radiance intensity: intensity/solid angle N V
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Lighting BRDF = Bidirectional Reflectance Distribution Function – Description of how the surface interacts with incident light and emits reflected light – Isotropic Independent of absolute incident and reflected angles – Anisotropic Absolute angles matter – Generalizations to the BRDF! Spatially/spectrally varying, florescence, phosphorescence, etc.
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Lighting Phong specular model – Isn’t true to the physics, but works pretty well – Reflected light is greatest near the reflection angle of the incident light, and falls off with a cosine power – L spec = K s x cos n (a), a= angle between viewer and reflected ray NL R V
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Shading Gouraud shading – Compute lighting information (ie: colors) at polygon vertices, interpolate those colors – Problems? Misses highlights need high resolution mesh to catch highlights
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Shading Phong shading – Compute lighting normals at all points on the polygon via interpolation, and do the lighting computation on the interpolated normals (of the polygon) Implicit surfacePolygon approximation N1 N2
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Good Luck! Good Luck on the Final!
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