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Scenes, Cameras & Lighting
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Outline Constructing a scene Using hierarchy Camera models Light models
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Introduction We can model and surface our objects We now need to bring the objects together in a scene We’ll then be able to render and/or animate them This is a relatively simple process but requires some thought to produce effective scenes
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Constructing a scene Simply a case of loading and positioning our objects. We need to consider the animation, lighting camera requirements. We may reuse elements, motions, etc. from other scenes just as you reuse scenery and props.
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Positioning objects Objects can be positioned, scaled and rotated interactively or numerically Scene designs (just like object designs) should be carried out on paper first with reference to the storyboard
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Using hierarchy To help us easily position objects we can create a hierarchy This should match the structure of the object We can use this later when we animate the object
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Hierarchical models Not many real objects can be described by a simple, single entity: most objects are made up of many parts Each part will have its own centre (or pivot point) This can cause problems when we try and transform them...
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Example: a simple table XX X XX X XX X XX X Rotate Scale
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Why use a hierarchy? To solve the previous problem, you could combine all the parts into a single object BUT It would be difficult to alter the parts separately (e.g. to make the table top thicker without affecting the legs)
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Creating a hierarchy Create a hierarchical model: the table is the entire model The top and legs form parts of the hierarchy We can then either operate on the whole model or on its parts Each level of the hierarchy has its own local coordinate system
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Table hierarchy TABLE TOPLEG1LEG2LEG3LEG4 Schematic representation of hierarchy Child node Parent node
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A better example: a car Allows entire car (body and wheels) to translated Wheels can rotate about their own local pivot points BODY WHEEL1WHEEL2WHEEL3WHEEL4
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Textual representation of car { translate 22,0,0 rotate 0,45,0 scale 2,2,2 { scale 0.7,2.1,1.8 } { rotate 0,0,342 } … }
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Cameras The ‘virtual’ camera Basic camera defined by a number of parameters: Camera (or eye) location (or point) Centre of interest (or ‘look at point’) Up direction (e.g. OpenGL) OR Position (x,y,z) Orientation (Heading, Pitch, Banking) OR …… y z x “Look at” point “Eye” position “Up” direction
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Camera motion Pan Angular change of direction maintaining position and up direction Tumble (or orbit) Maintain centre of interest and move camera around it Track Move both centre of interest and camera linearly Dolly Move towards or away from centre of interest Tilt Rotate the ‘up’ direction Zoom (not actually a camera motion) Magnify area and exaggerate perspective
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Additional camera parameters Because your pupil is round, your eyes have a cone of vision within which objects are visible Because the computer uses rectangular images, virtual cameras have a pyramid of vision The vertical angle that defines the size of this pyramid is the field of view (fov) The aspect ratio may be specified or a second angle defined that gives us the final pyramid
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Back clipping plane The viewing pyramid All objects outside the pyramid are ‘clipped’, i.e. they are not processed by the rendering stage because they are not visible to the virtual camera We also use near and far clipping planes to prevent rendering of objects too close to or too far from the camera The truncated pyramid is called the viewing frustum y z x Front clipping plane
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A better camera model Focus point/depth of field Effective lens focal length Motion blur/shutter speed
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Lights Need lights to be able to see anything! Often packages provide a default Basic lights defined by a number of parameters: Location Intensity (within some limits, e.g. 0-10, although in Maya you can have negative intensity which will take light away from a scene) Colour (usually RGB components, may be combined with intensity)
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Ambient Background light level No specific location: defined by intensity & colour On its own, very unrealistic but good with other lights Produces no shadows In Maya, default lighting has this set to 1, which is a bit high
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Directional Directional (or ‘distant’) As if light is infinite distance away No location but direction Useful for sunlight etc. Default Maya lighting has one distant light
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Point Like a perfect light bulb hanging in space Radiates equally in all directions from location Often have an additional parameter, fall-off (or decay) which simulates the limited area illuminated by the light
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Spotlight Has properties of point light, plus additional features Throws light in a cone shaped beam, size of which is defined by the spread or cone angle Light emitted in a direction Also may have parameter to define how light fades towards the edge of the cone (drop-off or fall-off) May also have a value that defines when the intensity reaches zero after the edge of the cone angle (the penumbra angle) Decay Dropoff
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Spotlights (cont) Spotlights can also use shadow maps This is a faster alternative to ray tracing to generate shadows It calculates the area behind an object that would be in shadow and shades it accordingly Doesn’t work for transparent objects Spotlights can be used to project images To simulate a slide/film projector To create special lighting effects
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Area light Light is emitted from a (usually) rectangular area (like an array of point lights) Simulates banks of fluorescent lights, TV screens, etc. Gives soft shadows
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Setting up the lighting for a scene Same issues are important as in video work Example: Classic three-point lighting Key light Fill light Backlight
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Summary Constructing a scene Camera parameters Light types and settings
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