3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository 3D graphics eBook - Course Materials Repository
3D rendering 3 Reflection Reflection or scattering is the relationship between incoming and outgoing illumination at a given point. Descriptions of scattering are usually given in terms of a bidirectional scattering distribution function or BSDF. Popular reflection rendering techniques in 3D computer graphics include: • Flat shading: A technique that shades each polygon of an object based on the polygon's "normal" and the position and intensity of a light source. • Gouraud shading: Invented by H. Gouraud in 1971, a fast and resource-conscious vertex shading technique used to simulate smoothly shaded surfaces. The Utah teapot • Texture mapping: A technique for simulating a large amount of surface detail by mapping images (textures) onto polygons. • Phong shading: Invented by Bui Tuong Phong, used to simulate specular highlights and smooth shaded surfaces. • Bump mapping: Invented by Jim Blinn, a normal-perturbation technique used to simulate wrinkled surfaces. • Cel shading: A technique used to imitate the look of hand-drawn animation. Shading Shading addresses how different types of scattering are distributed across the surface (i.e., which scattering function applies where). Descriptions of this kind are typically expressed with a program called a shader. (Note that there is some confusion since the word "shader" is sometimes used for programs that describe local geometric variation.) A simple example of shading is texture mapping, which uses an image to specify the diffuse color at each point on a surface, giving it more apparent detail. Transport Transport describes how illumination in a scene gets from one place to another. Visibility is a major component of light transport. Projection
3D rendering 4 The shaded three-dimensional objects must be flattened so that the display device - namely a monitor - can display it in only two dimensions, this process is called 3D projection. This is done using projection and, for most applications, perspective projection. The basic idea behind perspective projection is that objects that are further away are made smaller in relation to those that are closer to the eye. Programs produce perspective by Perspective Projection multiplying a dilation constant raised to the power of the negative of the distance from the observer. A dilation constant of one means that there is no perspective. High dilation constants can cause a "fish-eye" effect in which image distortion begins to occur. Orthographic projection is used mainly in CAD or CAM applications where scientific modeling requires precise measurements and preservation of the third dimension. External links • Art is the basis of Industrial Design [1] • A Critical History of Computer Graphics and Animation [2] • The ARTS: Episode 5 [3] An in depth interview with Legalize on the subject of the History of Computer Graphics. (Available in MP3 audio format) • CGSociety [4] The Computer Graphics Society • How Stuff Works - 3D Graphics [5] • History of Computer Graphics series of articles [6] • Open Inventor by VSG [7] 3D Graphics Toolkit for Applications Developers References [1] http:/ / www. eapprentice. net/ index. php?option=com_content& view=article& id=159:art-project& catid=64:model-making [2] http:/ / accad. osu. edu/ ~waynec/ history/ lessons. html [3] http:/ / www. acid. org/ radio/ index. html#ARTS-EP05 [4] http:/ / www. cgsociety. org/ [5] http:/ / computer. howstuffworks. com/ 3dgraphics. htm [6] http:/ / hem. passagen. se/ des/ hocg/ hocg_1960. htm [7] http:/ / www. vsg3d. com/ vsg_prod_openinventor. php
- Page 1 and 2: 3D Rendering PDF generated using th
- Page 3 and 4: Image-based lighting 64 Image plane
- Page 5 and 6: References Article Sources and Cont
- Page 7: 3D rendering 2 Non real-time Animat
- Page 11 and 12: Ambient occlusion 6 ambient occlusi
- Page 13 and 14: Ambient occlusion 8 • ShadeVis (h
- Page 15 and 16: Anisotropic filtering 10 will only
- Page 17 and 18: Beam tracing 12 Beam tracing Beam t
- Page 19 and 20: Bilinear filtering 14 Are all true.
- Page 21 and 22: Binary space partitioning 16 togeth
- Page 23 and 24: Binary space partitioning 18 Other
- Page 25 and 26: Binary space partitioning 20 [1] Bi
- Page 27 and 28: Bounding interval hierarchy 22 Prop
- Page 29 and 30: Bounding volume 24 bounding boxes b
- Page 31 and 32: Bump mapping 26 Bump mapping Bump m
- Page 33 and 34: CatmullClark subdivision surface 28
- Page 35 and 36: CatmullClark subdivision surface 30
- Page 37 and 38: Conversion between quaternions and
- Page 39 and 40: Cube mapping 34 Advantages Cube map
- Page 41 and 42: Cube mapping 36 Related A large set
- Page 43 and 44: Diffuse reflection 38 2), or, of co
- Page 45 and 46: Displacement mapping 40 Meaning of
- Page 47 and 48: DooSabin subdivision surface 42 Ext
- Page 49 and 50: False radiosity 44 False radiosity
- Page 51 and 52: Geometry pipelines 46 Geometry pipe
- Page 53 and 54: Global illumination 48 Rendering wi
- Page 55 and 56: Gouraud shading 50 Gouraud shading
- Page 57 and 58: Graphics pipeline 52 Graphics pipel
<strong>3D</strong> rendering 3<br />
Reflection<br />
Reflection or scattering is the relationship<br />
between incoming and outgoing<br />
illumination at a given point. Descriptions<br />
of scattering are usually given in terms of a<br />
bidirectional scattering distribution function<br />
or BSDF. Popular reflection rendering<br />
techniques in <strong>3D</strong> computer <strong>graphics</strong> include:<br />
• Flat shading: A technique that shades<br />
each polygon of an object based on the<br />
polygon's "normal" and the position and<br />
intensity of a light source.<br />
• Gouraud shading: Invented by H.<br />
Gouraud in 1971, a fast and<br />
resource-conscious vertex shading<br />
technique used to simulate smoothly<br />
shaded surfaces.<br />
The Utah teapot<br />
• Texture mapping: A technique for simulating a large amount of surface detail by mapping images (textures) onto<br />
polygons.<br />
• Phong shading: Invented by Bui Tuong Phong, used to simulate specular highlights and smooth shaded surfaces.<br />
• Bump mapping: Invented by Jim Blinn, a normal-perturbation technique used to simulate wrinkled surfaces.<br />
• Cel shading: A technique used to imitate the look of hand-drawn animation.<br />
Shading<br />
Shading addresses how different types of scattering are distributed across the surface (i.e., which scattering function<br />
applies where). Descriptions of this kind are typically expressed with a program called a shader. (Note that there is<br />
some confusion since the word "shader" is sometimes used for programs that describe local geometric variation.) A<br />
simple example of shading is texture mapping, which uses an image to specify the diffuse color at each point on a<br />
surface, giving it more apparent detail.<br />
Transport<br />
Transport describes how illumination in a scene gets from one place to another. Visibility is a major component of<br />
light transport.<br />
Projection