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Visualization and Simulation Caio Brito Summary Local Illumination - PowerPoint PPT Presentation

Visualization and Simulation Caio Brito Summary Local Illumination Graphical pipeline Illumination model Shader Global Illumination Ray Tracing Path tracing Physics based simulation Fluids Rigid


  1. Visualization and Simulation Caio Brito

  2. Summary • Local Illumination Graphical pipeline – Illumination model – Shader – • Global Illumination Ray Tracing – Path tracing – • Physics based simulation Fluids – Rigid Body – Position-Based –

  3. Local Illumination

  4. Local Illumination :: Graphical Pipeline

  5. Local Illumination :: Graphical Pipeline

  6. Local Illumination :: Illumination Model

  7. Local Illumination :: Illumination Model • Ambient Simple way of modeling indirect reflection. – Ia: Ambient light intensity Ka: Ambient constant

  8. Local Illumination :: Illumination Model • Diffuse Ideal diffuse surface reflects light equally in all directions, – according to Lambert's cosine law. Lambert’s Cosine Law: amount of light energy that falls on – surface and gets reflected is proportional to incidence angle.

  9. Local Illumination :: Illumination Model • Diffuse Smaller angle > Bigger cosine > More intensity. –

  10. Local Illumination :: Illumination Model • Specular Simulates a highlight. – Reflection angle = incident angle. –

  11. Local Illumination :: Illumination Model

  12. Local Illumination :: Illumination Model • Flat Shading – Shades each polygon of an object based on the angle between the polygon's surface normal and the direction of the light source.

  13. Local Illumination :: Illumination Model • Gouraud Shading – Calculates the surface normals for the polygons. – Lighting computations are then performed to produce intensities at vertices. – These intensities are interpolated along the edges of the polygons.

  14. Local Illumination :: Illumination Model • Phong Shading – Calculate the surface normals at the vertices of polygons in a 3D computer model. – These normals are interpolated along the edges of the polygons. – Lighting computations are then performed.

  15. Local Illumination :: Illumination Model Position-Normal Distributions for Efficient Rendering of Specular Microstructure

  16. Local Illumination :: Illumination Model Physically-Accurate Fur Reflectance: Modeling, Measurement and Rendering

  17. Local Illumination :: Illumination Model Discrete Stochastic Microfacet Models

  18. Local Illumination :: Shader • A Shader is a user-defined program designed to run on some stage of a graphics processor. • Its purpose is to execute one of the programmable stages of the rendering pipeline. • GLSL, HLSL, Cg, DirectX • Basic structure: Vertex Shader and Fragment Shader • http://antongerdelan.net/opengl/ • https://learnopengl.com/ • https://www.shadertoy.com/

  19. Local Illumination :: Shader • Vertex Shader

  20. Local Illumination :: Shader • Fragment Shader

  21. Local Illumination :: Shader • Fragment Shader

  22. Local Illumination

  23. Global Illumination

  24. Global Illumination • Local Illumination • Global Illumination

  25. Global Illumination :: Ray Tracing

  26. Global Illumination :: Ray Tracing

  27. Global Illumination :: Ray Tracing

  28. Global Illumination :: Ray Tracing

  29. Global Illumination :: Ray Tracing

  30. Global Illumination :: Ray Tracing

  31. Global Illumination :: Ray Tracing

  32. Global Illumination :: Ray Tracing

  33. Global Illumination :: Ray Tracing

  34. Global Illumination :: Ray Tracing

  35. Global Illumination :: Ray Tracing

  36. Global Illumination :: Ray Tracing • Primary Rays Primary rays are rays from the viewpoint to the nearest – intersection point. Local illumination is computed: –

  37. Global Illumination :: Ray Tracing • Secondary Rays Reflection Ray –

  38. Global Illumination :: Ray Tracing • Secondary Rays Refraction Ray –

  39. Global Illumination :: Ray Tracing

  40. Global Illumination :: Ray Tracing • Limitation

  41. Global Illumination :: Ray Tracing • Limitation

  42. Global Illumination :: Path Tracing • Trace multiple rays from a single pixel

  43. Global Illumination :: Path Tracing • How to choose a secondary ray? • Each material have a Kd, Ks and Kt Let Ktot = Kd + Ks + Kt – Choose a random number R in the interval (0,Ktot) – If (R < Ks), trace a diffuse ray • else if (R < Kd + Ks), trace a specular ray • else, trace a refraction ray •

  44. Global Illumination :: Path Tracing

  45. Global Illumination :: Path Tracing

  46. Global Illumination :: Path Tracing

  47. Which Realism? • Photorealism image produces the same visual response as the scene – • Functional realism Image provides the same visual information as the scene –

  48. Which Realism? • Photorealism

  49. Which Realism? • Functional realism

  50. Physics Based Simulation

  51. Physics Based Simulation :: Fluid Simulation • Smoothed Particle Hydrodynamics Solve Navier-Stokes equation – Finite number of particles – Position, velocity, mass, density, viscosity and influence radius •

  52. Physics Based Simulation :: Fluid Simulation • Smoothed Particle Hydrodynamics

  53. Physics Based Simulation :: Fluid Simulation • Smoothed Particle Hydrodynamics

  54. Physics Based Simulation :: Fluid Simulation • Smoothed Particle Hydrodynamics

  55. Physics Based Simulation :: Fluid Simulation • Smoothed Particle Hydrodynamics

  56. Physics Based Simulation :: Rigid Body Dynamics • Rigid bodies have a position and orientation • No deformation • The motion be represented by 2 parameters Center of mass – Orientation – • Force and Torque are computed

  57. Physics Based Simulation :: Rigid Body Dynamics

  58. Physics Based Simulation :: Position-Based Dynamics • Particles everywhere Position, velocity, mass, phase – • Uses different constraints for each kind of simulation Distance (clothing) – Shape (rigids, plastics) – Density (fluids) – Volume (inflatables) – Contact (non-penetration, friction) –

  59. Physics Based Simulation :: Position-Based Dynamics

  60. Physics Based Simulation

  61. Visualization and Simulation Caio Brito

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