week 13 wednesday image based effects
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Week 13 -Wednesday Image based effects Skyboxes Lightfields - PowerPoint PPT Presentation

Week 13 -Wednesday Image based effects Skyboxes Lightfields Sprites Billboards Particle systems An impostor is a billboard created on the fly by rendering a complex object to a texture Then, the impostor can be


  1. Week 13 -Wednesday

  2.  Image based effects  Skyboxes  Lightfields  Sprites  Billboards  Particle systems

  3.  An impostor is a billboard created on the fly by rendering a complex object to a texture  Then, the impostor can be rendered more cheaply  This technique should be used to speed up the rendering of far away objects  The resolution of the texture should be at least: object size screen resolution ⋅ ⋅ 2 distance tan(fov/2)

  4.  An impostor that also has a depth map is called a depth sprite  This depth information can be used to make a billboard that intersects with real world objects realistically  The depth in the image can be compared against the z-buffer  Another technique is to use the depth information to procedurally deform the billboard

  5.  Impostors have to be recomputed for different viewing angles  Certain kinds of models (trees are a great example) can be approximated by a cloud of billboards  Finding a visually realistic set of cutouts is one part of the problem  The rendering overhead of overdrawing is another  Billboards may need to be sorted if transparency effects are important

  6.  Image processing takes an input image and manipulates it  Blurring  Edge detection  Any number of amazing filters  Much of this can be done on the GPU  And needs to be (blurring shadows)  Photoshop and other programs are GPU accelerated these days

  7.  From Project 1, you guys know all about convolution filtering kernels  I just wanted to point out that some kernels are separable  Rows and columns can be done separately  A separable m x m kernel can be run in 2 mn 2 time instead of m 2 n 2 time

  8.  Color correction takes an existing image and converts each of its colors to some other color  Important in photo and movie processing  Special effects  Time of day effects

  9.  Tone mapping takes a wide range of luminances and maps them to the limited range of the computer's screen  To properly simulate the relative luminances  Some bright areas are made extremely bright  Some dark areas are made extremely dark  We can look for the brightest pixel and scale on that basis

  10.  Lens flare is an effect caused by bright light hitting the crystalline structure of a camera lens  Actually happens less and less now that camera technology has improved  They can be rendered with textures  The bloom effect is where bright areas spill over into other areas  To render, take bright objects, blur them, then layer over the original scene

  11.  In photography, some things are in focus and some things (either too near or too far) are blurry  When desired, this effect can be achieved by rendering the image in a range of blurred states and then interpolating between them based on z-value

  12.  Fast moving objects exhibit motion blur in films  It doesn't often happen in real life  We have come to expect it, nevertheless  The effect can be reproduced by keeping a buffer of previously rendered frames, adding the latest frame and subtracting the first frame  Other techniques can be used to do various kinds of selective, directional blurring

  13.  Fog effects can be used to give atmosphere or cue depth  Fog is usually based on distance (z-buffer or true distance) from the viewer  Different equations determine the effect (linear or exponential) of the fog

  14.  BasicEffect makes fog easy with the following members  FogEnabled Whether fog is on or off  FogColor Color of the fog  FogStart Distance (in world space) where fog starts to appear  FogEnd Distance (in world space) where fog covers everything  It's also not hard to write shader code that interpolates between fog color and regular color based on distance

  15.  Non-photorealistic rendering

  16.  Read Chapter 11  Finish Assignment 4  Due Friday before midnight  Work on Project 3

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