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

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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


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Visualization and Simulation

Caio Brito

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Summary

  • Local Illumination

– Graphical pipeline – Illumination model – Shader

  • Global Illumination

– Ray Tracing – Path tracing

  • Physics based simulation

– Fluids – Rigid Body – Position-Based

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Local Illumination

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Local Illumination :: Graphical Pipeline

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Local Illumination :: Graphical Pipeline

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Local Illumination :: Illumination Model

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Local Illumination :: Illumination Model

  • Ambient

– Simple way of modeling indirect reflection. Ia: Ambient light intensity Ka: Ambient constant

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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.

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Local Illumination :: Illumination Model

  • Diffuse

– Smaller angle > Bigger cosine > More intensity.

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Local Illumination :: Illumination Model

  • Specular

– Simulates a highlight. – Reflection angle = incident angle.

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Local Illumination :: Illumination Model

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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.

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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.

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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.

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Local Illumination :: Illumination Model

Position-Normal Distributions for Efficient Rendering of Specular Microstructure

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Local Illumination :: Illumination Model

Physically-Accurate Fur Reflectance: Modeling, Measurement and Rendering

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Local Illumination :: Illumination Model

Discrete Stochastic Microfacet Models

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Local Illumination :: Shader

  • A Shader is a user-defined program designed to run
  • n 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/
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Local Illumination :: Shader

  • Vertex Shader
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Local Illumination :: Shader

  • Fragment Shader
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Local Illumination :: Shader

  • Fragment Shader
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Local Illumination

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Global Illumination

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Global Illumination

  • Local Illumination
  • Global Illumination
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Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

  • Primary Rays

– Primary rays are rays from the viewpoint to the nearest intersection point. – Local illumination is computed:

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Global Illumination :: Ray Tracing

  • Secondary Rays

– Reflection Ray

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Global Illumination :: Ray Tracing

  • Secondary Rays

– Refraction Ray

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Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

  • Limitation
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Global Illumination :: Ray Tracing

  • Limitation
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Global Illumination :: Path Tracing

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

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Global Illumination :: Path Tracing

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Global Illumination :: Path Tracing

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Which Realism?

  • Photorealism

– image produces the same visual response as the scene

  • Functional realism

– Image provides the same visual information as the scene

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Which Realism?

  • Photorealism
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Which Realism?

  • Functional realism
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Physics Based Simulation

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Physics Based Simulation :: Fluid Simulation

  • Smoothed Particle Hydrodynamics

– Solve Navier-Stokes equation – Finite number of particles

  • Position, velocity, mass, density, viscosity and influence radius
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Physics Based Simulation :: Fluid Simulation

  • Smoothed Particle Hydrodynamics
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Physics Based Simulation :: Fluid Simulation

  • Smoothed Particle Hydrodynamics
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Physics Based Simulation :: Fluid Simulation

  • Smoothed Particle Hydrodynamics
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Physics Based Simulation :: Fluid Simulation

  • Smoothed Particle Hydrodynamics
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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
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Physics Based Simulation :: Rigid Body Dynamics

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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)

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Physics Based Simulation :: Position-Based Dynamics

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Physics Based Simulation

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Visualization and Simulation

Caio Brito