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

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


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Week 13 -Wednesday

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 Image based effects

  • Skyboxes
  • Lightfields
  • Sprites

 Billboards  Particle systems

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 An impostor is a billboard created

  • n the fly by rendering a complex
  • bject to a texture

 Then, the impostor can be rendered

more cheaply

 This technique should be used to

speed up the rendering of far away

  • bjects

 The resolution of the texture should

be at least:

tan(fov/2) distance 2 size

  • bject

resolution screen ⋅ ⋅

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 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

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 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
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 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
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 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 2mn2 time instead of m2n2 time

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 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
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 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

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 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

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 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

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 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

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 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

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 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

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 Non-photorealistic rendering

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 Read Chapter 11  Finish Assignment 4

  • Due Friday before midnight

 Work on Project 3