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Spheremapping
alightprobe
http:〃/HDRShop/tutorial/tutorial5.html
Frameofreference
?Accessthespheremap&hyhz0、
U
"xy"z°
fXfyfy0
(0001,
?Transformthesurfacenormalnandvectorefromthe
currenteyepositionusingthismatrix
?nand/inthespheremap5space
r-ey-2(〃
Spheremapping
n/
(QA1)t
rhy/h\toeye加="+-;+(「+1)2
G「+1)
n——,—,---
、mmm
^rigin_________________________y
Spheremapping
?Ifthesphereisatoriginanditsradiusis1
-theunitnormal'scoordinates=the
locationh
-Noneedforhz
?也,4)describeapointonasphere
image,intherange[-1,1].
?Mapthecoordinateto[0,1]
u=-^-+0.5;v=—^-+0.5
2m2m
Spheremapping
?SpheremappingisanimprovementoverBlinnand
NewelPsmethodinanumberofways
-Notextureseamtointerpolateacross
-canbeimplementedonanygraphicshardwarethatsupports
texturemapping
?DisadvantagestotheSpheremapping
-movingbetweentwopointsonthespheremapisnotlinear
-Sphereisvalidforonlyasingleviewdirection.
Paraboloidmapping
?Paraboloidmapping
-ByHeidrichandSeidel
-usingtwoenvironmenttextures
-Eachparaboloidcreatesacirculartexture
similartoaspheremap
?coveranenvironmenthemisphere
Dualparaboloidapproach
Parabolicbasis
Requirestwotextureimages
DualParaboloidMap
Whichofthetwotexturetoaccess?
Signoftherz
Paraboloidmapping
?Paraboloidmapping
-Hardwareshouldsupport
?properprojectivetexturecoordinatetransformation
yA
?interpolation011fX
0111ry
u=——-----F0.5;v=-----------b0.500001
2(1+h2(1+c)
<0022八'z/
?Themaindrawbackofparaboloidmapping
-makingthemapsthemselvesisdifficult
?bywarpingimages
?byusingraytracing
LightingUsingEnvironmentMapping
?Animportantuseofenvironmentmappingtechniquesis
generatingspecularreflectionsandrefractions.
?Environmentsmappingcansolvethehighlightingbyrepresenting
thelightsinthetexture.
Per-pixelspecularLightingusingEnvironmentmappingof
highlightenvironmentmappingentiresurroundingscene
Recursivereflections
?Recursivereflectionsdonewithenvironmentmapping
StumblingblockofEM
?Flatsurfaceusuallydonotworkwell
-raysreflectedoffofitusuallydonotvarybymorethanafew
degrees
-SmallpartofEMtexture'sbeingmappedontoarelativelylarge
surface
-Asmallpartoftextureismagnified
Diffuse,GlossandReflectionMapping
?TousereflectionmappingwithGlossandDiffuse
colortexturing
?TheLightingmodel
o=t1
diff?diff+gloss「spec
RGBtextureMonochrome
glosstexture
Pearexample
Multi-textureexample
RGBdiffuseRGBreflection
texturemaptexture
?Thelightingmodelcanbe
computedusingtwotexture
「specstages
-2RGBcolorinputs
-upto2alphainputs
RGBRGB
StageI"Stage2v?Stage1
diffuselightARGB-Theinterpolateddiffusecolor
'diff------reflectionmap
Xtextureresult
RGBRGBXglossandthepearskin'sRGB
+diffuseRGBtexturearethetwocolorinputs
retrievegloss
alphataffXidiff
alpha-Glossmaptexurevalueinthe
alphachannel
?Stage2:
lglossspecXtgios.
singlechannelo=diff區(qū)'diff+'gloss丫spec
glossmap
Bumpmapping
?Bumpmapping
-byBlinnin1978
-Inexpensivewayofsimulatingwrinklesandbumpsongeometry
?Tooexpensivetomodelgeometrically
-letatexturemodifythenormalateachpixel
?usethisnormaltocomputelighting
7/7/
Bumpmappedgeometr
Height-fieldbumpimageanditsuseonasphere
OffsetmapHeight-fieldmap
?Normalvectorn
-modifiedintheuandvdirections
-bythebufbvvaluestakenfromthebumptexture
Offsetvectorbumpmap
?Offsetmap
-Storesinatexturetwosigned
values,bandb,ateach
uv
point
-Correspondtotheamountto
varythenormalalongtheu
andvimageaxes
-Usedtoscaletwovectors
thatareperpendiculartothe
normal
Height-fieldbumpmap
?Height-fieldbumpmap
Eachmonochrometexture
valuerepresentasurface
height
?whitetoahigharea
?blacktoalowone
Theheightfieldisusedto
deriveuandvsignedvalues
?Thedifferencesbetween
neighboringcolumnstogetthe
slopesforuandbetween
neighboringrowsforv
ArtifactofusingBumpmap
?Bumpmapping
-Per-pixelbumpmappingisextremelyconvincing
-offersaninexpensivewaytoaddtheeffectofgeometricdetail
?Artifact
-Atthesilhouettesaroundtheobjects,norealbump,justsmooth
outlines
-Thebumpsdonotcastshadowsontotheownsurface
EmbossBumpMapping
?Embossing
-Oneofthefirstmethodsusedforrealtimebumpmapping
-employsatechniqueborrowedfromtwodimensionalimage
processing
EmbossBumpMapping
Steps
?Renderthesurfacewiththeheightfield
-adiffusemonochrometexture
?Shiftallthevertex(u,v)coordinatesinthedirectionofthe
light
?Renderthissurfacewiththeheightfieldagainappliedasa
diffusestexture,subtractionfromthefirstpassresult
?Renderthesurfaceagainwithnoheightfield,diffusedly
illuminatedandGouraudshaded.Addthisshadedimage
totheresult
DiffuseLightingCalculation
C=(£??/)XDzXDm
-Lislightvector
-Nisnormalvector
-Dzislightdiffusecolor
-Dmismaterialdiffusecolor
-BumpmappingchangesNperpixel
-Embossbumpmappingapproximates(L,N)
ApproximatediffusefactorL?N
?Texturemaprepresentheightfield
-(Fd+m)approximates(L?N)perpixel
-Firstderivativerepresentsslopem
-mincreases/decreasesbasediffusefactorFd
Approximatederivative
?Embossingapproximatesderivative
-LookupheightHoatpoint(u,v)
-LookupheightH1atpointslightlyperturbedtowardlight
source(u+Au,v+Av)
-subtractoriginalheightHofromperturbedheightH1
-differencerepresentsinstantaneousslopem-HrHg
ComputetheBump
OriginalbumpOriginalbump(Ho)overlaid
(HQwithsecondbump("Jperturbed
towardlightsource
brightensimage
darkensimage
Subtractoriginalbump
fromsecond(H/-H。)
Coordinatesystematavertex
?n
-Retrievetheshadingnormalnatthevertex
?t
-Findsurfacevectortthatfollowsoneofthetwotexture
coordinateaxesuorv
-tisperpendiculartonandtangenttothesurface
?b
-thebinormal
-ismutuallyperpendiculartonandtandrunsinthedirection
oftheothertexturecoordinateaxis
Ztytz0、
久久b二0
&a生0
10001/
(%v)£soffset
ThelightdirectionIistransformed
Thelightdirectioniscastuponthetriangle'splanebysetting/.ztozero
Theresultingvectorisscaledandaddedtothevertex5stexturecoordinates
EmbossBumpMapping
?TransformthelightdirectionI
-Lightvectorsistheninthevertex5stangentspace
n
LimitationstoEmbossBumpMapping
?Appliesonlytodiffusesurface
-Specularhighlightsarenotpossible.
?Whenthelightisdirectlyoverasurface,nooffsetoccurs
-thebumpsdisappearentirely
?Thebasicembossingalgorithmdoesnothandlebumps
thatfaceawayfromthelightonsurfacesthatare
illuminated
DotProductBumpMapping
?Dot3bumpmapping
一Primarymethodofperformingbumpmappingonmodern
graphicshardware
-Theactualnormalsforthesurfacearestoredas(x,y,z)
vectorsinthenormalmaps
-The8-bitsvaluesaremappedto[-1,1]
-Tocomputetheeffectofalightsource,thepositionallight
source'slocationistransformedtothesurface'stangent
spacebasisateachvertex
Normalmap
Diffuseandspecularbumpmapping
EnvironmentMapBumpMapping(EMBM)
?EMBM
-Perturb(u,v)environmentmappingcoordinatesbyuandv
differentialsfoundinthebumptexture
-IntroducedwithDirectX6
-Allowonlyasingleplanarenvironmentmaptobedefined
?somethinglikedefiningacubemapwithonlyoneface.
-auserdefined2X2matrixisappliedinordertorotateandscale
thedifferentialsbeforetheyareadded.
-Thismatrixcontrolstheperceivedbumpinessofthemap
EnvironmentMapBumpMapping(EMBM)
bumpmapaccesswhichisandthenaddedtothe
Bumpmappingofenvironmentmap
Bumpmappingofenvironmentmap
CombineNormalmappingandcubicenvironment
mapping
w
d
d
cEc
d
E
n
m
/support/vpwebsamples2.shtml
Displacementmap
?Displacementmap
-Modifygeometry
BumpmapDisplacementmap
Displacementmap
Theheightfieldontheleftisusedtodisplacetheverticesofamesh
VisualAppearance
Lightmakesright.
AndrewGlassner
Introduction
?Imagerenderingofthreedimensionalmodels
-Lookcorrectgeometrically
-Havearealisticvisualappearance
-Withcombinationoftechniques
?Associatingamaterialwitheachsurface
?Applyingvariouskindsofliahtsources
?Addingtextures
?Usingfog
?Transparency
?Antialiasingtechniques
Outline
Light
Material
Antialiasing
Fog
Gammacorrection
Transparency
LightSources
-photonsbounceoffthesurfaceofobjectandreachtheeyesof
theviewer
?Lightsources
-Directionallights
-Pointlights
-Spotlights
?Directionallights:positionedessentiallyinfinitelyfarawayfrom
theobjectsthatarebeinglit
-Sun
n
?Positionallight(Pointlightandspotlight)
一Singlepointthatemitsphotons
?Lightparameters
Intensityandcolor
-
Squaresubdividedinto100X100X2triangleislitby
AdirectionallightsourceApointlightsourceAspotlight
?Lightintensityandcolor
-ambient,diffuse,specularintensity
?Lightsourceparameters
NotationDescription
SambAmbientintensitycolor
$diffDiffuseintensitycolor
Q
2specSpecularintensitycolor
Q
2PosLightSourceposition
Spotlight.Sdir,Scut>Sexp
SpotLight
Lightattenuation
?Lightdropoffwiththedistance
?Intheareaofrealtimerendering,lightdonotdropoff
withdistance
-Easiertocontrol
?Noneedtoworryabouttheeffectofdistance
?Effectsmaybecomputedmorequickly
Lightattenuation
Lanp=Spot
ReoderTine=15Sec
SpotBi=.150
Light-sourceSpotSi=80
iera
<-helper-lamp
http://www.ru.is/kennarar/hannes/useful/BlenderManual/htmll/ch28sO2.html
Light
MaterialMaterial
Fog
Gammacorrection
Transparency
?Materialconsistsofanumberofparameters
-ambient,diffuse,specular,shininessandemissive
?Thecolorofsurfaceisdeterminedby
-Materialparameters
-Lightsourcesparameters
-Lightmodel
Tableofmaterialparameters
NotationDescription
^ambAmbientmaterialcolor
m防Diffusematerialcolor
m$pecSpecularmaterialcolor
^shiShininessparameter
m
111ermEissmivematerialcolor
LightingandShading
?Lighting
-Designatetheinteractionbetweenmaterialandlightsources
-Interactionwiththegeometryoftheobjecttoberendered
?Shading
-Performinglightingcomputations
-Determinepixelscolors
FlatGouraudPhong
Perpolygonpervertexperpixel
LightingandShading
?FlatShading
-Coloriscomputedforatriangleandthetriangleisfilledwiththe
color
?GouraudShading
一lightateachvertexisdetermined,andlightsamplesare
interpolatedoverthesurface
?PhongShading
一shadingnormalsstoredattheverticesareusedtointerpolate
theshadingnormalateachpixelinthetriangle
LightingandShading
FlatShadingGouraudShadingPhongShading
?FlatShading:
-Fastandsimpletoimplement
-Doesnotgiveasmoothlooktocurvedsurface
?GouraudShading:
-Speedandimprovedquality
-dependentonthelevelofdetailofobjectsthatarerendered
GouraudShading
256102416384triangles
GouraudShading
?GouraudShading
-Missinghighlight
-Failuretocapturespotlighteffects
?Usingtexturetorepresenteffects
Phongshading
GouraudShading
?Gouraudshadingcanachieveessentiallythesameshading
resultasPhongshading
-subdividingasurfaceintotrianglessmallerthanapixel
-Slowinpractice
-Rarelyusedinrealtimesystems
?LightingModel:ambient,diffuse,specular
ambientdiffusespecular
DiffuseComponent
?Lambert'sLaw
-Ideallydiffusereflectlightdeterminedbysurfacenormalnandlight
vectorI
DiffuseComponent
?Viewindependent
?Tomakeuseofdiffusecoloroflightsourceanddiffusecolor
ofmaterial
idiff=Wmdiff?sdifr?
血),-R
idiff=max((?sdiffJ
s的=(1.0,1.0,1.0)m助=(1.0,0.0,0.0)
mdiffsdiff(1.0,0.0,0.0)
SpecularComponent
?Makeobjectlookshinybycreatinghighlights
-Surfacecurvature
-Directionandlocationoflightsource
WithouthighlightWithhighlights
SpecularLighting
i-(rDr)"""二(cosp)”而
Reflectionvectorr
r=2(n?l)n—I
r=2(n-l)n-l
n-l
2(n4)n
LightFormulaofOpenGLandDirectX
以"(〃“產(chǎn)”二(cos8產(chǎn),
h—'+'(rQ^)m-s,/7/p(〃必)4"無(wú)
Z+v
LightFormulaofOpenGLandDirectX
?Withspecularcoloroflightsourceandmaterial
區(qū))
ispec—'(〃?),"""mspecsspec
?Iftheanglebetweennandhgreaterthan90°,thespecular
contributionis0
〃〃)加
Lsnpe”c=max\((%)""90js5pe"c0spec
o8
?
□
s.o6
gu?
Ic
J
Eo4
W?
O
U
d
so2
?
0
-n/2-K/40K/4兀/2
angle
Asthe/77s/7/increases,thecurveispulledin,makingforatighter
highlightandashinierimpression
ArtifactsinPhongshading
GouraudShadingGouraudShadingPhongshading
LittletessellationHightessellationPer-pixelShading
Otherspecularhighlightfunctions
?Schlick5sapproximation
t-cosp
spec-~~~^spec兇spec
mshi-tmshi+t
Simplefunctions
?)卯比
specmax(nh,0—
?Tisthresholdvalue
-max(c力,0)>T,1;
-Otherwise,0.
?Taffectstheapparentsizeofthelightbeingreflected
AmbientComponent
?Lightemanatingfromsourcemightbounceoffwall
andthenreachobject
?Notaccountedbydiffuseorspecularcomponent
dmb=marnb⑤
LightingEquation
?Locallightingmodel
Kot-1amb+Idiff+'spec
ambientdiffusespecularresult
LightingEquation
?Lightintensityintherealworldisinverselyproportionaltothe
squareofthedistancefromthelightsource
?Diffuseandspecularcomponentsareaffected
+3/SpLP+%Sp°s-p
Lightingattenuation
i.=a,?mh+m.+\ik+dk\ik+ik)I
totglobhambemiN」spott\amb}\drifffspecJI
k=l
=aglob?marnb+merni
?k
5expk
+£max(—〃Dy*,0)(mamb?samb
后二1
?max((疝%),0)加的九學(xué)療+max((〃*),0產(chǎn)'加印用二
kk
s:+s;spos-p+s:spos-p
AliasingandAntialiasing
Musing
Sampling&filteringprocess
Pixels
Texture
Time
Samplingandreconstruction
?Sampling:
-fromcontinuoussignaltodiscrete
?Reconstructionrecoverstheoriginalsignal
-Caremustbetakentoavoidaliasing
?Nyquisttheorem
一thesamplingfrequencyshouldbeatleast2timesthemax
frequencyinthesignal
Samplingtheorem
?Nyquisttheorem
-thesamplingfrequencyshouldbeatleast2timesthemax
frequencyinthesignal
1cmTP]1sampleperrevolution
0GAlittlemorethan1sample/revolution
2samplesperrevolution
>2samplesperrevolution
OGG。。
Reconstruction
?Assumewehaveabandlimitedsignal(e.g.,atexture)
?Usefiltersforreconstruction
0---1---1---1_b
-101
Reconstructionwithboxfilter
Reconstructionwithtentfilter
32x32
texture
Reconstructionwithsinefilter
?Intheory,theidealfiltersin(zix)
?Notpracticalsinc(x)=
7DC
Resampling
?Enlargingordiminishingsignals
?Assumesamplesareatunit-intervals,i.e.,
?Resamplesothattheyareaapart
-a<1givesmagnification
-a>\givesminification
Magnification
?Halfsampledistance
Minification
?Doublethedistancebetweensamples
Screen-basedAntialiasing
?Supersampling
?usemorethanonesampleperpixel
Formulaandexamplesofdifferentschemes
n
p(x/)=Zw,c(Qxj)
i=l
?wzaretheweightsin[0,1]
?c(zj,y)isthecolorofsampleiinsidepixel
2x2RGSS
1sample4x4checker
1x2sample8rooks
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