3D Graphics for Game Programming (J. Han) Chapter XI Character Animation.
3D Animation - Chapter 4
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Transcript of 3D Animation - Chapter 4
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SCHOOL OF MULTIMEDIA
FACULTY OF ART & DESIGN
PREPARED BY:SARAIZA KHAIRUL IKRAM
CDM3033D ANIMATION
CHAPTER 4
RENDERING CONCEPTS &SURFACE PROPERTIES
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TOPIC OUTLINE
4.1 Lights, Camera, and Materials.
4.2 Steps in the Rendering Process.
4.3 Ray Tracing.
4.4 Image!ased Lighting.
4." #onPhotorealistic Rendering.
4.$ %ile %ormats &or Rendered Images.
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(n 3-Dimensional computer graphics all of the object used in the scene are simply called
models. )nce the model is built .they are be placed in virtual studio that exist in the
computer and arranged in a specific ways by using a combination of geometric
transformation.
*ll the light and the surface must be fine-tuned + then we will be able to mae adjustment
to the placement and focusing of the camera.
4"# Li$%'( C)*e+)( ),d M)e+i)l'"
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The overall rendering process consists of a few basic steps regardless of the software
used. ,elow is the diagram showing the process"-
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endering can be complex process because of the large number of factor play a role in it.That is not to say that rendering is necessarily complicated. !ost individual steps in the
rendering process are actually simple.
(n general and under same rendering condition + model that were build properly render
quicer than models that were built clumsily.
hen choosing the rendering specification for animation + be conservative and consider
the capabilities and rendering speed of your equipment. (n estimating the total rendering
time required +test how long it taes to render one frame + multiply it by the number offrames that need to be rendered and add another 3/0 time for unexpected challenge.
GETTING READY- RENDERING PROCESS
Rendering Is Related to Modeling
Rendering Is Related to Animation
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!odifying a finished rendering is sometimes easy+ when just a single pass or layer need
to be changed to fine-tune small detail . ,ut having to deliver the job at difference outputresolution + for example+ could require a total re-render.
1ave your wor often + every fifteen minutes or so and be sure to mae frequent bacups
of your important data files. Data incidents occur when least expected + usually right
around the time of scheduled crucial delivery.
(t is rare to wor in an environment where hardware resources are not an issues. (t is
sensible to wor within rendering specifications that are based on your system2s
capabilities. nless you have unlimited supply of funds to upgrade your computer system
on a weely basis + it maes sense to plan your wor and creativity within your system2slimitation.
!aing rendering tests at low resolutions or simple shading techniques is a good way to
chec as we go along that all of the basic rendering specification are being applied.
Rendering Is Related to Output
Save Your or! O"ten
Consider t#e $imitation o" Your Computer
S%stem
Ma!e Rendering Test
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ay tracing is a rendering techniques capable of creating photorealistic images of 3-
Dimensional scenes.
(t is a sophisticated and accurate method for rendering in part because it calculates
every ray of light in the scene by following each one through the scene until it each
reaches the camera.
#reates images with every accurate reflections and refractions of light+ as well as
detailed textures and shadow.
(n general term +ray tracing wors by creating a ray for each pixel on the screen and
tracing its path-one ray at a time. *ll the way bac to the light source.
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ay tracing rendering techniques are based on the way in which rays of light travel
from the light sources to our eyes + bouncing off surfaces that affect their characteristic
along the way.
(t is important to eep in mind that when using the ray tracing rendering method+ a
surface is made very reflective becomes lie mirror and consequence+ loses many of its
other surface characteristic.
The number of light sources in a scenes also influences the number of rays that are
traced through the scene and consequently+ the length of the ray tracing rendering
calculations. This is due to the fact that ray tracing wors by tracing bacwards each ray
of light that reaches the camera.
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4"4 I*)$e )'ed Li$%i,$
(mage ,ased $ighting
(mage 4based lighting extracts global illumination information and texture data from
high dynamic range photograph+ and uses that information to light a 3-dimensioal scene.
5igh Dynamic range %5D' photographs capture the full tonal detail of real-worldillumination. ,y recording a series of braceted exposures of the same scene and
merging them + usually into single 36-bit 5D file + referred to as a light probe image.
(mage-based lighting can also be used to relight live performances .The image-based
information includes the 5D images recorded photographically or digitally with as much
quality and resolution as possible.
The technique of image-based lighting is closely related to photogrammetry and the
image-based modeling techniques that extract geometry from photographic images.
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4"- No,P%oo+e)li'i/ Re,de+i,$
(t is become increasingly popular during the late 788/s to create three-dimensional
computer animation and still images that loo as if they were created with traditional
techniques.
(ts calculates the amount of light that reaches 3-dimensional surfaces but shading is
done through simulations of how traditional material lie pencils + in+ and paintpigment are distributed on a surfaces.
(t is also sometimes called toon shaders or cel shaders+ because they are reminiscent
of comic boo drawing with a blac outline and somewhat flat colors.
9on-:hotorealistic endering
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4" File Fo+*) fo+ Re,de+ed I*)$e'
*ll rendering programs can save and retrieve rendered images 4also called pictures file +
in their own native file format. 1ome rendering programs also have the capability of
saving rendered image file in one or more standard file format.
;ile ;ormat for endered (mages
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4" File Fo+*) fo+ Re,de+ed I*)$e'
TI&& 'Tagged Image &ile &ormat'
(t is popular w.ith prepress and publishing software and useful when the rendered
image will be reproduced in publication.
(t tend to be large in si
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4" File Fo+*) fo+ Re,de+ed I*)$e'
*ui+!Time
(s useful for saving still images+ animated sequences and sound in a variety of levels of
image compression and quality.
*lso supports different rates of frames per second+ video streaming and sound !(D(.
EPS 'En+apsulated PostS+ript(
(s popular in prepress application and can be quite useful and effective when high
quality line wireframe drawings are needed.
;ile ;ormat for endered (mages
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ACTI5ITIES
$IG,TAE PART .
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C$IC/ ,ERE &OR YO0R $A1 ACTIITY2
GOOD $0C/
AND
TRY YO0R 1EST
LA ACTI5IT6
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NE7T SESSION PRE5IE8
(n the next class we are going to learn
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LIST OF REFERENCES
7. Dan *blan+ (nside $ightwave 8+ 9ew iders+ 6//8
6. *rnold >allardo+ 3D $ighting+ #harles iver !edia (nc+ 6//?.
3. (saac @ictor Aerlow+ The *rt of 3-D #omputer *nimation and
(maging
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APPENDI7
E d f lid h li ! " i"
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End of slide show, li! "o e#i"$