Textures and materialssccg.sk/~ferko/gsvm_2013_08textureMaterial.pdf · Texture • used to define...
Transcript of Textures and materialssccg.sk/~ferko/gsvm_2013_08textureMaterial.pdf · Texture • used to define...
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Textures and materials
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Texture
• used to define object’s
color appearance
• 2D bitmap
• 3D bitmap
• texel
• procedural
texture
Graphical systems, visualization and multimedia 2
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Texture mapping
Graphical systems, visualization and multimedia 3
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Texture usage
• object diffuse color
– patterns, decals
• modulate surface properties
– bumps, displacements
• modulate lighting properties
– e.g. shininess
• simulate physical phenomena
– reflection, refraction, global illumination
4Graphical systems, visualization and multimedia
MU
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Diffuse color
• simulate paint, decals, patterns
Graphical systems, visualization and multimedia 5
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Bump mapping
• modulate surface normal of a low-polygon
model to simulate detailed surface geometry
Graphical systems, visualization and multimedia 6
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Bump mapping example
bump texture
• color intensity encodes difference
between real surface and polygon
Graphical systems, visualization and multimedia 7
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Displacement mapping
• Face is tessellated into smaller faces
• Vertexes are set off the surface according to
color intensity
stored in
the texture
Graphical systems, visualization and multimedia 8
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Displacement mapping
• similar to bump mapping
• but changes geometry
bump mapping displacement mapping
Graphical systems, visualization and multimedia 9
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Normal mapping
• Texture’s RGB values are used to store x,y,z
coordinates of the local normal vector
• Normal vectors computed on hi-poly model,
then mapped by means of a texture to a low-
polygon model.
http://www.bencloward.com/tutorials_normal_maps1.shtml
Graphical systems, visualization and multimedia 10
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Normal mapping
http://www.bencloward.com/tutorials_normal_maps1.shtml
Graphical systems, visualization and multimedia 11
30,000 polys 632 polys 632 polys + normal map
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Another example
• 531
polys
Graphical systems, visualization and multimedia 12
www.tomas-studio.com
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Cheating on physics
• Environment
mapping
• texture applied
to a surrounding
sphere to simulate
world
reflections
Graphical systems, visualization and multimedia 13
www.autodesk.com
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Environment mapping demo
http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
Graphical systems, visualization and multimedia 14
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Light maps
Graphical systems, visualization and multimedia 15
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Light maps
• Pre-computed high-quality lighting
• Stored into special texture (light map)
• Light map combined with the texture
• Texture baking (permanent)
Graphical systems, visualization and multimedia 16
Keshav Channa: Light Mapping - Theory and Implementation
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Light map example
Computer graphics 17
http://www.cs.bath.ac.uk/~pjw/NOTES/pics/lightmap.html
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Multitexturing
• Combine multiple textures
Graphical systems, visualization and multimedia 18
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Material
• Textures
• Shaders
• Lighting parameters
– depend on light
model
– e.g. Phong:
• ambient
• diffuse
• specular, shininess
– translucency, reflectivity,
index of refraction ...
Graphical systems, visualization and multimedia 19
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Texture representation
• width × height array of pixels
• pixel formats:
– indexed color (8bit), grayscale (8bit)
– 16bit, 24bit (RGB),32bit (RGBA)
• Color planes (24bit = 3x8bit, 32bit = 4x8bit)
• Alpha – opacity value
– 0 = transparent (also 0.0 or 0%)
– 255 = fully opaque (also 1.0 or 100%)
Graphical systems, visualization and multimedia 20
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Blending, alpha channel
• Rendering translucent objects does not
overwrite old pixels by new pixels
• But combines new pixels with old pixels
Graphical systems, visualization and multimedia 21
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Different blending modes
• Res = Src * fsrc + Dest * fsrc (RGBA separate)
• e.g. Src*Alphasrc + Dest*(1-Alphasrc)
• e.g.
OpenGL
or
Photoshop
Graphical systems, visualization and multimedia 22
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Color separation
• Color needs to be treated R,G,B piecewise
– example:
Color1 = 0xFF0000 = 16.711.680
Color2 = 0x0000FF = 255
– Color = 0.5*Color1+0.5*Color2 = ?
– 0.5 * 16711680 + 0.5 * 255 =
– Correct computation:
Color[R] = (Color1[R] + Color2[R]) / 2
Color[G] = (Color1[G] + Color2[G]) / 2
Color[B] = (Color1[R] + Color2[B]) / 2
Graphical systems, visualization and multimedia 23
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Transparent materials
• Glass, plastic
• Fake fine geometry details of
vegetation, grids, wires, fences, …
+ =
Graphical systems, visualization and multimedia 24
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Animation
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Motion
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Eadweard Muybridge – The Horse in Motion (1878)
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Time in computer graphics
• 3dimensional graphics = geometry
• 4th dimension = time
• Object attributes change over time
• Result = movie
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Movie
• Sequence of frames
• Frame rate
• ~ 25fps and more is fluent
• ~105 frames / movie
• e.g. 129 311 frames →
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Frame rates
• Frame rate for movies/TV
– 24 (Cinema, Blu Ray)
– 23.976, 29.97 (NTSC)
– 25 (PAL)
• Frame rate for real time CG
– 30+
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Computer animation
• Real-time
– Speed is priority
– Quality is second
• Offline
– Quality is priority
– Speed is second
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What can be animated?
• Position
• Rotation
• Scale
• Geometry
• Texture
• Color
• Transp.
• … any numeric parameter
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How to create animation
• Change values of parameters over time
• Manually
– Values are set for each individual frame
• Procedurally
– Values are computed by algorithm
• Keyframing
– Important frames are manual, rest is parametric
• Motion capture
– Real world motion is scanned to computer
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Manual animation
• Stop-motion animation
• e.g. Coraline, Wallace & Gromit, etc.
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Using key frames
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Animation key frames
• Manual setting of parameters not for all
frames but only for some particular
. . . . . . . .
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Rotation = 0° Rotation = 45°
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Inbetweening (“tweening”)
• Computing missing values based on existing
surrounding values
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10
45
2 3 4 5 6
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Tweening
• Linear (constant)
• Ease-in, ease-out
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Simple controllers
• Position
– Follow path
• Rotation
– Follow path, Look at
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Animating complex objects
• Remember local coordinates
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Animating complex objects
• Remember local coordinates
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Animating complex objects
• Skeletons, chains, systems
– Simulate physical constraints
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Animating complex models
• Model/system decomposed into hierarchy
• Nodes, links, chains, joints, skeleton
• Motion constraints
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http://caad.arch.ethz.ch/info/maya/manual/
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Skeleton
• Hierarchy
– Bones
• Rigid element
– Joints
• Rotation
• Sliding
– Springs
• Change length
• Controllers
• It’s reusable!
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http://en.9jcg.com/comm_pages/blog_content-art-16.htm
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Forward kinematics
• Motion is initiated on top of the hierarchy and
propagates downwards in the hierarchy
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Inverse kinematics
• Motion is initiated on the bottom of the
hierarchy and propagates upwards
• Motion constraints need to be set
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Two types of kinematics
Forward Inverse
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Skinning
• Skeleton + deformable geometry
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Morphing
• Tweening deformations of the same model
• In simple cases works for different models too
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Facial animation
• Facial expressions
• Lips to speech
synchronization
• Controllers
• Skinning
• Morphing
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http://www.anzovin.com/products/tfm1maya.html
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Reusable animation
• One skeleton – different models
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http://www.studiopendulum.com/alterego/
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Animation blending
• Separate activities
performed
simultaneously
– e.g. walking and
shooting
• Smooth transitions between activities
– e.g. standing up and walking
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Procedural and
physically-based
animations
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Procedural animation
• Programmed rules for
changing parameters of
the animated objects
• E.g. according to music,
physics, psychology
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Physically based animation
• Rigid bodies
– No geometry deformation
– Collision response
• Soft bodies
– Allow for deformation
– Energy damping
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Animation construction
• Set body properties
– Mass, elasticity, friction, …
• Set physical rules
– Gravity, collisions, wind, …
• Set initial state
– Position, velocity, direction, …
• Set constraints
• Run simulation / animation
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Examples
• www.realmatter.com
• www.realflow.com
• www.massivesoftware.com
• www.audio-surf.com
• www.lagoatechnologies.com
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Motion capture
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Real world action captured
• Markers on actor’s body
• Optical / magnetic sensors
• 3D reconstruction of
markers’ position
• Motion mapping
to virtual character
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