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3D –graphics and animation Addvanced 3D modeling and rendering Harri Airaksinen

3D –graphics and animation Addvanced 3D modeling and rendering Harri Airaksinen

Using set of 2D pictures to create 3D models or edit them

Logical Operators

Union, is also known as and Intersection, is called or Difference, is called not

Surface trim

Surface editing - Beveling, Rounding, and Fillets

Fitting ja Blending

Fitting = get rid of small gaps between surfaces Blending = way of merging two surfaces

Aligning

Noise and Wave modifiers

UI: Modifiers Parametric Deformers  see the list Ready made functions to control objects behavior

Colors

Pure green = 0-255 -0 Greenish light blue = 150-200-255 Yellowish dark orange = 120-80-30 red, blue, and yellow (RBY) Cyan, Magenta, Yellow, and Black (CMYK) Red, Green, and Blue (RGB)

Colors

Hue, Lightness, Saturation  HLS

Rendering process workflow

Rendering

3D Studio Max; Rendering  Render

What can be seen and what can’t be seen – hidden surfaces

What can be seen and what can’t be seen hidden surfaces - different algoritms -

Area subdivision (1969), Watkins' scan line (1970), and Newell's depth sort (1972) Z-Buffer: all objects in the scene are sorted by their Z position, or depth, in the scene. This depth information is kept in a buffer, and made available to the rendering process as the hidden surface removal calculations are performed

The pyramid of vision

Ray Tracing- follow the light method

It would be impractical to trace all the rays of light emitted by a light source in a scene because MANY of them NEVER REACH THE CAMERA so: ray tracing programs trace the rays of lights backwards, from the camera to the light source -> This minimizes the amount of wasted calculations

Ray Tracing- 3D Studio Max

Most ray tracing programs use different controls: The reflection ray The transparency or refraction rays The shadow rays.

Ray Tracing; in action

Reflection rays travel through the scene in a straight way, and they bounce off the reflective surfaces they hit at the same angle at which they hit them: Once a point in three-dimensional space has been hit by a ray and the value of that surface has been calculated Next a shadow ray is shot from that point to the center of each light source in the scene. That point in three-dimensional space will only be visible if the shadow ray does not encounter another object before reaching the light source

Ray Tracing; in action

If the ray tracing process encounters transparent surfaces in the scene then refraction rays are generated, to calculate the amount of light refraction Tracing depth  how many reflections will be calculated? The light is loose some part of energy in every reflection

Radiosity - calculate diffuse interreflection between surfaces

Illumination engineering theory and also on the principles of energy transfer Environment into areas or clusters of polygons according to the way in which light affects them. Polygons in a radiosity calculation are typically catalogued: Light sources Light-receiving surfaces Light-blocking surfaces

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3D –graphics and animation Addvanced 3D modeling and rendering Harri Airaksinen
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surfac | ray | light | trace | calcul | polygon | render | model
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9/12/2008 1:54:45 PM
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