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3D –graphics and animation Shading and Surface Characteristics Harri Airaksinen

3D –graphics and animation Shading and Surface Characteristics Harri Airaksinen

Shading and surface normals

Shading = the moment in the rendering process when visible surfaces are assigned a shading value Shading is depend on object surface and lights Calculating the surface reflection is done by using surface normals Common surface shading techniques include : faceted smooth specular shading

Faceted Shading (polygonal shading, tai constant value faceted shading )

Simplest and fastest – one shading value located in the middle of the polygon, direction is surface normal. Value tells how much light is received at the center of the polygon only. (how light it is) take into account parameters of ambient light only (some diffuse) do not handle complex surface characteristics such as texture and transparency well or not at all

Smooth Shading (Gouraud shading, intensity interpolation shading )

continuous shading value; blends throughout the visible polygons on the surface -> idea: to average the surface normals of adjacent polygons, creating a smooth transition of shading between polygons : sampling the amount of light reaching the surface normals in the center of polygons creating a vertex normal, averages the values of the surface normals of adjacent polygons blending the intensifies of the vertex normals in a polygon No reflective surfaces and only surfaces with a matte finish. take into account ambient and diffuse lighting parameters, and handle some of the complex surface characteristics well.

Specular Shading (normal vector interpolation shading ,Phong, Blinn, Cook)

Mirror –like shading calculates the shading at every point on the surface of a polygon  done by interpolating the vertex normals, and shading every point on the surface of the polygon by computing the relation between the angle of its normal and the angle of the incident light can handle ambient, diffuse, and specular lighting, and detailed surface characteristics extremely well

Surface Shader

Material editor  tool for simulating materials The shaders includes: reflectivity color texture transparency

Material Editor and 3D Studio Max

Double-click Drag&Drop

Surface libraries or material databases

Differences between applications

Surface Layers

by adding layers and compounding their effects to determine the final look of the surface Makes it possible to build complex surface materials

Image mapping

2D image and mapping it on the surface of a three-dimensional object by projecting or wrapping Very efficiently simulate not only the texture of a three-dimensional surface, but also other surface attributes such as reflectivity, transparency, and roughness

Image mapping

Images maps can modulate the surface characteristics by linking the brightness or color of a pixel in the image map to the characteristics of the point in the surface where that pixel is mapped -> the brightness of a pixel in an image map can control the reflectivity of the point on the surface where the pixel is mapped, or its color, or its transparency.

Creating the Map

2D -images that can be mapped onto 3D -surfaces: painted images photographic images abstract patterns (rule-based) Input devices: recording a live image with a digital camera scanning an existing photograph painting with a flatbed laser digital scanner image libraries (software vendors, net …)

Own image maps and 3D Studio Max

Double_click Drag & Drop

Projection Methods

How the picture/ pattern is projected over the 3D object? Modifier  UV-mapping

Projection Methods

Most useful projection methods include: The flat projection method (planar) applies maps onto surfaces in a flat way - identical results as long as the three-dimensional surface is parallel to the projection plane The cubical projection method (box) is a variation of the flat projection method that repeats the map on each of the six sides of a cube - effective with cubes but only as long as one of the planes of the cube is parallel to the projection plane The cylindrical projection method applies maps onto surfaces by wrapping the sides of the map around the shape until the two ends of the map meet behind the object – bottom & top problem The spherical projection applies a rectangular map by wrapping it around a surface until the opposite sides meet, and then pinching it at the top and bottom and stretching it until the entire object is covered

Projection Methods - wrapping -

Textures to be projected onto 3D objects in a straight way, but also be stretched until the four sides of the map are pressed against each other

Positioning the Map - local coordination -

Not use XY –coordination, but surface local coordination system, U, V, W U = horizontal, V = Vertical Offset control how the picture is located on the surface, example. 0.5. and 0.5 locate the picture in half way in both directionn

Positioning the Map

Map Blending = mixing images Using tiling: 3 times U- and V- axels. Tiling

Image map as a mask - Blending with matting techniques -

Using ALPHA –image to mask holes to object surface Alpha –channel use: a CREYSCALE image file a that is linked to an image map saved with an image file in the form of a fourth channel in a RGB image determine degree of blending of the image map with a surface based on the intensity of brightness values of the pixels  file used=alpha channels

Surface Reflectivity

The basic three types of surface reflectivity are: ambient diffuse specular Surface reflectivity types: Matte surfaces can be simulated by using a combination of ambient and diffuse reflections. Metallic surfaces can be simulated with ambient and specular reflections. Plastic surfaces are typically simulated with a combination of ambient, diffuse, and specular reflections

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Lec5_eng
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3D –graphics and animation Shading and Surface Characteristics Harri Airaksinen
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surfac | map | imag | shade | object | textur | reflect | environ
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9/26/2008 9:21:40 AM
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