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RENDERING
Michael Heron
INTRODUCTION
 As part of the process of creating a 3D
scene, we are building up a model of
objects.
The geometry of those objects
The relationship of those objects to each other
The relationship of the objects to the camera.
 However, in order to turn this scene into a
useable image, we must go through a
separate process.
Rendering
RENDERING
 The aim of rendering is to view objects as
solids.
Not polymeshes, wireframes, or any other of
the representations we have discussed.
 Requires several steps
Identify which surfaces are visible
Project surfaces onto the 2D viewing plane
Shade surfaces appropriately
Rasterise
 Convert from mathematical representation into
bitmaps.
RENDERING – TWO FLAVOURS
 Depending on the intended application,
rendering can have one of two flavours.
 Real-time
 Games, simulations
 Non Real-Time
 Movies, static scenes
 In both cases, the end goal is the same.
 Turn the mathematical representations of a 3D scene
into something pretty.
REAL-TIME RENDERING
 For real-time scenarios, trade-offs are
required.
Scenes must be rendered quickly enough for
the human eye to be fooled
 Around 30 frames per second
Trade off is between photorealism and speed of
processing.
 Can use tricks to ‘fool’ viewers.
 As time goes by, this trade-off becomes
less important.
Computers get faster, our eyes don’t.
NON REAL-TIME RENDERING
 For non-interactive media, time is not important.
 We can spent many more seconds rendering an image
because we have no throughput to reach.
 Each frame may take minutes/hours to render.
 Played back at 25-30 frames per second.
 Like old fashioned cartoon animations.
RENDERING - LIGHT
 Simply assigning a colour to a surface
gives an unrealistic appearance.
The interaction of light with objects is one of
the primary mechanisms for achieving
‘realism’
 Light interaction is complex
Illumination
Reflection
Shading
Shadows
Texture of surfaces
Transparency/Translucency
RENDERING - LIGHT
 The appearance of an object depends on:
 The type of light source
 Distance to the light source
 Orientation of the object relative to the light source
 Surface properties of the object
 Determines the nature of light interaction
 Repeat for all light sources.
 Lots of processing.
RENDERING - LIGHT
 In non real-time situations, we can precisely
model the physics of light interaction.
 Such as with ray-tracing
 Or radiosity
 For real-time situations, an approximation will
suffice.
 As long as it looks good.
LIGHT SOURCES
 There are several kinds of light sources
that are used in 3D modelling.
Point light sources
Ambient light sources
Directional light sources
Spotlight sources
 They are all used to give differing
‘textures’ of light and shadow.
Choosing the right kind and number of light
sources an important part of good scene
output.
LIGHT SOURCES - AMBIENT
 Ambient light is the general background
illumination.
 All objects reflect light to some degree
 Light can reach parts of a room/scene that are in no
direct line of light.
 Illumination is constant on all surfaces
 Regardless of position or orientation
 Light is uniform across a scene.
LIGHT SOURCES - DIRECTIONAL
 Directional light sources emit light
strongly in a particular direction.
Like the sun
 Objects in the line of light more brightly
illuminated than other objects.
 Light is uniformly provided in a fixed
direction.
 Light source is assumed to be very far
away.
No need to deal with light distance
calculations.
 Objects at the back of a scene lit to the
same degree as objects at the front
Provided they are directly in the path of light.
LIGHT SOURCES - POINT
 Point light sources have
 Location
 Colour
 They emit light equally in all directions.
 Like a lightbulb.
 Light strength attenuates
 Gets weaker with distance
 Gradients of illumination across a surface
 Can be moved around with a scene.
LIGHT SOURCES - SPOTLIGHT
 Very similar to a point light source
 Difference is that spotlight source does not
radiate in all directions.
 Direction of light can be varied within a scene.
 This distinguishes it from directional light.
 Light attenuates with distance.
 This also distinguishes it from directional light.
SURFACES
 The surface of an object represents the next
implication for light interaction.
 Surfaces can:
 Absorb light
 Reflect light
 Refract light
 Emit light
 They can glow in the dark
ABSORPTION
 The colour of the surface determines the level of
absorption
 Black absorbs all visible spectrums
 White reflects all visible spectrums.
 Coloured surfaces vary depending on colour.
 Reflect some wavelengths
 Absorbs others
 Wavelength interaction with colours a matter of
physics.
REFLECTION
 Reflection can be either
 Specular
 Reflects like a mirror
 Light gets reflected at angles
 Angle of reflection
 Ever tried shooting a laser pointer at a mirror?
 It’s like that
 Diffuse
 Reflects at many angles at once
 Diffuse reflection is the primary way in which we can see
objects.
REFLECTION
http://www.curriki.org/xwiki/bin/view/Coll_Athabasca/Unit3-
Lesson2TheMovementofLight
REFLECTION
 Reflection is dependant upon
 The arrangements of facets on a surface
 The roughness of the surface
 The orientation of the surface
 The absorbption of the surface.
 Light can also be refracted
 As light moves from one medium to another, the path
of the light bends.
 Mechanics of this are not trivial
REFRACTION
http://www.curriki.org/xwiki/bin/view/Coll_Athabasca/Unit3-
Lesson2TheMovementofLight
TRANSMISSION
 Sometimes, objects transmit light through
themselves.
 Such objects can be transparent (like glass) or
translucent
 Transparent objects refract light passing through.
 White light through a prism
 Translucent objects diffuse the light that passes
through
 Frosted glass
LIGHT RENDERING
 Two approaches used to render light
 Local reflection models
 Everything floats in ‘dark space’
 Only one reflection of light considered
 Global reflection models
 Light reflects off of objects which reflect onto other objects
 Indirect light
 Very costly to render
 Not yet perfected
SUMMARY
 One aspect of rendering is the interaction
of light upon surfaces.
This can be
 Real-time
 Non Real-Time
 Issue complicated by the physics of light
Reflection, Refraction
Different kinds of lights
 Lighting is an important part of rendering
believable 3D scenes.

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GRPHICS04 - Rendering (1)

  • 2. INTRODUCTION  As part of the process of creating a 3D scene, we are building up a model of objects. The geometry of those objects The relationship of those objects to each other The relationship of the objects to the camera.  However, in order to turn this scene into a useable image, we must go through a separate process. Rendering
  • 3. RENDERING  The aim of rendering is to view objects as solids. Not polymeshes, wireframes, or any other of the representations we have discussed.  Requires several steps Identify which surfaces are visible Project surfaces onto the 2D viewing plane Shade surfaces appropriately Rasterise  Convert from mathematical representation into bitmaps.
  • 4. RENDERING – TWO FLAVOURS  Depending on the intended application, rendering can have one of two flavours.  Real-time  Games, simulations  Non Real-Time  Movies, static scenes  In both cases, the end goal is the same.  Turn the mathematical representations of a 3D scene into something pretty.
  • 5. REAL-TIME RENDERING  For real-time scenarios, trade-offs are required. Scenes must be rendered quickly enough for the human eye to be fooled  Around 30 frames per second Trade off is between photorealism and speed of processing.  Can use tricks to ‘fool’ viewers.  As time goes by, this trade-off becomes less important. Computers get faster, our eyes don’t.
  • 6. NON REAL-TIME RENDERING  For non-interactive media, time is not important.  We can spent many more seconds rendering an image because we have no throughput to reach.  Each frame may take minutes/hours to render.  Played back at 25-30 frames per second.  Like old fashioned cartoon animations.
  • 7. RENDERING - LIGHT  Simply assigning a colour to a surface gives an unrealistic appearance. The interaction of light with objects is one of the primary mechanisms for achieving ‘realism’  Light interaction is complex Illumination Reflection Shading Shadows Texture of surfaces Transparency/Translucency
  • 8. RENDERING - LIGHT  The appearance of an object depends on:  The type of light source  Distance to the light source  Orientation of the object relative to the light source  Surface properties of the object  Determines the nature of light interaction  Repeat for all light sources.  Lots of processing.
  • 9. RENDERING - LIGHT  In non real-time situations, we can precisely model the physics of light interaction.  Such as with ray-tracing  Or radiosity  For real-time situations, an approximation will suffice.  As long as it looks good.
  • 10. LIGHT SOURCES  There are several kinds of light sources that are used in 3D modelling. Point light sources Ambient light sources Directional light sources Spotlight sources  They are all used to give differing ‘textures’ of light and shadow. Choosing the right kind and number of light sources an important part of good scene output.
  • 11. LIGHT SOURCES - AMBIENT  Ambient light is the general background illumination.  All objects reflect light to some degree  Light can reach parts of a room/scene that are in no direct line of light.  Illumination is constant on all surfaces  Regardless of position or orientation  Light is uniform across a scene.
  • 12. LIGHT SOURCES - DIRECTIONAL  Directional light sources emit light strongly in a particular direction. Like the sun  Objects in the line of light more brightly illuminated than other objects.  Light is uniformly provided in a fixed direction.  Light source is assumed to be very far away. No need to deal with light distance calculations.  Objects at the back of a scene lit to the same degree as objects at the front Provided they are directly in the path of light.
  • 13. LIGHT SOURCES - POINT  Point light sources have  Location  Colour  They emit light equally in all directions.  Like a lightbulb.  Light strength attenuates  Gets weaker with distance  Gradients of illumination across a surface  Can be moved around with a scene.
  • 14. LIGHT SOURCES - SPOTLIGHT  Very similar to a point light source  Difference is that spotlight source does not radiate in all directions.  Direction of light can be varied within a scene.  This distinguishes it from directional light.  Light attenuates with distance.  This also distinguishes it from directional light.
  • 15. SURFACES  The surface of an object represents the next implication for light interaction.  Surfaces can:  Absorb light  Reflect light  Refract light  Emit light  They can glow in the dark
  • 16. ABSORPTION  The colour of the surface determines the level of absorption  Black absorbs all visible spectrums  White reflects all visible spectrums.  Coloured surfaces vary depending on colour.  Reflect some wavelengths  Absorbs others  Wavelength interaction with colours a matter of physics.
  • 17. REFLECTION  Reflection can be either  Specular  Reflects like a mirror  Light gets reflected at angles  Angle of reflection  Ever tried shooting a laser pointer at a mirror?  It’s like that  Diffuse  Reflects at many angles at once  Diffuse reflection is the primary way in which we can see objects.
  • 19. REFLECTION  Reflection is dependant upon  The arrangements of facets on a surface  The roughness of the surface  The orientation of the surface  The absorbption of the surface.  Light can also be refracted  As light moves from one medium to another, the path of the light bends.  Mechanics of this are not trivial
  • 21. TRANSMISSION  Sometimes, objects transmit light through themselves.  Such objects can be transparent (like glass) or translucent  Transparent objects refract light passing through.  White light through a prism  Translucent objects diffuse the light that passes through  Frosted glass
  • 22. LIGHT RENDERING  Two approaches used to render light  Local reflection models  Everything floats in ‘dark space’  Only one reflection of light considered  Global reflection models  Light reflects off of objects which reflect onto other objects  Indirect light  Very costly to render  Not yet perfected
  • 23. SUMMARY  One aspect of rendering is the interaction of light upon surfaces. This can be  Real-time  Non Real-Time  Issue complicated by the physics of light Reflection, Refraction Different kinds of lights  Lighting is an important part of rendering believable 3D scenes.