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CGLecture 5 Modelling-1

The document provides an overview of computer graphics modeling, focusing on geometric modeling techniques such as NURBS, polygons, and subdivision surfaces. It discusses the importance of texture mapping for realism and the principles of lighting in 3D graphics, including illumination models and light sources. Key concepts include the interaction of light with surfaces and the simplifications used in interactive computer graphics.

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0% found this document useful (0 votes)
23 views40 pages

CGLecture 5 Modelling-1

The document provides an overview of computer graphics modeling, focusing on geometric modeling techniques such as NURBS, polygons, and subdivision surfaces. It discusses the importance of texture mapping for realism and the principles of lighting in 3D graphics, including illumination models and light sources. Key concepts include the interaction of light with surfaces and the simplifications used in interactive computer graphics.

Uploaded by

akelloalice785
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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Computer Graphics

Modelling

Richard Ntwari
Institute of Computer Science
Mbarara University of Science and Technology (MUST)
P.O. Box 1410, Mbarara, Uganda
http://www.must.ac.ug/
Email: rntwari@must.ac.ug
The Graphics Process

Lighting
Information
3D geometric
models
Image storage
Rendering &
display
3D Animation
Definition
Texture
Information

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Geometrical Modeling

3D Scanning

Interactive Geometric
Modeling
3D geometric Rendering
models

Model Libraries

Displacement
Mapping

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Geometrical Modeling

 Modeling is the process of creating shape


and form on the screen.
 Points, curves and surfaces are the basic
geometric elements that can be used in
creating 3D objects.
 Three types of geometry for building models:
– NURBS primitives
– Polygons primitives
– Subdivision primitives
– Beizer surfaces

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Geometrical modeling

 Points are defined in three dimensions using


X,Y,Z coordinates.
 Curves are defined when two or more points
are connected. They are useful for defining
the shape of an object.
 Surfaces are formed when a series of lines is
connected in two directions.
 Objects are formed when a series of surface
are positioned in relation to each other.

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Polygons

 Polygons are shapes defined by vertices that


create three, four or n-sided shape.
 Polygon shapes are made up of many
polygons.
 Example polygon primitives include: cube,
sphere, cylinder, cone, plane

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
NURBS

 NURBS (Non-uniform rational b-spline)


 NURBS geometry is spline-based. The
geometry is derived from curves and surfaces
approximated from the surface’s control
vertices (points locations.
 NURBS allow you to start with curves that are
then used to generate surfaces.
 Example NURBS primitives include: cube,
sphere, cylinder, cone, plane.

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
NURBS Curve

Control vertex

Start of curve
end of curve

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Subdivision surfaces

 Have characteristics of both NURBS and


Polygon primitives.
 Mostly built using a polygon mesh as a base
and then refined.
 Advantage of using this geometry type is that
detail is added only where needed, and it
creates smooth surfaces like NURBS.

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Modeling : Summary

 Definition of modeling
 Geometric elements (points, curves, surfaces)
 Definitions & Geometric primitives in:
– NURBS
– Polygons
– Sub-division Surfaces
 Modeling Practice
– MAYA PLE
– Blender

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Texture Mapping

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Why do we need texture mapping?

 Increase realism
 objects have spatially
varying details
 represent as geometry:
correct, but very
expensive
 use simple geometry
store varying properties
in images
– map a brick wall texture
on a flat polygon
– create bumpy effect on
surface.

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Why do we need texture mapping?

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Why do we need texture mapping?

Produces compelling results

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Mapping Functions - Projections

 maps 3d surface points


to 2d image coordinates
 different types of
projections
– often corresponding to
simple shapes
– useful for simple object

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Projection - Planar

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Projection - Cubicle

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Projection to Cylindrical

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Projection - Spherical

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Lighting

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Lighting

 Remember, we know how to rasterize

Given a 3-D triangle and a 3-D viewpoint, we know


which pixels represent the triangle

 But what color should those pixels be?

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Lighting

If we’re attempting to create a realistic image,


we need to simulate the lighting of the surfaces
in the scene

– Fundamentally simulation of physics and optics

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Definitions

Illumination: the transport of energy from light


sources to surfaces & points
– Note: includes direct and indirect illumination

Images by Henrik Wann Jensen

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Definitions

 Lighting: the process of computing the


luminous intensity (i.e., outgoing light) at a
particular 3-D point, usually on a surface
 Shading: the process of assigning colors to
pixels

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Definitions

 Illumination models fall into two categories:


– Empirical: simple formulations that approximate
observed phenomenon
– Physically based: models based on the actual
physics of light interacting with matter
 We mostly use empirical models in
interactive graphics for simplicity
 Increasingly, realistic graphics are using
physically based models

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Components of Illumination

 Two components of illumination: light


sources and surface properties
 Light sources (or emitters)
– Spectrum of emittance (i.e., color of the light)
– Geometric attributes
• Position
• Direction
• Shape
– Directional attenuation
– Polarization

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Components of Illumination

 Surface properties
– Reflectance spectrum
(i.e., color of the
surface)
– Subsurface
reflectance
– Geometric attributes
• Position
• Orientation
• Micro-structure

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Simplify – in Interactive CG

– Only direct illumination from emitters to


surfaces
– Simplify geometry of emitters to trivial cases

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Ambient Light Sources

 Objects not directly lit are typically still


visible
– e.g., the ceiling in this room, undersides of desks

 This is the result of indirect illumination from


emitters, bouncing off intermediate surfaces

 Too expensive to calculate (in real time), so


we use a hack called an ambient light source
– No spatial or directional characteristics; illuminates all
surfaces equally
– Amount reflected depends on surface properties

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Ambient Light Sources

 For each sampled wavelength (R, G, B), the


ambient light reflected from a surface
depends on
– The surface properties, kambient
– The intensity, Iambient, of the ambient light source
(constant for all points on all surfaces )

Ireflected = kambient Iambient

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Ambient Light Sources

A scene lit only with an ambient light source:

Light Position
Not Important

Viewer Position
Not Important

Surface Angle
Not Important

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Directional Light Sources

 For a directional light source we make simplifying


assumptions
– Direction is constant for all surfaces in the scene
– All rays of light from the source are parallel
• As if the source were infinitely far away
from the surfaces in the scene
• A good approximation to sunlight

 The direction from a surface to the light source is


important in lighting the surface

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Directional Light Sources

The same scene lit with a directional and an


ambient light source

Light Position
Not Important
Surface Angle
Important
Viewer Position
Not Important

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Point Light Sources

 A point light source emits light equally in all


directions from a single point
 The direction to the light from a point on a
surface thus differs for different points:
– So we need to calculate a
normalized vector to the light l
source for every point we light:

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Point Light Sources

 Using an ambient and a point light source:

Light Position
Important

Viewer Position
Important

Surface Angle
Important

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Other Light Sources

 Spotlights are point


sources whose
intensity falls off
directionally.
– Requires color, point
direction, falloff
parameters
– Supported by OpenGL

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Other Light Sources

 Area light sources define a 2-D emissive


surface (usually a disc or polygon)
– Good example: fluorescent light panels

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.
Read About

 Lighting Models
– Ambient
– Lambert/Diffuse
– Phong/Specular

MB Siggraph 04. Additional slides composed from paper by Hodgins et al, computer animations – GIT.

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