版权说明:本文档由用户提供并上传,收益归属内容提供方,若内容存在侵权,请进行举报或认领
文档简介
Spheremapping
alightprobe
http:〃/HDRShop/tutorial/tutorial5.html
Frameofreference
•Accessthespheremap&hyhz0、
U
"xy"z°
fXfyfy0
(0001,
•Transformthesurfacenormalnandvectorefromthe
currenteyepositionusingthismatrix
•nand/inthespheremap5space
r-ey-2(〃
Spheremapping
n/
(QA1)t
rhy/h\toeye加="+-;+(「+1)2
G「+1)
n——,—,---
、mmm
^rigin_________________________y
Spheremapping
•Ifthesphereisatoriginanditsradiusis1
-theunitnormal'scoordinates=the
locationh
-Noneedforhz
•也,4)describeapointonasphere
image,intherange[-1,1].
•Mapthecoordinateto[0,1]
u=-^-+0.5;v=—^-+0.5
2m2m
Spheremapping
•SpheremappingisanimprovementoverBlinnand
NewelPsmethodinanumberofways
-Notextureseamtointerpolateacross
-canbeimplementedonanygraphicshardwarethatsupports
texturemapping
•DisadvantagestotheSpheremapping
-movingbetweentwopointsonthespheremapisnotlinear
-Sphereisvalidforonlyasingleviewdirection.
Paraboloidmapping
•Paraboloidmapping
-ByHeidrichandSeidel
-usingtwoenvironmenttextures
-Eachparaboloidcreatesacirculartexture
similartoaspheremap
•coveranenvironmenthemisphere
Dualparaboloidapproach
Parabolicbasis
Requirestwotextureimages
DualParaboloidMap
Whichofthetwotexturetoaccess?
Signoftherz
Paraboloidmapping
•Paraboloidmapping
-Hardwareshouldsupport
•properprojectivetexturecoordinatetransformation
yA
•interpolation011fX
0111ry
u=——-----F0.5;v=-----------b0.500001
2(1+h2(1+c)
<0022八'z/
•Themaindrawbackofparaboloidmapping
-makingthemapsthemselvesisdifficult
•bywarpingimages
•byusingraytracing
LightingUsingEnvironmentMapping
•Animportantuseofenvironmentmappingtechniquesis
generatingspecularreflectionsandrefractions.
•Environmentsmappingcansolvethehighlightingbyrepresenting
thelightsinthetexture.
Per-pixelspecularLightingusingEnvironmentmappingof
highlightenvironmentmappingentiresurroundingscene
Recursivereflections
•Recursivereflectionsdonewithenvironmentmapping
StumblingblockofEM
•Flatsurfaceusuallydonotworkwell
-raysreflectedoffofitusuallydonotvarybymorethanafew
degrees
-SmallpartofEMtexture'sbeingmappedontoarelativelylarge
surface
-Asmallpartoftextureismagnified
Diffuse,GlossandReflectionMapping
•TousereflectionmappingwithGlossandDiffuse
colortexturing
•TheLightingmodel
o=t1
diff®diff+gloss「spec
RGBtextureMonochrome
glosstexture
Pearexample
Multi-textureexample
RGBdiffuseRGBreflection
texturemaptexture
•Thelightingmodelcanbe
computedusingtwotexture
「specstages
-2RGBcolorinputs
-upto2alphainputs
RGBRGB
StageI"Stage2v•Stage1
diffuselightARGB-Theinterpolateddiffusecolor
'diff------reflectionmap
Xtextureresult
RGBRGBXglossandthepearskin'sRGB
+diffuseRGBtexturearethetwocolorinputs
retrievegloss
alphataffXidiff
alpha-Glossmaptexurevalueinthe
alphachannel
•Stage2:
lglossspecXtgios.
singlechannelo=diff区'diff+'gloss丫spec
glossmap
Bumpmapping
•Bumpmapping
-byBlinnin1978
-Inexpensivewayofsimulatingwrinklesandbumpsongeometry
•Tooexpensivetomodelgeometrically
-letatexturemodifythenormalateachpixel
•usethisnormaltocomputelighting
7/7/
Bumpmappedgeometr
Height-fieldbumpimageanditsuseonasphere
OffsetmapHeight-fieldmap
•Normalvectorn
-modifiedintheuandvdirections
-bythebufbvvaluestakenfromthebumptexture
Offsetvectorbumpmap
•Offsetmap
-Storesinatexturetwosigned
values,bandb,ateach
uv
point
-Correspondtotheamountto
varythenormalalongtheu
andvimageaxes
-Usedtoscaletwovectors
thatareperpendiculartothe
normal
Height-fieldbumpmap
•Height-fieldbumpmap
Eachmonochrometexture
valuerepresentasurface
height
•whitetoahigharea
•blacktoalowone
Theheightfieldisusedto
deriveuandvsignedvalues
•Thedifferencesbetween
neighboringcolumnstogetthe
slopesforuandbetween
neighboringrowsforv
ArtifactofusingBumpmap
•Bumpmapping
-Per-pixelbumpmappingisextremelyconvincing
-offersaninexpensivewaytoaddtheeffectofgeometricdetail
•Artifact
-Atthesilhouettesaroundtheobjects,norealbump,justsmooth
outlines
-Thebumpsdonotcastshadowsontotheownsurface
EmbossBumpMapping
•Embossing
-Oneofthefirstmethodsusedforrealtimebumpmapping
-employsatechniqueborrowedfromtwodimensionalimage
processing
EmbossBumpMapping
Steps
•Renderthesurfacewiththeheightfield
-adiffusemonochrometexture
•Shiftallthevertex(u,v)coordinatesinthedirectionofthe
light
•Renderthissurfacewiththeheightfieldagainappliedasa
diffusestexture,subtractionfromthefirstpassresult
•Renderthesurfaceagainwithnoheightfield,diffusedly
illuminatedandGouraudshaded.Addthisshadedimage
totheresult
DiffuseLightingCalculation
C=(£•?/)XDzXDm
-Lislightvector
-Nisnormalvector
-Dzislightdiffusecolor
-Dmismaterialdiffusecolor
-BumpmappingchangesNperpixel
-Embossbumpmappingapproximates(L,N)
ApproximatediffusefactorL・N
•Texturemaprepresentheightfield
-(Fd+m)approximates(L・N)perpixel
-Firstderivativerepresentsslopem
-mincreases/decreasesbasediffusefactorFd
Approximatederivative
•Embossingapproximatesderivative
-LookupheightHoatpoint(u,v)
-LookupheightH1atpointslightlyperturbedtowardlight
source(u+Au,v+Av)
-subtractoriginalheightHofromperturbedheightH1
-differencerepresentsinstantaneousslopem-HrHg
ComputetheBump
OriginalbumpOriginalbump(Ho)overlaid
(HQwithsecondbump("Jperturbed
towardlightsource
brightensimage
darkensimage
Subtractoriginalbump
fromsecond(H/-H。)
Coordinatesystematavertex
•n
-Retrievetheshadingnormalnatthevertex
•t
-Findsurfacevectortthatfollowsoneofthetwotexture
coordinateaxesuorv
-tisperpendiculartonandtangenttothesurface
•b
-thebinormal
-ismutuallyperpendiculartonandtandrunsinthedirection
oftheothertexturecoordinateaxis
Ztytz0、
久久b二0
&a生0
10001/
(%v)£soffset
ThelightdirectionIistransformed
Thelightdirectioniscastuponthetriangle'splanebysetting/.ztozero
Theresultingvectorisscaledandaddedtothevertex5stexturecoordinates
EmbossBumpMapping
•TransformthelightdirectionI
-Lightvectorsistheninthevertex5stangentspace
n
LimitationstoEmbossBumpMapping
•Appliesonlytodiffusesurface
-Specularhighlightsarenotpossible.
•Whenthelightisdirectlyoverasurface,nooffsetoccurs
-thebumpsdisappearentirely
•Thebasicembossingalgorithmdoesnothandlebumps
thatfaceawayfromthelightonsurfacesthatare
illuminated
DotProductBumpMapping
•Dot3bumpmapping
一Primarymethodofperformingbumpmappingonmodern
graphicshardware
-Theactualnormalsforthesurfacearestoredas(x,y,z)
vectorsinthenormalmaps
-The8-bitsvaluesaremappedto[-1,1]
-Tocomputetheeffectofalightsource,thepositionallight
source'slocationistransformedtothesurface'stangent
spacebasisateachvertex
Normalmap
Diffuseandspecularbumpmapping
EnvironmentMapBumpMapping(EMBM)
•EMBM
-Perturb(u,v)environmentmappingcoordinatesbyuandv
differentialsfoundinthebumptexture
-IntroducedwithDirectX6
-Allowonlyasingleplanarenvironmentmaptobedefined
•somethinglikedefiningacubemapwithonlyoneface.
-auserdefined2X2matrixisappliedinordertorotateandscale
thedifferentialsbeforetheyareadded.
-Thismatrixcontrolstheperceivedbumpinessofthemap
EnvironmentMapBumpMapping(EMBM)
bumpmapaccesswhichisandthenaddedtothe
Bumpmappingofenvironmentmap
Bumpmappingofenvironmentmap
CombineNormalmappingandcubicenvironment
mapping
w
d
d
cEc
d
E
n
m
/support/vpwebsamples2.shtml
Displacementmap
•Displacementmap
-Modifygeometry
BumpmapDisplacementmap
Displacementmap
Theheightfieldontheleftisusedtodisplacetheverticesofamesh
VisualAppearance
Lightmakesright.
AndrewGlassner
Introduction
•Imagerenderingofthreedimensionalmodels
-Lookcorrectgeometrically
-Havearealisticvisualappearance
-Withcombinationoftechniques
•Associatingamaterialwitheachsurface
•Applyingvariouskindsofliahtsources
•Addingtextures
•Usingfog
•Transparency
•Antialiasingtechniques
Outline
Light
Material
Antialiasing
Fog
Gammacorrection
Transparency
LightSources
-photonsbounceoffthesurfaceofobjectandreachtheeyesof
theviewer
•Lightsources
-Directionallights
-Pointlights
-Spotlights
•Directionallights:positionedessentiallyinfinitelyfarawayfrom
theobjectsthatarebeinglit
-Sun
n
•Positionallight(Pointlightandspotlight)
一Singlepointthatemitsphotons
•Lightparameters
Intensityandcolor
-
Squaresubdividedinto100X100X2triangleislitby
AdirectionallightsourceApointlightsourceAspotlight
•Lightintensityandcolor
-ambient,diffuse,specularintensity
•Lightsourceparameters
NotationDescription
SambAmbientintensitycolor
$diffDiffuseintensitycolor
Q
2specSpecularintensitycolor
Q
2PosLightSourceposition
Spotlight.Sdir,Scut>Sexp
SpotLight
Lightattenuation
•Lightdropoffwiththedistance
•Intheareaofrealtimerendering,lightdonotdropoff
withdistance
-Easiertocontrol
•Noneedtoworryabouttheeffectofdistance
•Effectsmaybecomputedmorequickly
Lightattenuation
Lanp=Spot
ReoderTine=15Sec
SpotBi=.150
Light-sourceSpotSi=80
iera
<-helper-lamp
http://www.ru.is/kennarar/hannes/useful/BlenderManual/htmll/ch28sO2.html
Light
MaterialMaterial
Fog
Gammacorrection
Transparency
•Materialconsistsofanumberofparameters
-ambient,diffuse,specular,shininessandemissive
•Thecolorofsurfaceisdeterminedby
-Materialparameters
-Lightsourcesparameters
-Lightmodel
Tableofmaterialparameters
NotationDescription
^ambAmbientmaterialcolor
m防Diffusematerialcolor
m$pecSpecularmaterialcolor
^shiShininessparameter
m
111ermEissmivematerialcolor
LightingandShading
•Lighting
-Designatetheinteractionbetweenmaterialandlightsources
-Interactionwiththegeometryoftheobjecttoberendered
•Shading
-Performinglightingcomputations
-Determinepixelscolors
FlatGouraudPhong
Perpolygonpervertexperpixel
LightingandShading
•FlatShading
-Coloriscomputedforatriangleandthetriangleisfilledwiththe
color
•GouraudShading
一lightateachvertexisdetermined,andlightsamplesare
interpolatedoverthesurface
•PhongShading
一shadingnormalsstoredattheverticesareusedtointerpolate
theshadingnormalateachpixelinthetriangle
LightingandShading
FlatShadingGouraudShadingPhongShading
•FlatShading:
-Fastandsimpletoimplement
-Doesnotgiveasmoothlooktocurvedsurface
•GouraudShading:
-Speedandimprovedquality
-dependentonthelevelofdetailofobjectsthatarerendered
GouraudShading
256102416384triangles
GouraudShading
•GouraudShading
-Missinghighlight
-Failuretocapturespotlighteffects
•Usingtexturetorepresenteffects
Phongshading
GouraudShading
•Gouraudshadingcanachieveessentiallythesameshading
resultasPhongshading
-subdividingasurfaceintotrianglessmallerthanapixel
-Slowinpractice
-Rarelyusedinrealtimesystems
•LightingModel:ambient,diffuse,specular
ambientdiffusespecular
DiffuseComponent
•Lambert'sLaw
-Ideallydiffusereflectlightdeterminedbysurfacenormalnandlight
vectorI
DiffuseComponent
•Viewindependent
•Tomakeuseofdiffusecoloroflightsourceanddiffusecolor
ofmaterial
idiff=Wmdiff®sdifr®
血),-R
idiff=max((®sdiffJ
s的=(1.0,1.0,1.0)m助=(1.0,0.0,0.0)
mdiffsdiff(1.0,0.0,0.0)
SpecularComponent
•Makeobjectlookshinybycreatinghighlights
-Surfacecurvature
-Directionandlocationoflightsource
WithouthighlightWithhighlights
SpecularLighting
i-(rDr)"""二(cosp)”而
Reflectionvectorr
r=2(n•l)n—I
r=2(n-l)n-l
n-l
2(n4)n
LightFormulaofOpenGLandDirectX
以"(〃“产”二(cos8产,
h—'+'(rQ^)m-s,/7/p(〃必)4"无
Z+v
LightFormulaofOpenGLandDirectX
•Withspecularcoloroflightsourceandmaterial
区)
ispec—'(〃»),"""mspecsspec
•Iftheanglebetweennandhgreaterthan90°,thespecular
contributionis0
〃〃)加
Lsnpe”c=max\((%)""90js5pe"c0spec
o8
•
□
s.o6
gu•
Ic
J
Eo4
W•
O
U
d
so2
•
0
-n/2-K/40K/4兀/2
angle
Asthe/77s/7/increases,thecurveispulledin,makingforatighter
highlightandashinierimpression
ArtifactsinPhongshading
GouraudShadingGouraudShadingPhongshading
LittletessellationHightessellationPer-pixelShading
Otherspecularhighlightfunctions
•Schlick5sapproximation
t-cosp
spec-~~~^spec凶spec
mshi-tmshi+t
Simplefunctions
・)卯比
specmax(nh,0—
•Tisthresholdvalue
-max(c力,0)>T,1;
-Otherwise,0.
•Taffectstheapparentsizeofthelightbeingreflected
AmbientComponent
•Lightemanatingfromsourcemightbounceoffwall
andthenreachobject
•Notaccountedbydiffuseorspecularcomponent
dmb=marnb⑤
LightingEquation
•Locallightingmodel
Kot-1amb+Idiff+'spec
ambientdiffusespecularresult
LightingEquation
•Lightintensityintherealworldisinverselyproportionaltothe
squareofthedistancefromthelightsource
•Diffuseandspecularcomponentsareaffected
+3/SpLP+%Sp°s-p
Lightingattenuation
i.=a,®mh+m.+\ik+dk\ik+ik)I
totglobhambemiN」spott\amb}\drifffspecJI
k=l
=aglob®marnb+merni
«k
5expk
+£max(—〃Dy*,0)(mamb®samb
后二1
।max((疝%),0)加的㊈学疗+max((〃*),0产'加印用㊁
kk
s:+s;spos-p+s:spos-p
AliasingandAntialiasing
Musing
Sampling&filteringprocess
Pixels
Texture
Time
Samplingandreconstruction
•Sampling:
-fromcontinuoussignaltodiscrete
•Reconstructionrecoverstheoriginalsignal
-Caremustbetakentoavoidaliasing
•Nyquisttheorem
一thesamplingfrequencyshouldbeatleast2timesthemax
frequencyinthesignal
Samplingtheorem
•Nyquisttheorem
-thesamplingfrequencyshouldbeatleast2timesthemax
frequencyinthesignal
1cmTP]1sampleperrevolution
0GAlittlemorethan1sample/revolution
2samplesperrevolution
>2samplesperrevolution
OGG。。
Reconstruction
•Assumewehaveabandlimitedsignal(e.g.,atexture)
•Usefiltersforreconstruction
0---1---1---1_b
-101
Reconstructionwithboxfilter
Reconstructionwithtentfilter
32x32
texture
Reconstructionwithsinefilter
•Intheory,theidealfiltersin(zix)
•Notpracticalsinc(x)=
7DC
Resampling
•Enlargingordiminishingsignals
•Assumesamplesareatunit-intervals,i.e.,
•Resamplesothattheyareaapart
-a<1givesmagnification
-a>\givesminification
Magnification
•Halfsampledistance
Minification
•Doublethedistancebetweensamples
Screen-basedAntialiasing
•Supersampling
»usemorethanonesampleperpixel
Formulaandexamplesofdifferentschemes
n
p(x/)=Zw,c(Qxj)
i=l
•wzaretheweightsin[0,1]
•c(zj,y)isthecolorofsampleiinsidepixel
2x2RGSS
1sample4x4checker
1x2sample8rooks
温馨提示
- 1. 本站所有资源如无特殊说明,都需要本地电脑安装OFFICE2007和PDF阅读器。图纸软件为CAD,CAXA,PROE,UG,SolidWorks等.压缩文件请下载最新的WinRAR软件解压。
- 2. 本站的文档不包含任何第三方提供的附件图纸等,如果需要附件,请联系上传者。文件的所有权益归上传用户所有。
- 3. 本站RAR压缩包中若带图纸,网页内容里面会有图纸预览,若没有图纸预览就没有图纸。
- 4. 未经权益所有人同意不得将文件中的内容挪作商业或盈利用途。
- 5. 人人文库网仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对用户上传分享的文档内容本身不做任何修改或编辑,并不能对任何下载内容负责。
- 6. 下载文件中如有侵权或不适当内容,请与我们联系,我们立即纠正。
- 7. 本站不保证下载资源的准确性、安全性和完整性, 同时也不承担用户因使用这些下载资源对自己和他人造成任何形式的伤害或损失。
最新文档
- 2026年工厂铆工岗位知识真题题库
- 空调水系统水质处理作业规程
- 寒潮防冻保护专项方案
- 2027届河南省郑州一中汝州实验中学毕业升学考试模拟卷物理卷含解析
- 2027届陕西省西安市第七十中学中考物理模拟预测试卷含解析
- 2026年江苏信息职业技术学院高职单招笔试职业技能测验历年参考题库含答案解析
- 2026年桂林山水职业学院高职单招笔试职业适应性测验历年参考题库含答案解析
- 2026年晋中师范高等专科学校高职单招笔试综合素质历年参考题库含答案解析
- 2026年新疆能源职业技术学院高职单招笔试英语历年参考题库含答案解析
- 2026年承德应用技术职业学院高职单招笔试英语历年参考题库含答案解析
- 2026国家电网公司北京电力医院招聘考试模拟试题及答案解析
- 九师联盟2027届高三11月联考历史+答案
- 体外诊断试剂药品培训试题及答案(新版)
- 湖南雅礼中学2027届高三月考试卷三语文试卷
- 2026-2027学年科粤版九年级上册化学期中测试卷解析版
- 《95128出租汽车电召平台服务规范(征求意见稿)》编制说明
- 2026年选矿工程师试题及答案
- 中国区域国别学全套教学课件
- 超声造影剂安全使用专家共识(2026版)
- JJG 1189.1-2026 测量用互感器检定规程 第1部分:标准电流互感器
- 移动式操作平台(盘扣式)专项施工方案(品茗验算通过可套用)
评论
0/150
提交评论