CS 559 Computer Graphics Lecture 27 Animation Depth
- Slides: 63
CS 559: Computer Graphics Lecture 27: Animation, Depth & Motion Blur, Ray Tracing Li Zhang Spring 2010 Slides from Brian Curless at U of Washington
Particle system diff. eq. solver We can solve the evolution of a particle system again using the Euler method: void Euler. Step(Particle. System p, float Delta. T){ Particle. Deriv(p, temp 1); /* get deriv */ Scale. Vector(temp 1, Delta. T) /* scale it */ Particle. Get. State(p, temp 2); /* get state */ Add. Vectors(temp 1, temp 2); /* add -> temp 2 */ Particle. Set. State(p, temp 2); /* update state */ p->t += Delta. T; /* update time */ }
Very simple collision response • How do you decide when you’ve had a collision? N x 1 x 3 v 1 v 3 P x 2 v 2 A problem with this approach is that particles will disappear under the surface. Also, the response may not be enough to bring a particle to the other side of a wall.
Generate Particles • Particle Attributes – initial position, – initial velocity (both speed and direction), – initial size, – initial color, – initial transparency, – shape, – lifetime. WILLIAM T. REEVES, ACM Transactions on Graphics, Vol. 2, No. 2, April 1983
Generate Particles • Initial Particle Distribution • Particle hierarchy, for example – Skyrocket : firework – Clouds : water drops
Throwing a ball from a robot arm • Let’s say we had our robot arm example and we wanted to launch particles from its tip. • How would we calculate initial speed? Q=R(theta)*T 1*R(phi)*T 2*R(psi)*P We want d. Q/dt
Principles of Animation • The following are a set of principles to keep in mind: 1. Squash and stretch 2. Staging 3. Timing 4. Anticipation 5. Follow through 6. Secondary action 7. Straight-ahead vs. pose-to-pose vs. blocking 8. Arcs 9. Slow in, slow out 10. Exaggeration 11. Appeal
Squash and stretch (cont’d)
Anticipation • An action has three parts: anticipation, action, reaction. • Anatomical motivation: a muscle must extend before it can contract. • Watch: bugs-bunny. virtualdub. new. mpg • Prepares audience for action so they know what to expect. • Directs audience's attention.
Anticipation (cont’d) • Amount of anticipation (combined with timing) can affect perception of speed or weight.
Arcs • Avoid straight lines since most things in nature move in arcs.
Slow in and slow out • An extreme pose can be emphasized by slowing down as you get to it (and as you leave it). • In practice, many things do not move abruptly but start and stop gradually.
Exaggeration • Get to the heart of the idea and emphasize it so the audience can see it.
Exaggeration • Get to the heart of the idea and emphasize it so the audience can see it.
Appeal • • The character must interest the viewer. It doesn't have to be cute and cuddly. Design, simplicity, behavior all affect appeal. Example: Luxo, Jr. is made to appear childlike. http: //www. youtube. com/watch? v=HDu. RXvt. Im. Q 0&feature=related
Appeal (cont’d) • Note: avoid perfect symmetries.
Appeal (cont’d) • Note: avoid perfect symmetries.
Ray Tracing Shirley Ch 4 Slides are from Ravi Ramamoorthi’s graphics class at Columbia U
Effects needed for Realism Image courtesy Paul Heckbert 1983 § Reflections (Mirrors and Glossy) § Transparency (Water, Glass) § Interreflections (Color Bleeding) § (Soft) Shadows § Complex Illumination (Natural, Area Light) § Realistic Materials (Velvet, Paints, Glass) § And many more
Ray Tracing § Different Approach to Image Synthesis as compared to Hardware pipeline (Open. GL) § Open. GL : Object by Object § Ray Tracing : Pixel by Pixel § Advantage: § Easy to compute shadows/transparency/etc § Disadvantage: § Slow (in early days)
Basic Version: Ray Casting Virtual Viewpoint Virtual Screen Objects Ray Multiple misses intersections: all object: objects: shade Use Pixel closest using colored one color, black (aslights, doesmaterials Open. GL)
Ray Casting Produce same images as with Open. GL § Visibility per pixel instead of Z-buffer § Find nearest object by shooting rays into scene § Shade it as in standard Open. GL
Comparison to hardware scan-line § Per-pixel evaluation, per-pixel rays (not scan-convert each object). On face of it, costly § But good for walkthroughs of extremely large models (amortize preprocessing, low complexity) § More complex shading, lighting effects possible
Shadows Light Source Virtual Viewpoint Virtual Screen Objects Shadow ray to light is blocked: unblocked: object in shadow visible 10. 5 in textbook
Shadows: Numerical Issues • Numerical inaccuracy may cause intersection to be below surface (effect exaggerated in figure) • Causing surface to incorrectly shadow itself • Move a little towards light before shooting shadow ray
Mirror Reflections/Refractions Virtual Viewpoint Virtual Screen Objects Generate reflected ray in mirror direction, Get reflections and refractions of objects
Recursive Ray Tracing (Core Idea) For each pixel § Trace Primary Eye Ray, find intersection § Trace Secondary Shadow Ray(s) to all light(s) § Color = Visible 1 ? Illumination Model(light 1) : 0 ; § Color += Visible 2 ? Illumination Model(light 2) : 0 ; § … § Trace Reflected Ray § Color += reflectivity * Color of reflected ray § Trace Refracted Ray § Color += transparency * Color of refracted ray Recursive function Calls
Problems with Recursion § Reflection rays may be traced forever § Generally, set maximum recursion depth
Turner Whitted 1980
Effects needed for Realism • • • (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water, Glass) Interreflections (Color Bleeding) Complex Illumination (Natural, Area Light) Realistic Materials (Velvet, Paints, Glass) Discussed in this lecture Not discussed so far but possible with distribution ray tracing (13. 4) Hard (but not impossible) with ray tracing; radiosity methods
How to implement Ray tracing? § Ray parameterization § Ray-Surface Intersection
Ray/Object Intersections § Heart of Ray Tracer § One of the main initial research areas § Optimized routines for wide variety of primitives § Various types of info § Shadow rays: Intersection/No Intersection § Primary rays: Point of intersection, material, normals, Texture coordinates Section 10. 3
Example § Sphere § How to decide there is an intersection? § Triangle § How to decide the intersection is inside? § Polygon § How to decide the intersection is inside? § How about an ellipsoid?
Ray-Tracing Transformed Objects We have an optimized ray-sphere test § But we want to ray trace an ellipsoid… Solution: Ellipsoid transforms sphere § Apply inverse transform to ray, use ray-sphere
Acceleration Testing each object for each ray is slow § Faster Intersections § Optimized Ray-Object Intersections § Fewer Intersections
Acceleration Structures Bounding boxes (possibly hierarchical) If no intersection bounding box, needn’t check objects Bounding Box Ray Different Spatial Hierarchies (Oct-trees, kd trees, BSP trees)
Octree
K-d tree
Acceleration Structures: Grids
Anti-aliasing § Aliasing when drawing a diagonal on a square grid: § stairstepping § AKA jaggies § Especially noticeable: § high-contrast edges § near horizontal or near vertical § As line rotates (in 2 D) § steps change length § corners of steps slide along the edge § known as crawlies
Supersampling § A more popular method (although less elegant) is supersampling: § By sampling more times per pixel: § Commonly use 16 or more samples per pixel § A brute-force approach § Point sample the pixel at several locations § Combine the results into the final pixel color § Raises the sampling rate § Raises the frequencies we can capture § Requires potentially 16 times as much work to generate image § 16 times Memory? § But straightforward to implement § Very powerful
Moiré Artifact
Random Sampling § Supersample at several randomly located points § Breaks up repeating signals § § § Noise tends to be less objectionable to the viewer than jaggies or Moiré patterns § § Eliminates Moiré patterns Instead of aliasing, frequencies greater than 1 pixel appear as noise in the image The human eye is pretty good at filtering out noise But suffers from potential clustering and gaps § § Result is not necessarily accurate Too much noise.
Jittered Sampling § AKA stratified sampling, § Divide pixel into a grid of subpixels § Sample each subpixel at a random location § Combines the advantages of both uniform and random sampling § filters high frequencies § frequencies greater than subpixel sampling rate turned into noise § Commonly used
Soft shadow penumbra
Soft Shadow
Comparison
Glossy Surface http: //www. neilblevins. com/cg_education/brushed_metal. htm
Vertical vs Horizonal roughness http: //www. neilblevins. com/cg_education/brushed_metal. htm
Ray tracing a glossy surface http: //www. neilblevins. com/cg_education/brushed_metal. htm
Ray tracing a glossy surface
Depth of Field
Depth of Field Focal plane sensor aperture
Depth of Field Focal plane sensor aperture
Depth of Field in Open. GL
Depth of Field in Open. GL § Render an image at each jittered location § Then average the images
Motion Blur § Ray trace a moving scene at different time instance and average the images
Motion Blur in Open. GL § Render a moving scene at different time instance § Average the images (using Accumulation buffer)
Ray tracing examples
Ray tracing examples
Ray tracing examples
- Traditional vs computer animation
- Depth sorting method in computer graphics
- Depth sorting method in computer graphics
- Keyframe animation in computer graphics
- Computer animation languages
- Graphics monitors and workstations in computer graphics
- Introduction to computer graphics ppt
- Ee 559
- Cs 559
- Cs 559 uw madison
- Cs 559
- G&l
- Semi circular glass block critical angle
- Digital graphics and animation
- Java animation class
- 01:640:244 lecture notes - lecture 15: plat, idah, farad
- Karl sims galapagos
- Direct motion specification is
- Uses of computer animation
- Computer security 161 cryptocurrency lecture
- Computer aided drug design lecture notes
- Computer architecture notes
- Isa vs microarchitecture
- Crt in computer graphics
- Define projection in computer graphics
- Plasma panel in computer graphics
- In two dimensional viewing we have?
- Shear transformation in computer graphics
- Acos glsl
- Bressenham
- Equation of motion of a rotating rigid body
- Boundary fill algorithm in computer graphics
- Starburst method in computer graphics
- Fill polygon algorithm
- The raster scan display the frame buffer holds
- Computer graphics
- Midpoint line drawing algorithm in computer graphics
- Cs 418
- Cs 418 interactive computer graphics
- Achromatic light in computer graphics
- What are interactive input methods
- Uniform scaling in computer graphics
- Uniform scaling in computer graphics
- Fundamentals of computer graphics
- Logical input devices in computer graphics
- Fundamentals of computer graphics
- Ppt
- Introduction to computer graphics ppt
- Line equation in computer graphics
- In two dimensional viewing system have
- Primitive instancing in computer graphics
- Scan conversion in computer graphics
- Region filling and clipping in computer graphics
- Utah teapot vertex data
- Thick primitives in computer graphics
- Interaction in computer graphics
- Hierarchical modeling in computer graphics
- Computer graphics pipeline
- Scan converting lines in computer graphics
- Srgp in computer graphics
- Computer graphics transformation matrix
- Circle drawing algorithm in computer graphics
- Uniform scaling in computer graphics
- Computer