Digital Media for Video & Motion Graphics Entertainment Design
Applications of Computer Graphics. Business applications Maps Industrial applications Consumer...
Transcript of Applications of Computer Graphics. Business applications Maps Industrial applications Consumer...
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Applications of Computer Graphics
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• Business applications
• Maps
• Industrial applications
• Consumer applications
• Entertainment
• Education
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Weather maps: Temperature, heat flow, rainfall
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architecture
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CAD
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Mechanical engineering
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Electric circuit design
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simulators
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Chemical plants
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Consumer products
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Medical applications
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Molecular Biology
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movies
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Video games
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Computer art
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Hierarchical modeling
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2. Transformations
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3. Clipping
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4. Creating Curved surfaces
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3D Graphics
5. 3D Transformations
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6. Parallel projections
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7. Perspective views
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Hidden Surface elimination
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8. Hidden Surface elimination
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Painter’s algorithm
• Depth sorting
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Steps in painter’s algorithm
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Generation of surfaces
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Surfaces
Bilinear Interpolation
v
u
b00
b10
b11b01
u
v
Bilinear interpolation fits the simplest surface for the four corner points
Shape Representation
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Surfaces
Bilinear Interpolation
Two Stage Process
v
v
bb
bb uu
ubbuvubvuX
vbbvb
vbbvb
11
)1(),(),(
)1(
)1(
1110
0100
0110
0100
1100
11100110
01000100
1
0
1
0
11 )()(),(i j
jiij vBuBbvuX
b11b01
b01
b01
Shape Representation
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Surfaces
Coon’s Patch
Given Four Boundaries C1(u),C2(u),D1(v),D2(v)
)(),1(
)(),0(
)()1,(
)()0,(
2
1
2
1
vDvX
vDvX
uCuX
uCuX
v
u
C2
C1
D1D2
Shape Representation
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Surfaces
Coon’s Patch
C1
C2
rC
Ruled surface between C1(u),C2(u)
D1
D2
rD
Ruled surface between D1(v),D2(v)
Shape Representation
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9. Bezier surface
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Bezier surface patch
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Bezier surface patches
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Bspline surface patch
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Rendering
Illumination and shading models
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10. Shading
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• Diffused lighting • Specular Phong model
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Diffuse lighting model
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Diffuse lighting model
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Phong specular model
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Phong specular model
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n=15
10
large n: metalssmall n: paper
Specular Reflection
Background
IlluminationRendering
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Transparent & translucent objects
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Transparent objects
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Polygon Shading
Flat Shading
• Computationally fast• Not smooth• Mach Band effect
ShadingRendering
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Flat shading & Gourad shading
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Flat polygon shading
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Gouraud Shading
Interpolation
Ia Ib
I2
I3
I4Is
Scan line
Polygon Shading
I1 (x1, y1)
(x2, y2)
(x3, y3)
(x4, y4) Scan conversion!
ShadingRendering
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Phong Shading
Polygon Shading
Na Nb
N2
N3
N4Ns
Scan line
N1 (x1, y1)
(x2, y2)
(x3, y3)
(x4, y4)
Ns Is
Illumination using Ns
ShadingRendering
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Generation of solids
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11. Generation of solids
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Surfaces
Sweep Surfaces
Translation sweep of a circle generates a cylinder
Translation sweep of a circle accompanied by scaling generates cone
Shape Representation
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Sweep solids
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9b. Constructive solid geometry
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CSG
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AU
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Fractals
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12. Fractals
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Generating a dragon fractal
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Fractal dimension
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Computer Animation
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Computer Animation
Conventional Animation
Process
• Story boardSequence of drawings with descriptions
• Key framesA few important frames as drawings
• InbetweensDraw the rest of the frames
• PaintingRedraw onto acetate Cels, color them
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Computer Animation
Conventional Animation
Stretch and Squash
Exaggeration with believability
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Computer Animation
Real Time vs. Image by Image
a) Real Time: Compute - Drawb) Image by Image: Compute – Store - Drawc) Display rate: 30 fps or 25 fps
Animation characteristics
• Spatial (position, orientation, form )• Temporal (velocity, acceleration )• Visual (color, texture )
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Computer Animation
Key Framing
• Selected (key) frames are specified• Interpolation of intermediate frames• Simple and popular approach• May give incorrect (inconsistent) results
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Computer Animation
Key Framing
Interpolation
Spline
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Computer Animation
• Characteristic parameters for motion are specified and interpolated.• Less data is required
e.g for motion of an arm, the parameter could be rotation angle.
Parametric
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Computer Animation
Laws of motion: physical or procedural animation
t
y linear
actual
Algorithmic
Simulation
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Computer Animation
Example
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Computer Animation
Transformation of object shapes from one form to another
• Each form may be considered as a key frame• Establish common topology for the two key frames• Interpolate the intermediate frames
t
added point
Intermediate form
Morphing
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Computer Animation
Transformation of one image (source) to another image (target)
• Normalization of both images• Feature correspondence• Warping of the two images (spatial deformation)• Color blending
Image Morphing
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Computer Animation
Without feature correspondence (cross dissolving)
Source Destination
Image Morphing
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Computer Animation
Image Morphing
Correspondence
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Computer Animation
Image Morphing
Correspondence
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Computer Animation
Triangle Method• Feature points are marked on source and target.• These feature are given the correspondence. • Triangulate the points.• Interpolate triangulation for intermediate frames.• Warp the images, and blend colors.
Source Target
Image Morphing
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Computer Animation
Particle Systems
An object is represented as cloud of particles
Particles are not static; particle system evolves
Non deterministic
Particles are simple (computationally efficient) but can model complex amorphous objects and behaviors
Dust, Water fall, Rain, Fire, Cloud, Stars, Grass, Fur, etc
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Computer Animation
Particle Systems
• Generate new particles with initial attributes
• Particles have lifespan: Kill-off dead particles
• Modify particle attributes: color, position
• Render particles
In a typical particle system
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Computer Animation
Particle Systems
Particle Termination
For each new frame, particle’s life time is decremented by one
When life time = zero, the particle is removed
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Computer Animation
Particle Systems
Particle Animation
Particle dynamics
From force find acceleration
velocity
position
Other attributes (color, opacity, etc.) may also change with time
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Computer Animation
Particle Systems
Examples
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Computer Animation
Particle Systems
More Examples
Smoke and Fire
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Computer Animation
Particle Systems
A grass clump is a particlesystem
A particle is a blade of grass
Draw parabolic streak over entire life time
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• Obvious approach for any camera moving shot
• The camera-character relationship is very
fundamental to animation
• View dependent animation – animation that
automatically changes in response to changes in
view point
View Dependent Character Animation
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View Dependent Character Animation
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View Dependent Character Animation
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Camera Recovery
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Deformation
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View Dependent Character Animation
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Cloth Modeling
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Suggested Readings
• Computer graphics by Hearn and Baker, Pearson Publications
• Computer graphics by Foley, Van Dam, and others, Pearson Publications
• Computer graphics by Hanmandlu, BPB publications
• Procedural elements of Computer Graphics by Rogers, McGraw Hill