Graphics Graphics Lab @ Korea University cgvr.korea.ac.kr Lighting, Fogging, Alpha Blending &...

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Graphics cgvr.korea.ac.kr Graphics Lab @ Korea University Lighting, Fogging, Alpha Blending & Progressive Meshes Byeong-Seon Jeong 2002.1.22

Transcript of Graphics Graphics Lab @ Korea University cgvr.korea.ac.kr Lighting, Fogging, Alpha Blending &...

Page 1: Graphics Graphics Lab @ Korea University cgvr.korea.ac.kr Lighting, Fogging, Alpha Blending & Progressive Meshes Byeong-Seon Jeong 2002.1.22.

Graphics

cgvr.korea.ac.kr Graphics Lab @ Korea University

Lighting, Fogging, Alpha Blending & Progressive

MeshesByeong-Seon Jeong

2002.1.22

Page 2: Graphics Graphics Lab @ Korea University cgvr.korea.ac.kr Lighting, Fogging, Alpha Blending & Progressive Meshes Byeong-Seon Jeong 2002.1.22.

cgvr.korea.ac.kr

CGVR

Graphics Lab @ Korea University

Contents

Lighting Fogging Alpha Blending Progressive Meshes Demo

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CGVR

Graphics Lab @ Korea University

Lighting

Ambient Light is effectively everywhere in a scene a general level of light that fills an entire scene has no position or direction, only color and intensity

Direct Light Point

give off light equally in all directions have color and position within a scene, but no single direction

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cgvr.korea.ac.kr

CGVR

Graphics Lab @ Korea University

Lighting(directional)

Directional emit parallel light have only color and direction, not position a light source at near infinite distance, such as the sun

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CGVR

Graphics Lab @ Korea University

Lighting(spot)

Spot is made up of a bright inner cone and a larger outer cone have color, position, and direction in which they emit light

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CGVR

Graphics Lab @ Korea University

Lighting(global illumination)

Global Illumination Formula

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CGVR

Graphics Lab @ Korea University

Lighting(ambient)

Lighting Model Ambient

provides constant lighting for a scene lights all object vertices the same Formula

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CGVR

Graphics Lab @ Korea University

Lighting(ambient)

Scene

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CGVR

Graphics Lab @ Korea University

Lighting(ambient)

Source Code

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CGVR

Graphics Lab @ Korea University

Lighting(diffuse)

Diffuse comes from one direction is scattered equally in all directions once it hits a surface Formula

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CGVR

Graphics Lab @ Korea University

Lighting(diffuse)

Attenuation Factor

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CGVR

Graphics Lab @ Korea University

Lighting(diffuse)

Spotlight Factor

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CGVR

Graphics Lab @ Korea University

Lighting(diffuse)

Scene

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CGVR

Graphics Lab @ Korea University

Lighting(diffuse)

Source Code

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CGVR

Graphics Lab @ Korea University

Lighting(specular)

Specular comes from a particular direction tends to bounce off the surface in a preferred direction Shiny metal, plastic Formula

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cgvr.korea.ac.kr

CGVR

Graphics Lab @ Korea University

Lighting(specular)

Scene

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CGVR

Graphics Lab @ Korea University

Lighting(specular)

Source Code

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CGVR

Graphics Lab @ Korea University

Lighting(emissive)

Emissive is emitted by an object Glow Formula

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CGVR

Graphics Lab @ Korea University

Lighting(emissive)

Scene

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CGVR

Graphics Lab @ Korea University

Lighting(emissive)

Source Code

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Graphics Lab @ Korea University

Fogging

Fogging Adding fog to a 3-D scene can enhance realism provide ambiance or set a mood, and obscure artifacts Formula

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CGVR

Graphics Lab @ Korea University

Fogging(factors)

Factors Linear

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Graphics Lab @ Korea University

Fogging(factors)

Exp

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CGVR

Graphics Lab @ Korea University

Fogging(factors)

Exp2

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Graphics Lab @ Korea University

Fogging(graph)

The Illumination graph of the formula

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CGVR

Graphics Lab @ Korea University

Fogging(scene)

Scene

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CGVR

Graphics Lab @ Korea University

Fogging(source code)

Source code

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Graphics Lab @ Korea University

Alpha Blending

Alpha Blending combines the color value of the processed polygon pixel

with the pixel already stored in the frame buffer Formula

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CGVR

Graphics Lab @ Korea University

Alpha Blending(scene)

Scene

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CGVR

Graphics Lab @ Korea University

Alpha Blending(source code)

Source Code

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CGVR

Graphics Lab @ Korea University

Progressive Meshes

Progressive Meshes A progressive mesh is one in which the vertex information

is stored internally in a special tree that can be accessed to render the mesh with any number of vertices.

This procedure is fast, so progressive meshes are ideal for level-of-detail scenarios, where objects in the distance are rendered with fewer polygons.

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Graphics Lab @ Korea University

Progressive Meshes(diagram)

Progressive Mesh Flow Diagram

Graphic files

Ex. *.3DS, *.ASE etc Dynamic LOD

User inputEx: Distance

*.X file load

Material & Texturesetup

Progressive Meshcreation

Progressive MeshLevel Control

Rendering

Initialization Update frame

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CGVR

Graphics Lab @ Korea University

Progressive Meshes(scene)

Scene

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Graphics Lab @ Korea University

Demo