Shadows and Texture Mapping

Size: px
Start display at page:

Download "Shadows and Texture Mapping"

Transcription

1 Shadows and Texture Mapping Eric C. McCreath School of Computer Science The Australian National University ACT 0200 Australia

2 Overview 2 Shadows Textures Importance Co ordinates OpenGL Bump Maps MIP maps Cube Mapping

3 Shadows 3 There are many ways of producing shadows within a scene. Either we can augment approaches that don't naturally include shadows or we can move to rendering approach that directly incorporate shadows (ray tracing, radiosity, photon mapping). For real time rendering we wish to avoid having to for every fragment search the scene's data structure for objects between fragments and the light source. One simple way of including shadows is to pre calculate them, using an approach such as ray tracing, and then include them within your scene as fixed textures. This will work when light sources are not moving within the scene. It will clearly not include the shadows cast by moving objects in the scene.

4 Shadows Projecting the objects 4 One simple way of producing shadow effects is to draw the object in 'black' under a transformation that projects the object onto a plane. This only works with shadows on a flat planes. eg wall, or floor, etc. L O N S O L L=P P S. N =0 Solve for mu and then turn into a matrix for homogeneous coordinates. P

5 Shadows Textures 5 Another approach is create textures with the shadow and then add them to floors or walls. This can be done by: Move the viewing position to the light source, make the objects of the scene black, and drawing the scene into a texture. Map this texture to the flat surface you want the shadow to cast onto. Finally redraw the scene from the desired viewing position. Texture L

6 Shadows Shadow Mapping 6 Shadow mapping involves: Calculating a depth map based on the distance from the light's position (in a similar way to calculating the texture in the previous slide). Then as each fragment in the scene is rendered calculate the distance between that fragment and the light source. If this distance is larger than the depth one looks up in the depth map then the fragment is in shadow. Depth map L

7 Shadows Shadow Volumes 7 The shadow volume approach works by: Create a shadow volume. This is done by projecting rays out from the silhouette of the objects that make up the scene thus creating objects which are the shadows. The scene is rendered as if every thing is in shadow. A stencil is created using the shadow volume to determine which parts are in shadow and which are not. The scene is rendered again using the stencil as a mask, this time the full lighting model is used.

8 Textures 8 Textures can be defined by: an array of colours, or procedures which map texture coordinates to colours. Textures may be 1,2, or 3 dimensional. Texture co ordinates range form 0.0 to 1.0. Colour may be: single intensity, RGB, RGBA, etc Textures need to be mapped onto a: line, surface, or volume. Texture Space (s,t) Object Surface Space (u,v) Image Space (x,y) pixel

9 Textures in OpenGL 9 To render using textures you first need to load your texture. gl.glteximage2d(gl.gl_texture_2d, 0, GL.GL_RGB, width, height, 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, ByteBuffer.wrap(textureData) ); Level Internal storage Byte array format Once this is done you enable textures: Raw bytes gl.glenable(gl.gl_texture_2d); Draw your surface setting the texture co ordinates at the vertices. Use: gl.gltexcoord2d(0.0, 0.0); Disable textures: gl.gldisable(gl.gl_texture_2d);

10 Some Texture Settings 10 The colour from the texture can either replace any lighting colour or it can be combined(gl_modulate) with the lighting: gl.gltexenvf( GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_REPLACE ); // GL_REPLACE, GL_MODULATE If the surface that the texture is rendered to is larger then texture's mapped size then either it can be repeated or clamped. gl.gltexparameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT); gl.gltexparameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP ); The texture will generally either need to be magnified and minimised. Thus either linear or nearest interpolation can be used. gl.gltexparameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST ); gl.gltexparameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR );

11 Bump Mapping 11 Many surfaces are bumpy. Textures can add a lot of detail to the surface, however, textures do not proved a good visual representation of a bumpy surface. This is especially noticeable as the view point or light sources move. So how do you add bumps without having to add lots more vertices in your tessellation? Simple, add a 'texture' which deviates the surface normal. Original surface normal Normalised surface normal N ' =N b v P u n b u n P v New surface normal Bump Map Surface

12 MIP Maps 12 MIP maps can be used to save on computation by pre calculating the texture at different scales. When the surface is rendered the appropriate scale is selected. for (int l=0;l<8;l++) gl.glteximage2d(gl.gl_texture_2d, l, GL.GL_RGB, 64/(1<<l), 64/(1<<l), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, ByteBuffer.wrap(mipmaps[l]) ); gl.gltexparameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST_MIPMAP_NEAREST ); Level 0 Level 1 Level 2... Level 7

13 Cube Mapping 13 A cube map is a texture that lines the inside of a box. These texture boxes can be used as a 'skybox' to provide the distance background/sky of a scene. They can also be used form mapping the texture onto the surface of polygons. This can be used to create effects like: reflective surfaces, spectral highlights, bump maps, and some global illumination effects.

Computer Graphics. Shadows

Computer Graphics. Shadows Computer Graphics Lecture 10 Shadows Taku Komura Today Shadows Overview Projective shadows Shadow texture Shadow volume Shadow map Soft shadows Why Shadows? Shadows tell us about the relative locations

More information

Computer Graphics 10 - Shadows

Computer Graphics 10 - Shadows Computer Graphics 10 - Shadows Tom Thorne Slides courtesy of Taku Komura www.inf.ed.ac.uk/teaching/courses/cg Overview Shadows Overview Projective shadows Shadow textures Shadow volume Shadow map Soft

More information

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1)

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1) Computer Graphics Lecture 14 Bump-mapping, Global Illumination (1) Today - Bump mapping - Displacement mapping - Global Illumination Radiosity Bump Mapping - A method to increase the realism of 3D objects

More information

Z-Buffer hold pixel's distance from camera. Z buffer

Z-Buffer hold pixel's distance from camera. Z buffer Z-Buffer hold pixel's distance from camera Z buffer Frustrum Culling and Z-buffering insufficient Given a large enough set of polygons, no matter how fast the graphics card, sending it too many hidden

More information

Real-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today!

Real-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today! Last Time? Real-Time Shadows Perspective-Correct Interpolation Texture Coordinates Procedural Solid Textures Other Mapping Bump Displacement Environment Lighting Textures can Alias Aliasing is the under-sampling

More information

Texture Mapping and Sampling

Texture Mapping and Sampling Texture Mapping and Sampling CPSC 314 Wolfgang Heidrich The Rendering Pipeline Geometry Processing Geometry Database Model/View Transform. Lighting Perspective Transform. Clipping Scan Conversion Depth

More information

Shadow Algorithms. CSE 781 Winter Han-Wei Shen

Shadow Algorithms. CSE 781 Winter Han-Wei Shen Shadow Algorithms CSE 781 Winter 2010 Han-Wei Shen Why Shadows? Makes 3D Graphics more believable Provides additional cues for the shapes and relative positions of objects in 3D What is shadow? Shadow:

More information

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Topic 12: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures

More information

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures

More information

CS 130 Final. Fall 2015

CS 130 Final. Fall 2015 CS 130 Final Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying

More information

Computer Graphics. Lecture 9 Environment mapping, Mirroring

Computer Graphics. Lecture 9 Environment mapping, Mirroring Computer Graphics Lecture 9 Environment mapping, Mirroring Today Environment Mapping Introduction Cubic mapping Sphere mapping refractive mapping Mirroring Introduction reflection first stencil buffer

More information

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Topic 11: Photographs Texture Mapping Motivation Sources of texture Texture coordinates

More information

Computer Graphics Shadow Algorithms

Computer Graphics Shadow Algorithms Computer Graphics Shadow Algorithms Computer Graphics Computer Science Department University of Freiburg WS 11 Outline introduction projection shadows shadow maps shadow volumes conclusion Motivation shadows

More information

Texture Mapping II. Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1. 7.

Texture Mapping II. Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1. 7. Texture Mapping II Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1 Light Maps Simulates the effect of a local light source + = Can be pre-computed

More information

CS 354R: Computer Game Technology

CS 354R: Computer Game Technology CS 354R: Computer Game Technology Texture and Environment Maps Fall 2018 Texture Mapping Problem: colors, normals, etc. are only specified at vertices How do we add detail between vertices without incurring

More information

THE AUSTRALIAN NATIONAL UNIVERSITY Final Examinations(Semester 2) COMP4610/COMP6461 (Computer Graphics) Final Exam

THE AUSTRALIAN NATIONAL UNIVERSITY Final Examinations(Semester 2) COMP4610/COMP6461 (Computer Graphics) Final Exam THE AUSTRALIAN NATIONAL UNIVERSITY Final Examinations(Semester 2) 2009 COMP4610/COMP6461 (Computer Graphics) Final Exam Writing Period: 3 hours duration Study Period: 15 minutes duration - you may read

More information

Computergrafik. Matthias Zwicker. Herbst 2010

Computergrafik. Matthias Zwicker. Herbst 2010 Computergrafik Matthias Zwicker Universität Bern Herbst 2010 Today Bump mapping Shadows Shadow mapping Shadow mapping in OpenGL Bump mapping Surface detail is often the result of small perturbations in

More information

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic.

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic. Shading Models There are two main types of rendering that we cover, polygon rendering ray tracing Polygon rendering is used to apply illumination models to polygons, whereas ray tracing applies to arbitrary

More information

Interpolation using scanline algorithm

Interpolation using scanline algorithm Interpolation using scanline algorithm Idea: Exploit knowledge about already computed color values. Traverse projected triangle top-down using scanline. Compute start and end color value of each pixel

More information

Real Time Reflections Han-Wei Shen

Real Time Reflections Han-Wei Shen Real Time Reflections Han-Wei Shen Reflections One of the most noticeable effect of inter-object lighting Direct calculation of the physics (ray tracing) is too expensive Our focus is to capture the most

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading VR software Two main types of software used: off-line authoring or modelling packages

More information

Illumination and Geometry Techniques. Karljohan Lundin Palmerius

Illumination and Geometry Techniques. Karljohan Lundin Palmerius Illumination and Geometry Techniques Karljohan Lundin Palmerius Objectives Complex geometries Translucency Huge areas Really nice graphics! Shadows Graceful degradation Acceleration Optimization Straightforward

More information

The Graphics Pipeline

The Graphics Pipeline The Graphics Pipeline Ray Tracing: Why Slow? Basic ray tracing: 1 ray/pixel Ray Tracing: Why Slow? Basic ray tracing: 1 ray/pixel But you really want shadows, reflections, global illumination, antialiasing

More information

CT5510: Computer Graphics. Texture Mapping

CT5510: Computer Graphics. Texture Mapping CT5510: Computer Graphics Texture Mapping BOCHANG MOON Texture Mapping Simulate spatially varying surface properties Phong illumination model is coupled with a material (e.g., color) Add small polygons

More information

Textures. Texture coordinates. Introduce one more component to geometry

Textures. Texture coordinates. Introduce one more component to geometry Texturing & Blending Prof. Aaron Lanterman (Based on slides by Prof. Hsien-Hsin Sean Lee) School of Electrical and Computer Engineering Georgia Institute of Technology Textures Rendering tiny triangles

More information

Rendering. Mike Bailey. Rendering.pptx. The Rendering Equation

Rendering. Mike Bailey. Rendering.pptx. The Rendering Equation 1 Rendering This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License Mike Bailey mjb@cs.oregonstate.edu Rendering.pptx d i d 0 P P d i The Rendering

More information

Real-Time Shadows. MIT EECS 6.837, Durand and Cutler

Real-Time Shadows. MIT EECS 6.837, Durand and Cutler Real-Time Shadows Last Time? The graphics pipeline Clipping & rasterization of polygons Visibility the depth buffer (z-buffer) Schedule Quiz 2: Thursday November 20 th, in class (two weeks from Thursday)

More information

Advanced Shading I: Shadow Rasterization Techniques

Advanced Shading I: Shadow Rasterization Techniques Advanced Shading I: Shadow Rasterization Techniques Shadow Terminology umbra: light totally blocked penumbra: light partially blocked occluder: object blocking light Shadow Terminology umbra: light totally

More information

Module Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1

Module Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1 UNIVERSITY OF EAST ANGLIA School of Computing Sciences Main Series PG Examination 2013-14 COMPUTER GAMES DEVELOPMENT CMPSME27 Time allowed: 2 hours Answer any THREE questions. (40 marks each) Notes are

More information

Graphics Hardware and Display Devices

Graphics Hardware and Display Devices Graphics Hardware and Display Devices CSE328 Lectures Graphics/Visualization Hardware Many graphics/visualization algorithms can be implemented efficiently and inexpensively in hardware Facilitates interactive

More information

Edge Detection. Whitepaper

Edge Detection. Whitepaper Public Imagination Technologies Edge Detection Copyright Imagination Technologies Limited. All Rights Reserved. This publication contains proprietary information which is subject to change without notice

More information

Real-Time Shadows. Last Time? Today. Why are Shadows Important? Shadows as a Depth Cue. For Intuition about Scene Lighting

Real-Time Shadows. Last Time? Today. Why are Shadows Important? Shadows as a Depth Cue. For Intuition about Scene Lighting Last Time? Real-Time Shadows Today Why are Shadows Important? Shadows & Soft Shadows in Ray Tracing Planar Shadows Projective Texture Shadows Shadow Maps Shadow Volumes Why are Shadows Important? Depth

More information

Real-Time Shadows. Last Time? Schedule. Questions? Today. Why are Shadows Important?

Real-Time Shadows. Last Time? Schedule. Questions? Today. Why are Shadows Important? Last Time? Real-Time Shadows The graphics pipeline Clipping & rasterization of polygons Visibility the depth buffer (z-buffer) Schedule Questions? Quiz 2: Thursday November 2 th, in class (two weeks from

More information

Acknowledgement: Images and many slides from presentations by Mark J. Kilgard and other Nvidia folks, from slides on developer.nvidia.

Acknowledgement: Images and many slides from presentations by Mark J. Kilgard and other Nvidia folks, from slides on developer.nvidia. Shadows Acknowledgement: Images and many slides from presentations by Mark J. Kilgard and other Nvidia folks, from slides on developer.nvidia.com Practical & Robust Stenciled Shadow Volumes for Hardware-Accelerated

More information

Shadows in the graphics pipeline

Shadows in the graphics pipeline Shadows in the graphics pipeline Steve Marschner Cornell University CS 569 Spring 2008, 19 February There are a number of visual cues that help let the viewer know about the 3D relationships between objects

More information

lecture 19 Shadows - ray tracing - shadow mapping - ambient occlusion Interreflections

lecture 19 Shadows - ray tracing - shadow mapping - ambient occlusion Interreflections lecture 19 Shadows - ray tracing - shadow mapping - ambient occlusion Interreflections In cinema and photography, shadows are important for setting mood and directing attention. Shadows indicate spatial

More information

COMP30019 Graphics and Interaction Rendering pipeline & object modelling

COMP30019 Graphics and Interaction Rendering pipeline & object modelling COMP30019 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Lecture outline Introduction to Modelling Polygonal geometry The rendering

More information

Lecture outline. COMP30019 Graphics and Interaction Rendering pipeline & object modelling. Introduction to modelling

Lecture outline. COMP30019 Graphics and Interaction Rendering pipeline & object modelling. Introduction to modelling Lecture outline COMP30019 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Introduction to Modelling Polygonal geometry The rendering

More information

Graphics and Interaction Rendering pipeline & object modelling

Graphics and Interaction Rendering pipeline & object modelling 433-324 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Lecture outline Introduction to Modelling Polygonal geometry The rendering

More information

Orthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Orthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015 Orthogonal Projection Matrices 1 Objectives Derive the projection matrices used for standard orthogonal projections Introduce oblique projections Introduce projection normalization 2 Normalization Rather

More information

For Intuition about Scene Lighting. Today. Limitations of Planar Shadows. Cast Shadows on Planar Surfaces. Shadow/View Duality.

For Intuition about Scene Lighting. Today. Limitations of Planar Shadows. Cast Shadows on Planar Surfaces. Shadow/View Duality. Last Time Modeling Transformations Illumination (Shading) Real-Time Shadows Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Graphics Pipeline Clipping Rasterization

More information

Lecture 17: Shadows. Projects. Why Shadows? Shadows. Using the Shadow Map. Shadow Maps. Proposals due today. I will mail out comments

Lecture 17: Shadows. Projects. Why Shadows? Shadows. Using the Shadow Map. Shadow Maps. Proposals due today. I will mail out comments Projects Lecture 17: Shadows Proposals due today I will mail out comments Fall 2004 Kavita Bala Computer Science Cornell University Grading HW 1: will email comments asap Why Shadows? Crucial for spatial

More information

Photorealistic 3D Rendering for VW in Mobile Devices

Photorealistic 3D Rendering for VW in Mobile Devices Abstract University of Arkansas CSCE Department Advanced Virtual Worlds Spring 2013 Photorealistic 3D Rendering for VW in Mobile Devices Rafael Aroxa In the past few years, the demand for high performance

More information

Texture Mapping. Michael Kazhdan ( /467) HB Ch. 14.8,14.9 FvDFH Ch. 16.3, , 16.6

Texture Mapping. Michael Kazhdan ( /467) HB Ch. 14.8,14.9 FvDFH Ch. 16.3, , 16.6 Texture Mapping Michael Kazhdan (61.457/467) HB Ch. 14.8,14.9 FvDFH Ch. 16.3, 16.4.5, 16.6 Textures We know how to go from this to this J. Birn Textures But what about this to this? J. Birn Textures How

More information

- Rasterization. Geometry. Scan Conversion. Rasterization

- Rasterization. Geometry. Scan Conversion. Rasterization Computer Graphics - The graphics pipeline - Geometry Modelview Geometry Processing Lighting Perspective Clipping Scan Conversion Texturing Fragment Tests Blending Framebuffer Fragment Processing - So far,

More information

CS 498 VR. Lecture 18-4/4/18. go.illinois.edu/vrlect18

CS 498 VR. Lecture 18-4/4/18. go.illinois.edu/vrlect18 CS 498 VR Lecture 18-4/4/18 go.illinois.edu/vrlect18 Review and Supplement for last lecture 1. What is aliasing? What is Screen Door Effect? 2. How image-order rendering works? 3. If there are several

More information

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students)

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) Saturday, January 13 th, 2018, 08:30-12:30 Examiner Ulf Assarsson, tel. 031-772 1775 Permitted Technical Aids None, except

More information

Texture mapping. Computer Graphics CSE 167 Lecture 9

Texture mapping. Computer Graphics CSE 167 Lecture 9 Texture mapping Computer Graphics CSE 167 Lecture 9 CSE 167: Computer Graphics Texture Mapping Overview Interpolation Wrapping Texture coordinates Anti aliasing Mipmaps Other mappings Including bump mapping

More information

Topics and things to know about them:

Topics and things to know about them: Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will

More information

Last Time. Why are Shadows Important? Today. Graphics Pipeline. Clipping. Rasterization. Why are Shadows Important?

Last Time. Why are Shadows Important? Today. Graphics Pipeline. Clipping. Rasterization. Why are Shadows Important? Last Time Modeling Transformations Illumination (Shading) Real-Time Shadows Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Graphics Pipeline Clipping Rasterization

More information

Last Time. Reading for Today: Graphics Pipeline. Clipping. Rasterization

Last Time. Reading for Today: Graphics Pipeline. Clipping. Rasterization Last Time Modeling Transformations Illumination (Shading) Real-Time Shadows Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

Advanced Shading and Texturing

Advanced Shading and Texturing Real-Time Graphics Architecture Kurt Akeley Pat Hanrahan http://www.graphics.stanford.edu/courses/cs448a-01-fall Advanced Shading and Texturing 1 Topics Features Bump mapping Environment mapping Shadow

More information

COMP371 COMPUTER GRAPHICS

COMP371 COMPUTER GRAPHICS COMP371 COMPUTER GRAPHICS SESSION 15 RAY TRACING 1 Announcements Programming Assignment 3 out today - overview @ end of the class Ray Tracing 2 Lecture Overview Review of last class Ray Tracing 3 Local

More information

Overview. A real-time shadow approach for an Augmented Reality application using shadow volumes. Augmented Reality.

Overview. A real-time shadow approach for an Augmented Reality application using shadow volumes. Augmented Reality. Overview A real-time shadow approach for an Augmented Reality application using shadow volumes Introduction of Concepts Standard Stenciled Shadow Volumes Method Proposed Approach in AR Application Experimental

More information

Textures. Texture Mapping. Bitmap Textures. Basic Texture Techniques

Textures. Texture Mapping. Bitmap Textures. Basic Texture Techniques Texture Mapping Textures The realism of an image is greatly enhanced by adding surface textures to the various faces of a mesh object. In part a) images have been pasted onto each face of a box. Part b)

More information

Robust Stencil Shadow Volumes. CEDEC 2001 Tokyo, Japan

Robust Stencil Shadow Volumes. CEDEC 2001 Tokyo, Japan Robust Stencil Shadow Volumes CEDEC 2001 Tokyo, Japan Mark J. Kilgard Graphics Software Engineer NVIDIA Corporation 2 Games Begin to Embrace Robust Shadows 3 John Carmack s new Doom engine leads the way

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

Shading/Texturing. Dr. Scott Schaefer

Shading/Texturing. Dr. Scott Schaefer Shading/Texturing Dr. Scott Schaefer Problem / Problem / Problem 4/ Problem / Problem / Shading Algorithms Flat Shading Gouraud Shading Phong Shading / Flat Shading Apply same color across entire polygon

More information

Rasterization Overview

Rasterization Overview Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer

More information

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 CSE 167: Introduction to Computer Graphics Lecture #6: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 Announcements Project 2 due Friday, Oct. 24 th Midterm Exam

More information

QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION

QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION INTRODUCTION OBJECTIVE: This chapter deals the applications of computer graphics and overview of graphics systems and imaging. UNIT I 1 With clear

More information

Texturing. Texture Mapping. Texture Mapping. Have seen: colour can be assigned to ver7ces But: don t want to represent all this detail with geometry

Texturing. Texture Mapping. Texture Mapping. Have seen: colour can be assigned to ver7ces But: don t want to represent all this detail with geometry Texturing Anthony Steed 1999, Celine Loscos 2000-2005, Jan Kautz 2006-2009 Texture Mapping Have seen: colour can be assigned to ver7ces But: don t want to represent all this detail with geometry Texture

More information

TSBK03 Screen-Space Ambient Occlusion

TSBK03 Screen-Space Ambient Occlusion TSBK03 Screen-Space Ambient Occlusion Joakim Gebart, Jimmy Liikala December 15, 2013 Contents 1 Abstract 1 2 History 2 2.1 Crysis method..................................... 2 3 Chosen method 2 3.1 Algorithm

More information

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ]

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ] CSCI 420 Computer Graphics Lecture 15 Ray Tracing Ray Casting Shadow Rays Reflection and Transmission [Ch. 13.2-13.3] Jernej Barbic University of Southern California 1 Local Illumination Object illuminations

More information

Texture Mapping. Mike Bailey.

Texture Mapping. Mike Bailey. Texture Mapping 1 Mike Bailey mjb@cs.oregonstate.edu This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International License TextureMapping.pptx The Basic Idea

More information

Computer Graphics and Visualization. What is computer graphics?

Computer Graphics and Visualization. What is computer graphics? CSCI 120 Computer Graphics and Visualization Shiaofen Fang Department of Computer and Information Science Indiana University Purdue University Indianapolis What is computer graphics? Computer graphics

More information

DOOM 3 : The guts of a rendering engine

DOOM 3 : The guts of a rendering engine DOOM 3 : The guts of a rendering engine Introduction Background Game Design Techniques Tradeoffs Problems and Solutions Background Doom One of the most successful PC games of all time Kicked off First

More information

Mach band effect. The Mach band effect increases the visual unpleasant representation of curved surface using flat shading.

Mach band effect. The Mach band effect increases the visual unpleasant representation of curved surface using flat shading. Mach band effect The Mach band effect increases the visual unpleasant representation of curved surface using flat shading. A B 320322: Graphics and Visualization 456 Mach band effect The Mach band effect

More information

CS3500 Computer Graphics Module: Lighting and Shading

CS3500 Computer Graphics Module: Lighting and Shading Computer Graphics Module: Lighting and Shading P. J. Narayanan Spring 2009 We know which pixels of the frame buffer belongs to which object after visibility and scan conversion. What colour to give to

More information

Parallax Bumpmapping. Whitepaper

Parallax Bumpmapping. Whitepaper Public Imagination Technologies Parallax Bumpmapping Whitepaper Copyright Imagination Technologies Limited. All Rights Reserved. This publication contains proprietary information which is subject to change

More information

Visible-Surface Detection Methods. Chapter? Intro. to Computer Graphics Spring 2008, Y. G. Shin

Visible-Surface Detection Methods. Chapter? Intro. to Computer Graphics Spring 2008, Y. G. Shin Visible-Surface Detection Methods Chapter? Intro. to Computer Graphics Spring 2008, Y. G. Shin The Visibility Problem [Problem Statement] GIVEN: a set of 3-D surfaces, a projection from 3-D to 2-D screen,

More information

TSBK 07! Computer Graphics! Ingemar Ragnemalm, ISY

TSBK 07! Computer Graphics! Ingemar Ragnemalm, ISY 1(84) Information Coding / Computer Graphics, ISY, LiTH TSBK 07 Computer Graphics Ingemar Ragnemalm, ISY 1(84) Lecture 5 3D graphics part 3 Illumination Illumination applied: Shading Surface detail: Mappings

More information

Soft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February

Soft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February Soft shadows Steve Marschner Cornell University CS 569 Spring 2008, 21 February Soft shadows are what we normally see in the real world. If you are near a bare halogen bulb, a stage spotlight, or other

More information

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane Rendering Pipeline Rendering Converting a 3D scene to a 2D image Rendering Light Camera 3D Model View Plane Rendering Converting a 3D scene to a 2D image Basic rendering tasks: Modeling: creating the world

More information

CSE528 Computer Graphics: Theory, Algorithms, and Applications

CSE528 Computer Graphics: Theory, Algorithms, and Applications CSE528 Computer Graphics: Theory, Algorithms, and Applications Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 11794--4400 Tel: (631)632-8450; Fax: (631)632-8334

More information

CHETTINAD COLLEGE OF ENGINEERING & TECHNOLOGY CS2401 COMPUTER GRAPHICS QUESTION BANK

CHETTINAD COLLEGE OF ENGINEERING & TECHNOLOGY CS2401 COMPUTER GRAPHICS QUESTION BANK CHETTINAD COLLEGE OF ENGINEERING & TECHNOLOGY DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING CS2401 COMPUTER GRAPHICS QUESTION BANK PART A UNIT I-2D PRIMITIVES 1. Define Computer graphics. 2. Define refresh

More information

Direct Rendering of Trimmed NURBS Surfaces

Direct Rendering of Trimmed NURBS Surfaces Direct Rendering of Trimmed NURBS Surfaces Hardware Graphics Pipeline 2/ 81 Hardware Graphics Pipeline GPU Video Memory CPU Vertex Processor Raster Unit Fragment Processor Render Target Screen Extended

More information

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops.

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops. OpenGl Pipeline Individual Vertices Transformed Vertices Commands Processor Per-vertex ops Primitive assembly triangles, lines, points, images Primitives Fragments Rasterization Texturing Per-fragment

More information

CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm

CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm Name: RCS username: This quiz is closed book & closed notes except for one 8.5x11 (double-sided) sheet of notes. Please

More information

Computer Graphics I Lecture 11

Computer Graphics I Lecture 11 15-462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

CS230 : Computer Graphics Lecture 4. Tamar Shinar Computer Science & Engineering UC Riverside

CS230 : Computer Graphics Lecture 4. Tamar Shinar Computer Science & Engineering UC Riverside CS230 : Computer Graphics Lecture 4 Tamar Shinar Computer Science & Engineering UC Riverside Shadows Shadows for each pixel do compute viewing ray if ( ray hits an object with t in [0, inf] ) then compute

More information

2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into

2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into 2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into the viewport of the current application window. A pixel

More information

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura Computer Graphics Lecture 13 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local

More information

ART 268 3D Computer Graphics Texture Mapping and Rendering. Texture Mapping

ART 268 3D Computer Graphics Texture Mapping and Rendering. Texture Mapping ART 268 3D Computer Graphics Texture Mapping and Rendering Texture Mapping Is the way in which a material is wrapped around an object. The default method is UVW mapping (see below). When you drag a material

More information

Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)

Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI) Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Raytracing Global illumination-based rendering method Simulates

More information

Computer Graphics. Illumination Models and Surface-Rendering Methods. Somsak Walairacht, Computer Engineering, KMITL

Computer Graphics. Illumination Models and Surface-Rendering Methods. Somsak Walairacht, Computer Engineering, KMITL Computer Graphics Chapter 10 llumination Models and Surface-Rendering Methods Somsak Walairacht, Computer Engineering, KMTL Outline Light Sources Surface Lighting Effects Basic llumination Models Polygon

More information

Today s class. Simple shadows Shading Lighting in OpenGL. Informationsteknologi. Wednesday, November 21, 2007 Computer Graphics - Class 10 1

Today s class. Simple shadows Shading Lighting in OpenGL. Informationsteknologi. Wednesday, November 21, 2007 Computer Graphics - Class 10 1 Today s class Simple shadows Shading Lighting in OpenGL Wednesday, November 21, 27 Computer Graphics - Class 1 1 Simple shadows Simple shadows can be gotten by using projection matrices Consider a light

More information

COM337 COMPUTER GRAPHICS Other Topics

COM337 COMPUTER GRAPHICS Other Topics COM337 COMPUTER GRAPHICS Other Topics Animation, Surface Details, Global Illumination Kurtuluş Küllü based on the book by Hearn, Baker, and Carithers There are some other important issues and topics that

More information

Surface Rendering. Surface Rendering

Surface Rendering. Surface Rendering Surface Rendering Surface Rendering Introduce Mapping Methods - Texture Mapping - Environmental Mapping - Bump Mapping Go over strategies for - Forward vs backward mapping 2 1 The Limits of Geometric Modeling

More information

Shadow Techniques. Sim Dietrich NVIDIA Corporation

Shadow Techniques. Sim Dietrich NVIDIA Corporation Shadow Techniques Sim Dietrich NVIDIA Corporation sim.dietrich@nvidia.com Lighting & Shadows The shadowing solution you choose can greatly influence the engine decisions you make This talk will outline

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading Runtime VR systems Two major parts: initialisation and update loop. Initialisation

More information

CPSC / Texture Mapping

CPSC / Texture Mapping CPSC 599.64 / 601.64 Introduction and Motivation so far: detail through polygons & materials example: brick wall problem: many polygons & materials needed for detailed structures inefficient for memory

More information

CSE 167: Introduction to Computer Graphics Lecture #18: More Effects. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #18: More Effects. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #18: More Effects Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 Announcements TA evaluations CAPE Final project blog

More information

Real-Time Rendering (Echtzeitgraphik) Michael Wimmer

Real-Time Rendering (Echtzeitgraphik) Michael Wimmer Real-Time Rendering (Echtzeitgraphik) Michael Wimmer wimmer@cg.tuwien.ac.at Walking down the graphics pipeline Application Geometry Rasterizer What for? Understanding the rendering pipeline is the key

More information

Real-Time Shadows. Computer Graphics. MIT EECS Durand 1

Real-Time Shadows. Computer Graphics. MIT EECS Durand 1 Real-Time Shadows Computer Graphics MIT EECS 6.837 Durand 1 Why are Shadows Important? Depth cue Scene Lighting Realism Contact points 2 Shadows as a Depth Cue source unknown. All rights reserved. This

More information

Einführung in Visual Computing

Einführung in Visual Computing Einführung in Visual Computing 186.822 Textures Werner Purgathofer Surface-Rendering Methods polygon rendering methods ray tracing global illumination environment mapping texture mapping bump mapping Werner

More information

Announcements. Written Assignment 2 out (due March 8) Computer Graphics

Announcements. Written Assignment 2 out (due March 8) Computer Graphics Announcements Written Assignment 2 out (due March 8) 1 Advanced Ray Tracing (Recursive) Ray Tracing Antialiasing Motion Blur Distribution Ray Tracing Ray Tracing and Radiosity Assumptions Simple shading

More information

Ray Tracing Part 1. CSC418/2504 Introduction to Computer Graphics. TA: Muhammed Anwar & Kevin Gibson

Ray Tracing Part 1. CSC418/2504 Introduction to Computer Graphics. TA: Muhammed Anwar & Kevin Gibson Ray Tracing Part 1 CSC418/2504 Introduction to Computer Graphics TA: Muhammed Anwar & Kevin Gibson Email: manwar@cs.toronto.edu Overview Introduction / Motivation Rasterization vs Ray Tracing Basic Pseudocode

More information

Models and Architectures

Models and Architectures Models and Architectures Objectives Learn the basic design of a graphics system Introduce graphics pipeline architecture Examine software components for an interactive graphics system 1 Image Formation

More information