Lecture 16 of 41. Transparency, Painter s Algorithm, & Z-Buffer Lab 3a: Shading & Transparency

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Transparency, Painter s Algorithm, & Z-Buffer Lab 3a: Shading & Transparency William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre Public mirror web site: http://www.kddresearch.org/courses/cis636 Instructor home page: http://www.cis.ksu.edu/~bhsu Readings: Today: 2.6, 20.1 Eberly 2 e OpenGL: A Primer on shading, alpha blending Khronos Group docs on transparency: Wikipedia, Painter s Algorithm: http://bit.ly/eeebcn Wikipedia, Z-buffering: http://bit.ly/ggrfma 2 Lecture Outline Reading for Last Class: 4.1 4.3, Eberly 2 e ; CGA handout Reading for Today: 2.6, 20.1, Eberly 2 e ; OpenGL primer material Reading for Next Class: 5.1 5.2, Eberly 2 e Last Time: Scene Graphs; CGA Demos, Videos Scene graphs and state main topic State of CGA: videos and discussion Demos to download Adobe Maya: http://students.autodesk.com NewTek Lightwave: http://www.newtek.com/lightwave/ Today: Shading and Transparency in OpenGL Transparency revisited OpenGL how-to: Alpha blending (15.020, 15.040) Screen-door transparency (15.030) Painter s algorithm & depth buffering (z-buffering)

3 Where We Are 4 Review [1]: Scene Graphs Scene Graph: General Data Structure used in CG Used to: compute visibility, set up rendering pipeline Actual graph: general graph, forest, or rooted tree Scene Graph Traversal: Initial Step Drives Rendering Features of Scene Graphs Spatial partitioning: e.g., using bounding volume hierarchies Leaves: primitive components Interior nodes: assembly operations, modelview transformations Root(s): scene or major objects Images 2007 A. Bar-Zeev http://bit.ly/gxy9ed

5 Review [2]: Aesthetic Considerations Non-Photorealistic Rendering: Aimed at Achieving Natural Aesthetic Cartoon shaders: use sharp gradient (thresholded) Pencil shaders: blurring, stippling CGA and Realism Aliasing (see Wikipedia: http://bit.ly/fikckr) Term from signal processing Two sampled signals indistinguishable from (aliases of) one another Examples: jaggies, Moiré vibration (Moiré pattern) Anti-aliasing: operations to prevent such effects Temporal Aliasing Similar effect in animation Small artifact can be much more jarring! Example: think of flecks in traditional film reels 2004 2009 Wikipedia, Jaggies http://bit.ly/fikckr 2004 2009 Wikipedia, Aliasing http://bit.ly/fikckr 6 Review[3]: CG Feature Films & Shorts Monsters Inc. 2 2012 Disney/Pixar http://youtu.be/cjhu9iyvwug Tron: Legacy 2010 Walt Disney Pictures http://youtu.be/piwxwvjz3by Kung-Fu Panda 2008 DreamWorks Animation SKG http://bit.ly/h8krlv Happy Feet 2006 Warner Brothers http://bit.ly/gtnp2v Toy Story 3 2010 Disney/Pixar http://youtu.be/jcpwxaa2qeg Luxo Jr. 1986 Pixar Animation Studios http://youtu.be/l_ol_27kqgu Shrek Forever After 2010 DreamWorks Animation SKG http://youtu.be/u7 TG7swg0 Wall-E 2008 Disney/Pixar http://bit.ly/ekdwkk

7 Review [4]: OpenGL Shading (Overview) Set Up Point Light Sources Set Up Materials, Turn Lights On Frank Pfenning Professor of Computer Science School of Computer Science Carnegie Mellon University http://www.cs.cmu.edu/~fp/ See also: OpenGL: A Primer, 3 e (Angel) http://bit.ly/hvcvwn Start Drawing (glbegin glend) Adapted from slides 2003 F. Pfenning, Carnegie Mellon University http://bit.ly/g1j2nj 8 Transparency in OpenGL [1]: Transparent vs. Translucent, Blended

9 Transparency in OpenGL [2]: Blending vs. Screen Door 10 Transparency in OpenGL [3]: Screen Door Screen door: Viola et al. (2004), http://bit.ly/dvea7l Technical University of Vienna, IEEE Vis 2004

11 Transparency in OpenGL [4]: Glass Alpha blending: Lim (2010), http://bit.ly/6tsjrb Goon Creative, Maya Transparency Tutorial 12 Transparency in OpenGL [5]: Alpha & Painter s Algorithm 2004 2009 Wikipedia, Painter s Algorithm http://bit.ly/eeebcn

13 Transparency in OpenGL [6]: Painter s algorithm & Z-buffering 2009 Wikipedia, Z-buffering http://bit.ly/ggrfma 14 Transparency in OpenGL [6]: Partial Transparency

15 Summary Reading for Last Class: 4.1 4.3, Eberly 2 e ; CGA handout Reading for Today: 2.6, 20.1, Eberly 2 e ; OpenGL primer material Reading for Next Class: 5.1 5.2, Eberly 2 e Last Time: Scene Graphs Maintaining state Coming up: traversal CGA Demos, Videos State of CGA: videos Issues: photorealism, hardware, traditional (non-cg) animation Techniques showcased: multipass texturing, alpha, portals Shading and Transparency in OpenGL Alpha blending Painter s algorithm less efficient, can handle non-opaque objects Depth buffering (z-buffering) in hardware, fast, opaque only 16 Terminology Non-Photorealistic Rendering Cartoon shaders Pencil shaders CGA and Realism Aliasing reconstructed image differs from original Alias artifact in reconstructed image ( jaggies, Moiré pattern, etc.) Anti-aliasing techniques (e.g., area sampling) for avoiding aliasing Temporal aliasing aliasing over time (e.g., in animation) Temporal anti-aliasing smoothing out aliasing over time Shading and Transparency in OpenGL Alpha blending using A channel of R, G, B, A to combine colors Painter s algorithm aka priority fill back-to-front rendering Depth buffering (z-buffering) checking z values