RENDERING Michael Heron
Nov 01, 2014
RENDERINGMichael Heron
INTRODUCTION
As part of the process of creating a 3D scene, we are building up a model of objects.The geometry of those objectsThe relationship of those objects to each
otherThe relationship of the objects to the
camera. However, in order to turn this scene into
a useable image, we must go through a separate process.Rendering
RENDERING
The aim of rendering is to view objects as solids.Not polymeshes, wireframes, or any other
of the representations we have discussed. Requires several steps
Identify which surfaces are visibleProject surfaces onto the 2D viewing planeShade surfaces appropriatelyRasterise
Convert from mathematical representation into bitmaps.
RENDERING – TWO FLAVOURS
Depending on the intended application, rendering can have one of two flavours. Real-time
Games, simulations Non Real-Time
Movies, static scenes
In both cases, the end goal is the same. Turn the mathematical representations of a 3D
scene into something pretty.
REAL-TIME RENDERING
For real-time scenarios, trade-offs are required.Scenes must be rendered quickly enough
for the human eye to be fooled Around 30 frames per second
Trade off is between photorealism and speed of processing. Can use tricks to ‘fool’ viewers.
As time goes by, this trade-off becomes less important.Computers get faster, our eyes don’t.
NON REAL-TIME RENDERING
For non-interactive media, time is not important. We can spent many more seconds rendering an
image because we have no throughput to reach. Each frame may take minutes/hours to render. Played back at 25-30 frames per second.
Like old fashioned cartoon animations.
RENDERING - LIGHT
Simply assigning a colour to a surface gives an unrealistic appearance.The interaction of light with objects is one
of the primary mechanisms for achieving ‘realism’
Light interaction is complex IlluminationReflectionShadingShadowsTexture of surfacesTransparency/Translucency
RENDERING - LIGHT The appearance of an object depends on:
The type of light source Distance to the light source Orientation of the object relative to the light
source Surface properties of the object
Determines the nature of light interaction Repeat for all light sources.
Lots of processing.
RENDERING - LIGHT
In non real-time situations, we can precisely model the physics of light interaction. Such as with ray-tracing Or radiosity
For real-time situations, an approximation will suffice. As long as it looks good.
LIGHT SOURCES
There are several kinds of light sources that are used in 3D modelling.Point light sourcesAmbient light sourcesDirectional light sourcesSpotlight sources
They are all used to give differing ‘textures’ of light and shadow.Choosing the right kind and number of
light sources an important part of good scene output.
LIGHT SOURCES - AMBIENT
Ambient light is the general background illumination. All objects reflect light to some degree Light can reach parts of a room/scene that are in
no direct line of light. Illumination is constant on all surfaces
Regardless of position or orientation Light is uniform across a scene.
LIGHT SOURCES - DIRECTIONAL Directional light sources emit light
strongly in a particular direction.Like the sun
Objects in the line of light more brightly illuminated than other objects.
Light is uniformly provided in a fixed direction.
Light source is assumed to be very far away.No need to deal with light distance
calculations. Objects at the back of a scene lit to the
same degree as objects at the frontProvided they are directly in the path of
light.
LIGHT SOURCES - POINT
Point light sources have Location Colour
They emit light equally in all directions. Like a lightbulb.
Light strength attenuates Gets weaker with distance Gradients of illumination across a surface
Can be moved around with a scene.
LIGHT SOURCES - SPOTLIGHT
Very similar to a point light source Difference is that spotlight source does not
radiate in all directions. Direction of light can be varied within a
scene. This distinguishes it from directional light.
Light attenuates with distance. This also distinguishes it from directional light.
SURFACES
The surface of an object represents the next implication for light interaction.
Surfaces can: Absorb light Reflect light Refract light Emit light
They can glow in the dark
ABSORPTION The colour of the surface determines the
level of absorption Black absorbs all visible spectrums White reflects all visible spectrums. Coloured surfaces vary depending on colour.
Reflect some wavelengths Absorbs others
Wavelength interaction with colours a matter of physics.
REFLECTION Reflection can be either
Specular Reflects like a mirror Light gets reflected at angles
Angle of reflection Ever tried shooting a laser pointer at a mirror?
It’s like that Diffuse
Reflects at many angles at once Diffuse reflection is the primary way in which we can
see objects.
REFLECTION
http://www.curriki.org/xwiki/bin/view/Coll_Athabasca/Unit3-Lesson2TheMovementofLight
REFLECTION Reflection is dependant upon
The arrangements of facets on a surface The roughness of the surface The orientation of the surface The absorbption of the surface.
Light can also be refracted As light moves from one medium to another, the
path of the light bends. Mechanics of this are not trivial
REFRACTION
http://www.curriki.org/xwiki/bin/view/Coll_Athabasca/Unit3-Lesson2TheMovementofLight
TRANSMISSION Sometimes, objects transmit light through
themselves. Such objects can be transparent (like glass)
or translucent Transparent objects refract light passing through.
White light through a prism Translucent objects diffuse the light that passes
through Frosted glass
LIGHT RENDERING
Two approaches used to render light Local reflection models
Everything floats in ‘dark space’ Only one reflection of light considered
Global reflection models Light reflects off of objects which reflect onto other
objects Indirect light
Very costly to render Not yet perfected
SUMMARY
One aspect of rendering is the interaction of light upon surfaces.This can be
Real-time Non Real-Time
Issue complicated by the physics of lightReflection, RefractionDifferent kinds of lights
Lighting is an important part of rendering believable 3D scenes.