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Visualization and Simulation Caio Brito
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Visualization and Simulation

Mar 15, 2022

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Page 1: Visualization and Simulation

Visualization and SimulationCaio Brito

Page 2: Visualization and Simulation

Summary

• Local Illumination– Graphical pipeline– Illumination model– Shader

• Global Illumination– Ray Tracing– Path tracing

• Physics based simulation– Fluids– Rigid Body– Position-Based

Page 4: Visualization and Simulation

Local Illumination :: Graphical Pipeline

Page 5: Visualization and Simulation

Local Illumination :: Graphical Pipeline

Page 6: Visualization and Simulation

Local Illumination :: Illumination Model

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Local Illumination :: Illumination Model

• Ambient– Simple way of modeling indirect reflection.

Ia: Ambient light intensity

Ka: Ambient constant

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Local Illumination :: Illumination Model

• Diffuse– Ideal diffuse surface reflects light equally in all directions,

according to Lambert's cosine law.

– Lambert’s Cosine Law: amount of light energy that falls on surface and gets reflected is proportional to incidence angle.

Page 9: Visualization and Simulation

Local Illumination :: Illumination Model

• Diffuse– Smaller angle > Bigger cosine > More intensity.

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Local Illumination :: Illumination Model

• Specular– Simulates a highlight.– Reflection angle = incident angle.

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Local Illumination :: Illumination Model

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Local Illumination :: Illumination Model

• Flat Shading– Shades each polygon of an object based on the angle

between the polygon's surface normal and the direction of the light source.

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Local Illumination :: Illumination Model

• Gouraud Shading– Calculates the surface normals for the polygons.– Lighting computations are then performed to produce

intensities at vertices.– These intensities are interpolated along the edges of the

polygons.

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Local Illumination :: Illumination Model

• Phong Shading– Calculate the surface normals at the vertices of polygons in

a 3D computer model.– These normals are interpolated along the edges of the

polygons.– Lighting computations are then performed.

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Local Illumination :: Illumination Model

Position-Normal Distributions for Efficient Rendering of Specular Microstructure

Page 16: Visualization and Simulation

Local Illumination :: Illumination Model

Physically-Accurate Fur Reflectance: Modeling, Measurement and Rendering

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Local Illumination :: Illumination Model

Discrete Stochastic Microfacet Models

Page 18: Visualization and Simulation

Local Illumination :: Shader

• A Shader is a user-defined program designed to run on some stage of a graphics processor.

• Its purpose is to execute one of the programmable stages of the rendering pipeline.

• GLSL, HLSL, Cg, DirectX• Basic structure: Vertex Shader and Fragment Shader• http://antongerdelan.net/opengl/• https://learnopengl.com/• https://www.shadertoy.com/

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Local Illumination :: Shader

• Vertex Shader

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Local Illumination :: Shader

• Fragment Shader

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Local Illumination :: Shader

• Fragment Shader

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Global Illumination

Page 24: Visualization and Simulation

Global Illumination

• Local Illumination

• Global Illumination

Page 25: Visualization and Simulation

Global Illumination :: Ray Tracing

Page 26: Visualization and Simulation

Global Illumination :: Ray Tracing

Page 27: Visualization and Simulation

Global Illumination :: Ray Tracing

Page 28: Visualization and Simulation

Global Illumination :: Ray Tracing

Page 29: Visualization and Simulation

Global Illumination :: Ray Tracing

Page 30: Visualization and Simulation

Global Illumination :: Ray Tracing

Page 31: Visualization and Simulation

Global Illumination :: Ray Tracing

Page 32: Visualization and Simulation

Global Illumination :: Ray Tracing

Page 33: Visualization and Simulation

Global Illumination :: Ray Tracing

Page 34: Visualization and Simulation

Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

Page 36: Visualization and Simulation

Global Illumination :: Ray Tracing

• Primary Rays– Primary rays are rays from the viewpoint to the nearest

intersection point.– Local illumination is computed:

Page 37: Visualization and Simulation

Global Illumination :: Ray Tracing

• Secondary Rays– Reflection Ray

Page 38: Visualization and Simulation

Global Illumination :: Ray Tracing

• Secondary Rays– Refraction Ray

Page 39: Visualization and Simulation

Global Illumination :: Ray Tracing

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Global Illumination :: Ray Tracing

• Limitation

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Global Illumination :: Ray Tracing

• Limitation

Page 42: Visualization and Simulation

Global Illumination :: Path Tracing

• Trace multiple rays from a single pixel

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Global Illumination :: Path Tracing

• How to choose a secondary ray?• Each material have a Kd, Ks and Kt

– Let Ktot = Kd + Ks + Kt– Choose a random number R in the interval (0,Ktot)

• If (R < Ks), trace a diffuse ray• else if (R < Kd + Ks), trace a specular ray• else, trace a refraction ray

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Global Illumination :: Path Tracing

Page 45: Visualization and Simulation

Global Illumination :: Path Tracing

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Global Illumination :: Path Tracing

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Which Realism?

• Photorealism – image produces the same visual response as the scene

• Functional realism– Image provides the same visual information as the scene

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Which Realism?

• Photorealism

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Which Realism?

• Functional realism

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Physics Based Simulation

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Physics Based Simulation :: Fluid Simulation

• Smoothed Particle Hydrodynamics– Solve Navier-Stokes equation– Finite number of particles

• Position, velocity, mass, density, viscosity and influence radius

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Physics Based Simulation :: Fluid Simulation

• Smoothed Particle Hydrodynamics

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Physics Based Simulation :: Fluid Simulation

• Smoothed Particle Hydrodynamics

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Physics Based Simulation :: Fluid Simulation

• Smoothed Particle Hydrodynamics

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Physics Based Simulation :: Fluid Simulation

• Smoothed Particle Hydrodynamics

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Physics Based Simulation :: Rigid Body Dynamics

• Rigid bodies have a position and orientation• No deformation• The motion be represented by 2 parameters

– Center of mass– Orientation

• Force and Torque are computed

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Physics Based Simulation :: Rigid Body Dynamics

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Physics Based Simulation :: Position-Based Dynamics

• Particles everywhere– Position, velocity, mass, phase

• Uses different constraints for each kind of simulation– Distance (clothing) – Shape (rigids, plastics) – Density (fluids)– Volume (inflatables)– Contact (non-penetration, friction)

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Physics Based Simulation :: Position-Based Dynamics

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Physics Based Simulation

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Visualization and SimulationCaio Brito