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IMM2202 Interactive Multimedia Development 3 3D animation...digital audio...digital video

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each pixel is rendered by considering the interaction of an ... singing voice: Cameron Diaz. Elisa Pensler-Gabrielli .... adr loop group. Emmanuel Roth ... – PowerPoint PPT presentation

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Title: IMM2202 Interactive Multimedia Development 3 3D animation...digital audio...digital video


1
MUL242 3d modelling animation
07
Rendering
2
this lecture...
  • this lecture will look at...
  • Rendering
  • what is it?
  • rendering models
  • Bringing it Together
  • Models
  • Surfaces
  • Animation
  • Sound
  • Lighting
  • Cameras
  • Project Management

3
rendering
  • the rendering process involves giving objects
    shading via a number of different methods
  • each pixel is rendered by considering the
    interaction of an objects surfaces and light
    sources to derive its colour
  • colour images are typically 32bit, greyscale are
    8bit...
  • the time taken to calculate the image is the same
  • the memory requirement is less in greyscale
  • 32bit rendered images include an 8bit alpha
    channel
  • 24bits colour alpha channel for
    matting/compositing
  • rendering algorithms are procedures used by a
    particular program to generate an image from the
    view of a modelled world

4
rendering
24 bits (888 RGB) 8 bits (Alpha) 32 bits.
Think of the possibilities!
5
ray casting
  • the colour of each pixel is typically calculated
    using a process called ray-casting
  • the ray casting algorithm casts a single ray
    through each pixel. If the ray strikes a surface,
    the colour of the surface is calculated and
    assigned to the pixel
  • but... how is colour calculated?

6
shading models
  • shading models work in tandem with raycasting
    renderers to calculate the shading of a
    particular point on a surface and to determine
    the colour of a pixel based upon
  • lights in a space
  • light shining on objects
  • light bouncing on objects from other objects
  • shading of objects based upon their surface
    properties
  • all shading models are approximations the better
    the approximation the better the image and the
    longer it takes to render

7
shading models
  • faceted shading
  • uses the assumption that a surface is the same
    colour across its entire face
  • colour is calculated by using the surface normal
    to determine the direction of the surface
    relative to lighting
  • surfaces facing a light are brighter than those
    facing away
  • using the surface normal, flat surfaces render OK
    but curved surfaces require many normals in order
    for a correct approximation to take place
  • Bezier-based modellers convert curved surfaces
    into patches in order to render using facets

8
smooth shading
  • smooth shading algorithms take the change in
    surface normals across a surface into account
  • Gouraud shading (Henri Gouraud)
  • process...
  • calculates the average surface normal at each
    vertex
  • uses the average to calculate a colour at each
    vertex
  • interpolates colour between corners
  • produces good shading but generates a polygonal
    structure at the edges

9
smooth shading
  • Phong shading (Bui Tuong Phong)
  • calculates the average surface normal at each
    vertex
  • uses the average to interpolate surface normals
    across a surface
  • interpolates colour between the new normals
    across a surface
  • generates much better images than Gouraud but
    also takes longer
  • raycasting algorithms have a major limitation in
    that they only deal with every object in a scene
    as if it existed in isolation.
  • casting shadows, transparency and reflection are
    all effects that require the effect of multiple
    objects to be calculated

10
ray tracing
  • ray tracing takes into account all objects in a
    scene simultaneously by more accurately
    simulating the real world
  • a specific point on a surface is affected by
    light falling onto the surface from the
    environment via reflection many light rays
    affect every point on a surface.

11
ray tracing
  • ray tracing traces the rays of light backward
    through a model to determine how the image should
    appear
  • if the light ray comes from a surface, the
    renderer then calculates where the light that
    reflected off that surface originated and hence
    all the objects which it bounced off or passed
    through.
  • eg. the colour of the cylinder is influenced by
    the colour of the cube, the cone and the space
    around the cube

12
ray tracing
  • can render almost any effect, true reflectivity,
    refractive transparency and shadows
  • very computationally expensive...but results are
    brilliant
  • problems
  • shadows are sharp
  • diffuse reflection of light between surfaces
  • eg. holding a red card in front of a white wall
    should cause a pink hue to appear on the wall
  • radiosity does this but is REALLY SLLLOOOOWWW!!!

13
Radiosity Caustics
  • Diffuse reflected light is referred to in CG
    terminology as radiosity.
  • light coming from any source will touch a surface
    of some kind, then part of that light will
    reflect away, perhaps touching another surface
    and reflecting again.

14
Caustics
  • Caustics is the focusing of light due to
    reflection or refraction onto another surface so
    as to cause areas of intense illumination.

15
bringing it all together
  • 3D development is a collaborative venture
    involving
  • Project Managers
  • Scriptwriters
  • Graphic Designers
  • 3D artists
  • Modellers
  • Surface artists
  • Lighting Designers
  • Cinematographers
  • Animators

16
SHREK - Technical Credits
  • Production Design by
  • James Hegedus  
  •  
  • Art Direction by
  • Guillaume Aretos (II)  
  • Douglas Rogers  
  •  
  • Costume Design by
  • Isis Mussenden  
  •  
  • Production Management
  • Mitchell Ferm .... production supervisor for
    technology
  • Kate Swanborg .... production manager Los
    Angeles preproduction
  • Triva von Klark .... production manager
  •  
  • Art Department

17
SHREK - Technical Credits (cont)
  • Hugh Waddell .... adr supervisor
  • Wade Wilson (II) .... sound designer
    co-supervisor 2002 Imax re-release version
  • sound designer editor
  • Visual Effects by
  • Victoria Alonso .... senior unit production
    manager Los Angeles preproduction
  • Ken Bielenberg .... visual effects supervisor
  • Christian Cunningham .... technical director
  • Nickson Fong .... digital artist Dreamworks
    SKG, LA crew
  • Ben Gunsberger .... lighting animator
  • Albert Hastings .... digital layout/character
    setup
  • Lee Lanier .... digital artist
  • Bert Poole .... digital artist Senior Lighting
    Animator
  • Bill Seneshen .... effects lead cloth
    simulation
  • Susan Thayer .... digital artist additional
    effects
  • Carlos A. Vidal .... digital artist senior
    technical director
  •  
  • Other crew
  • John Bell (II) .... orchestrator

18
SHREK - Technical Credits (cont)
  • Raman Hui .... supervising animator
  • Ethan Hurd .... animator
  • Danny Jacobs (II) .... musician guitar
  • Christopher Knights .... first assistant film
    editor
  • Boris Kossmehl .... animator
  • Eric Lessard .... animator
  • Philip K. Livingston Jr. .... production
    assistant
  • Ladd McIntosh .... orchestrator
  • Walling C. Michael .... render wrangler
  • Marc Miller (V) .... render assistant
  • Yvonne S. Moriarty .... orchestrator
  • Christine M. Norton .... assistant to producer
  • Jessica Nourse .... singing voice Cameron Diaz
  • Elisa Pensler-Gabrielli .... adr loop group
  • Emmanuel Roth .... animator
  • Steven Sorensen (III) .... render assistant
  • Allen Stetson .... render assistant
  • Drew Stewart .... production assistant
  • James C.J. Williams .... title designer end
    titles
  • Jobs include
  • Set Designers
  • Storyboard Artists
  • Clothing Designers
  • Render Wrangers!

19
Project Management
  • Essential to Successful Completion of any large
    Multimedia project
  • Need to Monitor allocation of resources
  • Time
  • Budget
  • Talent
  • Need to Promote
  • Communication
  • Collaboration
  • Creativity

20
Workshop
  • Surfacing
  • Rendering
  • Rule of thirds
  • Camera zoom
  • Motion blur
  • Depth of field
  • Assignment workshop
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