CS 563 Advanced Topics in Computer Graphics The Wonderful World of Birds and Feathers - PowerPoint PPT Presentation

About This Presentation
Title:

CS 563 Advanced Topics in Computer Graphics The Wonderful World of Birds and Feathers

Description:

R(0) generates feather based on Rachis and barb curves. P1 generates first segment of rachis and two barbs. P2 generates left barb segment ... – PowerPoint PPT presentation

Number of Views:53
Avg rating:3.0/5.0
Slides: 35
Provided by: damia151
Learn more at: http://web.cs.wpi.edu
Category:

less

Transcript and Presenter's Notes

Title: CS 563 Advanced Topics in Computer Graphics The Wonderful World of Birds and Feathers


1
CS 563 Advanced Topics in Computer GraphicsThe
Wonderful World of Birds and Feathers
  • by Brad Goodwin

2
Over-View
  • Introduction
  • Feather structure
  • Technique Using Bezier Curves
  • Technique Using L-system

3
Introduction
  • Mimic the complexity of nature
  • Two tasks
  • Model and render an individual feather
  • (covered in all techniques)
  • Growing Feathers on birds
  • (covered only by L-systems)

4
Feather Structure
  • Techniques use biological model to structure
    feather

5
Feather Types
  • Four main types
  • Filoplume
  • Specialized
  • Contour
  • Flying
  • Plume
  • Barbs longer than rachis
  • Semiplume
  • Contour/plume

6
First Technique
  • Only models a single feather
  • Bezier Curves
  • Parameters of Feather (biological)
  • Rendering

7
Bezier Curves
  • Simple Math
  • Four points
  • Two endpoints
  • Two control points
  • Two equations
  • One for Y and one for X
  • All controlled by time t
  • If you need more than that check out
  • http//www.moshplant.com/direct-or/bezier/

8
Defineing Bezier Curves
  • Bezier for both Vanes with 5 control points
  • Bezier for Rachis
  • Define a single barb with four points
  • P0, P3 on vane and rachis
  • Random (v1,v2)(v3,v4) determine P1, P2
  • Parameters that affect barbs

9
Parameters
  • Nb Number of barbs for each vane
  • (2000 in practice)

10
Parameters Continued
  • Fpv Use to vary the length of the barbs
  • So 0 is no change and 1 is the largest change

11
Parameters Continued
  • Fb -Used to control v1, v2, v3, v4 for each barb
  • So affects P1, P2 scaling the distance from P0 to
    P3

12
Boolean Parameters
  • Sv -T or F symmetry of vanes
  • Uf -T or F uniform barbs (same shape or dif)
  • Uc -T or F modify length for each barb
  • If T then Fpv isnt modified for each barb
  • Is -(not boolean) allows the division of Rachis
    into two segments to create an irregular feather.

13
Rendering
  • Non-photorealistic
  • No texture map
  • Just a stick figure
  • Photorealistic
  • Texture map
  • Set up with map for both sides
  • Two parameters s,t
  • S is 0 to 1 along the barb
  • T is 0 at base and 1 at top

14
Samples
15
L-System Technique
  • Individual and growing
  • Mesostructure including barbules
  • Modeling and Rendering with BTF
  • (Bidirectional Texture Function)

16
Remember
  • Techniques use biological model to structure
    feather

17
Shape interface control
  • Allows user a lot of control on the shape of the
    feather
  • 1 -rachis 2 -left and right barbs 3 texture 4
    -outline

18
Curve Illustration
  • O -Outline left and right
  • b -Barb left and right
  • r -Rachis
  • All are controlled in the User interface

19
L-System Model
  • N length of feather and density of Barbs
  • ML and MR Define lengths of left and right
    Barbs
  • R(0) generates feather based on Rachis and barb
    curves
  • P1 generates first segment of rachis and two
    barbs
  • P2 generates left barb segment
  • P3 generates right barb segment

20
L-System Continued
  • This set up is modified to take into account
    variations in the feather
  • Example if a twig were to brush through the barbs
  • Little hooks called cilium that hold barbs
  • Good for fiying

21
Final L-System
  • Random force Fe which if it exceeds threshold of
    FL or FR then the barb is rotated by some random
    degree theta

22
BTF
  • BTF Bidirectional Texture Function
  • 6 Dimensions
  • Viewing direction v
  • Lighting direction l at surface point (x, y)

23
BTF - Continued
  • Set on X axis so only 5D but renders just as well
    in most cases
  • Considers Opacity and difuse and Specular
    Relflections
  • Allows for detail up close
  • Can model Oil film interference and iridescence

24
(No Transcript)
25
An Entire Bird
  • Skeleton Structure

26
Growing Positions
  • Tried just at poly-mesh vertices and looked bad
  • Used turks algorithm to divide polygons

27
Growing Direction
28
Interpolate the rest
29
Adding Wing Feathers
30
Growth Collision
31
Recursive Collision Detection
  • Rotates until no collision and moves along the
    edge to a connected vertex

32
(No Transcript)
33
Questions???????
34
References
  • Chen Y et al, "Modeling and rendering of
    realistic feathers ", Proc. ACM SIGGRAPH 2002
  • Franco C.G. and Walter M., "Modeling and
    Rendering of Individual Feathers", Proc. SIBGRAPI
    2002
  • Franco C.G. and Walter M., "Modeling the
    Structure of Feathers", Proc. SIBGRAPI 2001
  • http//www.moshplant.com/direct-or/bezier/
  • http//www.geocities.com/cocoo_chen/
Write a Comment
User Comments (0)
About PowerShow.com