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Simulating the Physics of Pool using RenerMan

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Simulating the Physics of Pool using RenerMan. Shaders and Texture Mapping ... friction does exist on a pool table, causing an average deceleration of 0.21 m/s2. ... – PowerPoint PPT presentation

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Title: Simulating the Physics of Pool using RenerMan


1
Simulating the Physics of Pool using RenerMan
  • Shaders and Texture Mapping
  • Spherical Texture Maps
  • Rotating the Balls
  • Lighting
  • Physics Equations
  • Functions Yet to Be Implemented

2
Shaders and Texture Maps
  • Shaders are a part of the rendering program that
    calculates the appearance of visible surfaces in
    the scene. In RenderMan, a written procedure is
    used as a shader.
  • There are three types of shaders
  • Light Shaders
  • Surface Shaders
  • Volume Shaders

3
Light Shaders
  • Light Source Shaders calculates the intensity and
    color of light sent by a light source to a point
    on a surface
  • Basic light source shaders include
  • ambient light
  • distant light
  • point light
  • spotlight

4
Light Shaders (contd)
  • Light Shaders used in project include
  • ambient light
  • three point light sources

5
Surface Shaders
  • A surface shader calculates the color of light
    reflecting from a point on a surface in a
    particular direction
  • Basic Surface Shaders Include
  • constant
  • matte
  • metal
  • plastic
  • texture map

6
Surface Shaders (contd)
  • Surface Shaders used in project include
  • felt
  • wood
  • pool ball texture map

7
Spherical Texture Maps
  • Applying texture maps to spheres is a special
    case
  • When a texture is applied to a sphere, the
    texture will be stretched horizontally

8
Spherical Texture Maps (contd)
  • The original image has the size of 2h x h.
  • Then scale the images x-axis by half

9
Volume Shaders
  • Volume Shaders calculates the color and intensity
    of light as it passes through a volume (a region
    of space).
  • Volume Shaders include
  • Fog
  • Jell-O
  • I intend to use fog to simulate the smoky
    environment of a pool hall

10
How Shaders All Come Together
  • Draw Picture

11
Physics Equations
  • Most pool applications use the ninety degree rule
    to simulate the deflection of pool balls, even
    those that claim to simulate the actual physics
    of the game.
  • Just because you used physics equations, does not
    mean you used the correct equations.
  • The ninety degree rule holds true only in
    frictionless environments (air hockey, collisions
    in space, etc.)

12
Physics (contd)Friction, and Deceleration
  • Most people assume the friction between a
    billiard ball and the table is so small, friction
    can be ignored.
  • This is not true, friction does exist on a pool
    table, causing an average deceleration of 0.21
    m/s2.
  • Since friction does exist, the ninety degree rule
    does NOT hold true for pool

13
Physics (contd)Deflection
  • The actual equations of deflection, in
    components, are(where the subscripts o and c
    refer to the object ball and cue ball,
    respectively)

14
Physics (contd)Angular Velocity
  • To make the billiard balls roll correctly, the
    angular velocity is needed.
  • The equation for angular velocity is

15
Functions Yet to Be Implemented
  • Smoky Environment
  • Motion Blur
  • Camera Motion
  • Pockets, and other pool accessories.
  • Ball deflection off of wall
  • Ball Falling In Pocket (maybe...)
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