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Course Introduction to virtual engineering Óbuda University John von Neumann Faculty of Informatics Institute of Applied Mathematics Lecture and laboratory 10. Visualization and animation of objects Object space solutions László Horváth university professor http://users.nik.uni-obuda.hu/ lhorvath/

Course Introduction to virtual engineering

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Óbuda University John von Neumann Faculty of Informatics Institute of Applied Mathematics. Course Introduction to virtual engineering. Lecture and laboratory 10 . Visualization and animation of objects Object space solutions. László Horváth university professor. - PowerPoint PPT Presentation

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Course Introduction to virtual engineering

Óbuda UniversityJohn von Neumann Faculty of Informatics

Institute of Applied Mathematics

Lecture and laboratory 10.

Visualization and animation of objects

Object space solutions

László Horváth university professor

http://users.nik.uni-obuda.hu/lhorvath/

Contents

Lecture

Laboratory

Modeling for visualization

Shader model

Animation

Light source

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

VE10.1 Definition of a solid and apply materialVE10.2 Definition of environment and light source.

Applying material

Definition of environment

Modeling for Visualization

Position of object

Light

Texture

ShapeLights

Shader

Method of shading

Parameters depending onmethod of shading

Other parameters

Textures

Animation

Product structure

Product

Part

Surface

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

Realistic Rendering

model of product

Dynamic creating and

manipulating scenes:

Shape

Materials

Lights

Animations

Environment

Modeling for Visualization – Example solid

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

Trace the contextual

chains of form feature

parameters for the definition of

this solid.

Animation

Z translation

ANIMATION PARAMETERS ANIMATION CHANNELS

Ze

t1

1

Ze

ti

i

Ze

tn

n

, . . . , , . . . ,

, . . . , , . . . ,

t

Action 1.

Action 2.

Resultant Z translation

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

Shader model

ParametersAffect the appearance of the object surface

Method for creation of lighting modelDescription of the light effects on the surface

Mapping texture to surface parameters.

Color.Transparency: The amount that light travels through a surface.Other parameters of the shader are defined according to the modeling method (e.g. Phong:

Diffusion: A measure of the diffuse component of the light reflected from the surface of an object.Specular reflection: The type of reflection that happens when the light hits a shiny surface,Shininess: A measure of the shine of the surface,Reflectivity: It is used to determine color intensity in lighting models.

Mechanical characteristics of the material.

Description of the light effects

on the surface

Phong

Parameters: diffusion, specularity, and shininess.

It starts from averaged vectors as defined at edges.

Surface normal vectors are interpolated along facets.

Defining of the points on the surface.

Gouraud

Average of the surface normals is computed at the vertices at connection of polygons.

Light intensity values are mapped to the vertices.

Light intensity is computed along facets by linear interpolating of the intensity values along the facets.

The result is more realistic as of the Phong.

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

Light source types

DiffuseThe light reach all sides of the object with the same intensity.

Light effects from wall and ceiling or light comes through clouds can be modeled.

AmbientFills the dark sides of the object.

DirectionalParallel rays of light that all follow the same direction.

SpotIt has a limited cone of illumination.

PointSimilar to a light bulb or candle emitting light from a single point.

LinearA series of point lights.

AreaA series of point lights that are placed on a surface.

VolumeRestricts the emission of light to a volumetric area.

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

Light source parameters

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

Lighting ParametersSource type (e.g. spot)Color and color intensity.Light intensity. Source angle (in case of spot).

Light source positionLight source anchoring point and the point to which the source is directed (Origin and Target)Positions along the X, Y and Z axes.

Applying Materials

Specific physical and visual characteristics to the object are defined.Characteristics are defined according to properties and domains associated with the material.

Core MaterialsAre used in domain context: Simulation, body connections, rendering, etc.Single core material to an object.

Covering MaterialsSpecifies a thin coating of material on the exterior surfaces of an object. Covering materials are often used in rendering context. Several covering materials to an object.

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

Applying Materials

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

Sphere Environment

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

Cylinder Environment

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

Box Environment

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

Visualizations for the assistance of model construction

Laboratory task VE10.1-2

VE10.1 Definition of a solid and apply materialVE10.2 Definition of environment and light source.

László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/