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Lynwood Dunn (1904-1998) Visual effects pioneer Acme-Dunn optical printer

Lynwood Dunn (1904-1998) Visual effects pioneer Acme-Dunn optical printer

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Page 1: Lynwood Dunn (1904-1998) Visual effects pioneer Acme-Dunn optical printer

Lynwood Dunn(1904-1998)• Visual effects pioneer• Acme-Dunn optical printer

Page 2: Lynwood Dunn (1904-1998) Visual effects pioneer Acme-Dunn optical printer

The Over Operator

• How to indicate which parts of front picture are clear and which are opaque

• Use alpha channel to indicate opacity [Smith]

• Over operator [Porter & Duff S’84]• A over B:

CA over B = aA CA + (1 – aA) aB CB

aA over B = aA + (1 – aA) aB

• Note that aA CA used in color eqs,so store aA CA instead of CA

• A over B w/premultiplied alpha

CA over B = CA + (1 – aA) CB

aA over B = aA + (1 – aA) aB

B

A

C = (aR aG aB a)

25% transparent yellow

75% transparent blue

?

CA over B = .75(1,1,0) + .25(.25)(0,0,1)= (.75,.75,0) + (0,0,.125)= (.75,.75,.125)

aA over B = .75 + .25(.25) = .875CABW = .875(.75,.75,.125) +

.125(1)(1,1,1) = (.66,.66,.11)+(.125,…) =(.78,.78,.24)

Page 3: Lynwood Dunn (1904-1998) Visual effects pioneer Acme-Dunn optical printer

Academy of Motion Picture Arts & SciencesScientific and Engineering AwardTo Alvy Ray Smith, Tom Duff, Ed Catmull and Thomas Porterfor their Pioneering Inventions in Digital ImageCOMPOSITING.PRESENTED MARCH 2, 1996

Page 4: Lynwood Dunn (1904-1998) Visual effects pioneer Acme-Dunn optical printer
Page 5: Lynwood Dunn (1904-1998) Visual effects pioneer Acme-Dunn optical printer

Accumulating Opacity• Depends on order of accumulation• Back to front

– Over operator

Cout = a C + (1 – a) Cin

aout = a + (1 – a) ain

– No need to maintain a• Front to back

– Under operator

Cout = ain Cin + (1 – ain) C

aout = ain + (1 – ain) a– Need to maintain a

Cin,ainCout,aout

C,a

Cout,aoutCin,ain

C,a

view

Page 6: Lynwood Dunn (1904-1998) Visual effects pioneer Acme-Dunn optical printer

Volume Rendering Methods• Data stored as 3-D array of samples

C – color

a – opacity

N – normal, etc.• Splatting

– “Forward:” voxels to pixels– Overlay planes from volume

• Ray casting– “Backward:” pixels to voxels– Ray marches from voxel to voxel

from SGI’s Volumizer, 1999