Lecture 16 - Special Effects - Interactive Computer...

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Interactive Computer Graphics: Lecture 16 Special effects Some slides adopted from Daniel Wagner, Michael Kenzel, TU-Graz
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Graphics Lecture 4: Slide 2 Motivation
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Graphics Lecture 4: Slide 3 Motivation Add special effects in image space after rendering Independent of geometric scene complexity Often uses image processing techniques Irregular objects: billboards, particle systems Distance to camera: fog, depth of field Camera exposure: motion blur Camera aperture: bokeh, lens flare Semi-global illumination: reflection, transparency, ambient occlusion Non-photorealistic rendering
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Graphics Lecture 4: Slide 4 Billboards Prerequisite for many effects Synonyms: impostors, sprites Textured rectangles which either - Face the viewer, or - Are aligned with some axis Can be used in large quantities Simple, only 2 textured triangles Low memory footprint Rendered using graphics hardware Only look good at a distance or when small Example: clouds in a game
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Graphics Lecture 4: Slide 5 Billboards How: modify the ModelView matrix (remove rotation) Maintain scale! Result: BB will appear at the right position and distance, but will face camera 15 11 7 3 14 10 6 2 13 9 5 1 12 8 4 0 a a a a a a a a a a a a a a a a 15 11 7 3 14 1 0 0 13 0 1 0 12 0 0 1 a a a a a a a 15 11 7 3 14 10 6 2 13 9 5 1 12 8 4 0 a a a a a a a a a a a a a a a a s0 s1 s2
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Graphics Lecture 4: Slide 6 Billboards A set of billboards with different size/orientation Created procedurally (from 3D model or rule set) Can be animated by physical simulation
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Graphics Lecture 4: Slide 7 Particle systems a system to control collection of a number of individual elements over time (points, line, triangle or Sprit texture), which act independently but share some common attributes: position (3D) velocity (vector: speed and direction) color +(transparency) lifetime size, shape
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Graphics Lecture 4: Slide 8 Particle systems The first CG paper about particle systems by William T. Reeves: Particle Systems A Technique for Modeling a Class of Fuzzy Objects. Computer Graphics, vol. 17-3, July 1983 in “Star Trek II: The Wrath of Kahn” 1983
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Graphics Lecture 4: Slide 9 Particle systems “Star Trek II: The Wrath of Kahn” 1983
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Graphics Lecture 4: Slide 10 Particle systems Modeling of natural phenomena: Rain, snow, clouds Explosions, fireworks, smoke, fire Sprays, waterfalls
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  • Spring '14
  • 3D computer graphics, particle systems

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