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Osnove 3D modeliranjaIzbirni predmet
Helena Gabrijeli Tomc
TEKSTILSTVAUNI: Nartovanje tekstilij in oblailVS: Proizvodnja tekstilij in oblail
GRAFIKEUNI: Grafine in interaktivne komunikacijeVS: Grafina in medijska tehnika
Univerzitetni in visokoolski tudijski programi
Shane Acker: 9 (2009)https://www.youtube.com/watch?v=yH9csuhqrno
https://www.youtube.com/watch?v=yH9csuhqrno
Svetloba in materija
Svetloba kot delec in valovanje
refleksija (reflection)
difuzija (diffusion)
lom (refraction)
transmisija (transmision)
sipanje (scattering)
absorbcija (absorption)
disperzija (dispersion)
kavstika (caustics)
difrakcija (diffraction)
interferenca (interference)
polarizacija (polarization)
http://jironomo.com/architectural-visualisation-blog/2010/04/how-much-does-a-3d-rendering-cost/
Interakcija svetlobe z materijo
http://jironomo.com/architectural-visualisation-blog/2010/04/how-much-does-a-3d-rendering-cost/
Fresnelova enaba (Snellerjev zakon)
Refleksija
http://en.wikipedia.org/wiki/Fresnel_equations
http://www.pbrt.org/gallery/metal_spheres.pnghttp://en.wikipedia.org/wiki/Fresnel_equations
Difuzija
Reflektivnost / Difuznost
https://www.sabic-ip.com/staticcxp/user/en/LearnAboutColor/ColorBasicsDetail/reflectance_curves.html
Barva
https://www.sabic-ip.com/staticcxp/user/en/LearnAboutColor/ColorBasicsDetail/reflectance_curves.html
Spekularnost
kovinski
blee nekovinski
nekovine: bela spekularna svetloba kovine: spekularna svetloba barve kovine
Odsevnost
triki z okolico in osvetljevanjem povrinsko veliki svetlobni viri
mat, reflektivne anizotropina refleksija, barvno-povrinski kontrasti, zelo temne sence triki z lumi in okolico
Kovine
Primer: Jaka Dovjak
I0
n
n2
Snellerjev zakon
Lom
Fresnelova enaba Snellerjev zakon problem zrcalne transmisije
Transmisija
I0
Is
Sipanje
Absorpcija
http://www.youtube.com/watch?v=gYWpjrkPT5Q
Disperzija
http://www.youtube.com/watch?v=gYWpjrkPT5Qhttp://www.youtube.com/watch?v=gYWpjrkPT5Q
http://www.youtube.com/watch?v=WiuNj6lLvxE
Kavstika
http://www.youtube.com/watch?v=WiuNj6lLvxEhttp://www.youtube.com/watch?v=WiuNj6lLvxE
teksturaalgoritmi za
senenjemape,
mapiranjelui,
senceupodabljanje
specifine nastavitve
topologija modela
Simulacija materialov in njihove interakcije s svetlobo
Algoritmi senenja
HSR
Z-depth
Senenje
http://portfolio.ego-farms.com/
difuzni materiali (flat, Lambert, Oren-Nayar)
reflektivni materiali(Phong, Gouraud)
specifini materiali (metal, transparent, anisotropic...)
Senenje
http://media2.twopointostage.com/view/cook-torrance-shader
povrina objekta opazovalec refleksija svetlobe http://www.cs.princeton.edu/courses/archive/fall06/cos526/tmp/wynn.pdf
Io= Ir+Ia+It
BRDF (Bidirectional Reflectance Distribution Function)
http://media2.twopointostage.com/view/cook-torrance-shaderhttp://www.cs.princeton.edu/courses/archive/fall06/cos526/tmp/wynn.pdf
BRDF (Bidirectional Reflectance Distribution Function)
https://www.youtube.com/watch?v=4QXE52mswIE
https://www.youtube.com/watch?v=4QXE52mswIE
GLASSdiffuse:0%(black)reflection:4-5%\100(fresnel - towards-away)refraction: 1.5-1.8, depends from typetransparency 100%
WATERdiffuse:0%(black)reflection:4-5%\100refraction: 1.33(the majority of transparent liquids)transparency 100%
OCEAN(surface)diffuse:0%(black)reflection:4-5%\100refraction: 1.33transparency 0%
PLASTICSdiffuse:20-80%reflection:4-5%\100 refraction: 1.46-1.55(Plastic 1.46 - 1.55Plexiglas 1.48)
BRDF za razline materiale
Algoritmi za senenje difuznih povrin
http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Properties/Diffuse_Shaders
http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Properties/Diffuse_Shaders
normala poligona svetlobni vir preraun kota svetlobe seni poligon idelane difuzne povrine (kreda, prah, tekstil)
Plosko senenje, Lambertov algoritem
difuzne, grobe povrinebeton, koa, pesek
http://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model
Oren-Nayarov algoritem
http://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model
Fresnel
http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Properties/Diffuse_Shaders
difuzna reflektirana svetloba odvisna od kota vpadle svetlobe
http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Properties/Diffuse_Shaders
Primer: Miha Horvat
http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Properties/Diffuse_Shaders
Algoritmi za senenje spekularnih povrin
http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Properties/Diffuse_Shaders
https://www.youtube.com/watch?v=PMgjVJogIbc
Smooth shading
https://www.youtube.com/watch?v=PMgjVJogIbc
intenzivno interpolacijsko senenje, gladke mat povrine povpreenje normal vseh povrin stika na doloenem verteksu barvni gradienti po poligonu problem ostrih robov problem zrcalnih odbojev (spekularnih)
Gouraudov algoritem (Henri Gouraud)
spekularni odboji senenje z interpolacijo vektorjev normale med verteksi kot svetlobe za vsak piksel posebej reflektivne (svetlee) povrine, dobri zrcalni odboji e vidni robovi poligonov
Phong algoritem (Bui Tuong Phong)
http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Properties/Specular_Shaders
modifikacija Phongovega algoritma: Jim Blinn (za spekulatne odboje) mehkeji zrcalni odboji odpravi nekatere pomankljivosti Phong. algor. (kot gledanja pod 90)
Blinn (Blinn-Phong) senenje
http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Properties/Specular_Shaders
kovine, sijoa plastika
Cook-Torrance
anizotropino senenje (polirane kovine, lasje) senenje kovin transkulentni materiali algoritmi za nerealistino senenje
http://www.3dmax-
tutorials.com/Choosing_Colors_for_Realism.html
http://www.kxcad.net/autodesk/3ds_max/Autodesk_3ds
_Max_9_Reference/understanding_shaders.html
http://www.kxcad.net/autodesk/3ds_max/Autodesk_3
ds_Max_9_Reference/anisotropic_shader.html
Specifini algoritmi
http://www.3dmax-tutorials.com/Choosing_Colors_for_Realism.htmlhttp://www.kxcad.net/autodesk/3ds_max/Autodesk_3ds_Max_9_Reference/understanding_shaders.htmlhttp://www.kxcad.net/autodesk/3ds_max/Autodesk_3ds_Max_9_Reference/anisotropic_shader.html
Anizotropino senenje
http://www.3drender.com/glossary/anisotropic.htm
http://www.youtube.com/watch?v=t4MTnpnahu0#t=190
http://www.3drender.com/glossary/anisotropic.htmhttp://www.youtube.com/watch?v=t4MTnpnahu0
Algoritmi za senenje nefotorealistinih upodobitev (Toon)
http://wiki.blender.org/index.php/Doc:2.4/Manual/Materi
als/Properties/Diffuse_Shaders
http://wiki.blender.org/index.php/Doc:2.4/Manual/Materials/Properties/Diffuse_Shaders
Algoritmi za senenje nefotorealistinih upodobitev (Toon)
http://jikz.net/archives/441
http://jikz.net/archives/441
Primer: Barbara Centa
http://www.pxleyes.com/blog/2010/05/introduction-to-3ds-max-materials/
Algoritmi senenja: 3ds Max
http://www.pxleyes.com/blog/2010/05/introduction-to-3ds-max-materials/
Fraktali
Fractal Explosion.mp4
Fraktali v naravi
"fractus" 1967: How Long Is the Coast of Britain? Statistical Self-Similarity and Fractional Dimension teorija kaosa (vzrok-posledica, obutljivst na zaetne pogoje)
Mandelbrotov fraktal definicija fraktala
iniciator
generator
nelinearnost samopodobnost, rekurzivnost neskonna kompleksnost
motnja
iteracije
Kochova sneinka
Cantorjev nabor
Fraktal plusov
fraktalni oblak nakljuno premeanje sredinske toke
Plazma
Opisovanje narave s fraktali
Primer: Jeni, Isengard
http://www.xfrog.com/Xfrog
ChaosProhttp://www.chaospro.de/
Bryce http://www.daz3d.com/bryce-7-pro
http://www.xfrog.com/http://www.chaospro.de/