Angel: Interactive Computer Graphics5E © Addison-Wesley 2009

Slides:



Advertisements
Similar presentations
Visible-Surface Detection(identification)
Advertisements

Compositing and Blending Ed Angel Professor Emeritus of Computer Science University of New Mexico 1 E. Angel and D. Shreiner: Interactive Computer Graphics.
Hank Childs, University of Oregon Nov. 25th, 2014 CIS 441/541: Introduction to Computer Graphics Lecture 15: animation, transparency.
CS 352: Computer Graphics Chapter 7: The Rendering Pipeline.
Week 7 - Monday.  What did we talk about last time?  Specular shading  Aliasing and antialiasing.
Compositing and Blending Mohan Sridharan Based on slides created by Edward Angel 1 CS4395: Computer Graphics.
Blending MAE152 Computer Graphics for Engineers and Scientists Fall 03.
Compositing and Blending - Chapter 8 modified by Ray Wisman Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
Image Compositing Angel 8.11 Angel: Interactive Computer Graphics5E © Addison-Wesley
CHAPTER 10 Alpha Blending and Fog © 2008 Cengage Learning EMEA.
Objectives Introduce OpenGL buffers and read/write Introduce OpenGL buffers and read/write Introduce texture mapping Introduce texture mapping Introduce.
Computer Graphics1 The A-buffer an Antialiased Hidden Surface Method.
Chapter 6. More on Color and Material Presented by Garrett Yeh.
Chapter 6: Vertices to Fragments Part 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley Mohan Sridharan Based on Slides.
1Notes. 2Atop  The simplest (useful) and most common form of compositing: put one image “atop” another  Image 1 (RGB) on top of image 2 (RGB)  For.
Vertices and Fragments III Mohan Sridharan Based on slides created by Edward Angel 1 CS4395: Computer Graphics.
7/2/2006Based on: Angel (4th Edition) & Akeine-Möller & Haines (2nd Edition)1 CSC345: Advanced Graphics & Virtual Environments Lecture 4: Visual Appearance.
02/14/02(c) University of Wisconsin 2002, CS 559 Last Time Filtering Image size reduction –Take the pixel you need in the output –Map it to the input –Place.
09/18/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Bump Mapping Multi-pass algorithms.
9/20/2001CS 638, Fall 2001 Today Finishing Up Reflections More Multi-Pass Algorithms Shadows.
CSE (Notre Dame) Computer Graphics Lecture 16 A Simple Draw Image Example More Texture Mapping Simple OpenGL Image Library (SOIL) Transparency &
Tools for Raster Displays CVGLab Goals of the Chapter To describe pixmaps and useful operations on them. To develop tools for copying, scaling, and rotating.
Lecture 12 Blending, Anti-aliasing, Fog, Display Lists.
Filtering and Color To filter a color image, simply filter each of R,G and B separately Re-scaling and truncating are more difficult to implement: –Adjusting.
Week 2 - Friday.  What did we talk about last time?  Graphics rendering pipeline  Geometry Stage.
Visible-Surface Detection Jehee Lee Seoul National University.
OpenGL Conclusions OpenGL Programming and Reference Guides, other sources CSCI 6360/4360.
DREAM PLAN IDEA IMPLEMENTATION Introduction to Computer Graphics Dr. Kourosh Kiani
Chapter 8: Discrete Techniques Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
1 Texture Mapping. 2 Texture Aliasing MIPmaps Environment Mapping Bump Mapping Displacement Mapping Shadow Maps Solid Textures Antialiasing.
Discrete Techniques Chapter 7 Begun February 22, 2005 Finished April 26, 2005.
Real-Time rendering Chapter 4.Visual Appearance 4.4. Aliasing and antialiasing 4.5. Transparency,alpha,and compositing 4.6. Fog 4.7. Gamma correction
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
CS559: Computer Graphics Lecture 27: Texture Mapping Li Zhang Spring 2008 Many slides from Ravi Ramamoorthi, Columbia Univ, Greg Humphreys, UVA and Rosalee.
Particle Systems (Motion Machines of 2D Objects with Textures) Matthew K. Bowles Advanced Computer Graphics Spring 2004.
09/16/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Environment mapping Light mapping Project Goals for Stage 1.
Compositing and Blending
UniS CS297 Graphics with Java and OpenGL Blending.
OpenGL Special Effects Jian-Liang Lin 2002 Blending: Alpha Channel Alpha value can be specify by glColor* When blending is enabled, the alpha value is.
Buffers, Compositing and Blending Week 8 David Breen Department of Computer Science Drexel University Based on material from Ed Angel, University of New.
CS559: Computer Graphics Lecture 12: Antialiasing & Visibility Li Zhang Spring 2008.
Chapter 13 Special Visual Techniques. Blending ◦ Without blending, a source fragment’s color values are supposed to overwrite those of its destination.
OpenGL Shading. 2 Objectives Learn to shade objects so their images appear three-dimensional Introduce the types of light-material interactions Build.
Compositing and Blending Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
Computer Graphics I, Fall 2008 Compositing and Blending.
CS559: Computer Graphics Lecture 24: Shape Modeling Li Zhang Spring 2010.
Chapter 6. Blending, Antialiasing, Fog, and Polygon Offset Computer Graphics (spring, 2009) School of Computer Science University of Seoul.
Hank Childs, University of Oregon
Discrete Techniques.
Week 7 - Monday CS361.
Introduction to Computer Graphics with WebGL
Week 2 - Friday CS361.
Advanced Graphics Algorithms Ying Zhu Georgia State University
I = a I + ( ) 1 – a I BLENDING, ANTIALIASING, AND FOG l l 1 l 2 Earth
CSc4820/6820 Computer Graphics Algorithms Ying Zhu Georgia State University Fog and Transparency.
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Making the Applications Interesting
Implementation II Ed Angel Professor Emeritus of Computer Science
Introduction to Computer Graphics with WebGL
Rasterization and Antialiasing
blending blending textures reflection fog
UMBC Graphics for Games
Three-Dimensional Graphics VI
Rasterization and Antialiasing
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
Implementation II Ed Angel Professor Emeritus of Computer Science
blending blending textures reflection fog
Computer Graphics Image processing 紀明德
Presentation transcript:

Angel: Interactive Computer Graphics5E © Addison-Wesley 2009 Image Compositing Angel 8.11 Angel: Interactive Computer Graphics5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Objectives Learn to use the A component in RGBA color for Blending for translucent surfaces Compositing images Antialiasing Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Opacity and Transparency Opaque surfaces permit no light to pass through Transparent surfaces permit all light to pass Translucent surfaces pass some light translucency = 1 – opacity (a) opaque surface a =1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Physical Models Dealing with translucency in a physically correct manner is difficult due to the complexity of the internal interactions of light and matter Using a pipeline renderer Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Writing Model Use A component of RGBA (or RGBa) color to store opacity During rendering we can expand our writing model to use RGBA values blend source blending factor destination component source component destination blending factor Color Buffer Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Blending Equation We can define source and destination blending factors for each RGBA component s = [sr, sg, sb, sa] d = [dr, dg, db, da] Suppose that the source and destination colors are b = [br, bg, bb, ba] c = [cr, cg, cb, ca] Blend as c’ = [br sr+ cr dr, bg sg+ cg dg , bb sb+ cb db , ba sa+ ca da ] Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

OpenGL Blending and Compositing Must enable blending and pick source and destination factors glEnable(GL_BLEND) glBlendFunc(source_factor, destination_factor) Only certain factors supported GL_ZERO, GL_ONE GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA See Redbook for complete list Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Example Suppose that we start with the opaque background color (R0,G0,B0,1) This color becomes the initial destination color We now want to blend in a translucent polygon with color (R1,G1,B1,a1) Select GL_SRC_ALPHA and GL_ONE_MINUS_SRC_ALPHA as the source and destination blending factors R’1 = a1 R1 +(1- a1) R0, …… Note this formula is correct if polygon is either opaque or transparent Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Clamping and Accuracy All the components (RGBA) are clamped and stay in the range (0,1) However, in a typical system, RGBA values are only stored to 8 bits Can easily loose accuracy if we add many components together Example: add together n images Divide all color components by n to avoid clamping Blend with source factor = 1, destination factor = 1 But division by n loses bits Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Order Dependency Is this image correct? Probably not Polygons are rendered in the order they pass down the pipeline Blending functions are order dependent Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Opaque and Translucent Polygons Suppose that we have a group of polygons some of which are opaque and some translucent How do we use hidden-surface removal? Opaque polygons block all polygons behind them and affect the depth buffer Translucent polygons should not affect depth buffer Render with glDepthMask(GL_FALSE) which makes depth buffer read-only Sort polygons first to remove order dependency Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Fog We can composite with a fixed color and have the blending factors depend on depth Simulates a fog effect Blend source color Cs and fog color Cf by Cs’=f Cs + (1-f) Cf f is the fog factor Exponential Gaussian Linear (depth cueing) Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Fog Functions Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Fog Functions GLfloat fcolor[4] = {……}: glEnable(GL_FOG); glFogf(GL_FOG_MODE, GL_EXP); glFogf(GL_FOG_DENSITY, 0.5); glFOgv(GL_FOG, fcolor); Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Line Aliasing Ideal raster line is one pixel wide All line segments, other than vertical and horizontal segments, partially cover pixels Simple algorithms color only whole pixels Lead to the “jaggies” or aliasing Similar issue for polygons Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Antialiasing Can try to color a pixel by adding a fraction of its color to the frame buffer Fraction depends on percentage of pixel covered by fragment Fraction depends on whether there is overlap no overlap overlap Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Area Averaging Use average area a1+a2-a1a2 as blending factor Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Antialiasing Can enable separately for points, lines, or polygons glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Accumulation Buffer Compositing and blending are limited by resolution of the frame buffer Typically 8 bits per color component The accumulation buffer is a high resolution buffer (16 or more bits per component) that avoids this problem Write into it or read from it with a scale factor Slower than direct compositing into the frame buffer Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Applications Compositing Image Filtering (convolution) Whole scene antialiasing Motion effects Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009