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Course Introduction to virtual engineering Óbuda University John von Neumann Faculty of Informatics Institute of Applied Mathematics Lecture and laboratory.

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Presentation on theme: "Course Introduction to virtual engineering Óbuda University John von Neumann Faculty of Informatics Institute of Applied Mathematics Lecture and laboratory."— Presentation transcript:

1 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/

2 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 material VE10.2 Definition of environment and light source. Applying material Definition of environment

3 Modeling for Visualization Position of object Light Texture Shape Lights Shader Method of shading Parameters depending on method 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

4 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.

5 Animation Z translation ANIMATION PARAMETERSANIMATION CHANNELS Ze t 1 1 t i i t n n,..., t Action 1. Action 2. Resultant Z translation László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

6 Shader model Parameters Affect the appearance of the object surface Method for creation of lighting model Description 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/

7 Light source types Diffuse The 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. Ambient Fills the dark sides of the object. Directional Parallel rays of light that all follow the same direction. Spot It has a limited cone of illumination. Point Similar to a light bulb or candle emitting light from a single point. Linear A series of point lights. Area A series of point lights that are placed on a surface. Volume Restricts the emission of light to a volumetric area. László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

8 Light source parameters László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/ Lighting Parameters Source type (e.g. spot) Color and color intensity. Light intensity. Source angle (in case of spot). Light source position Light source anchoring point and the point to which the source is directed (Origin and Target) Positions along the X, Y and Z axes.

9 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 Materials Are used in domain context: Simulation, body connections, rendering, etc. Single core material to an object. Covering Materials Specifies 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/

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

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

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

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

14 Visualizations for the assistance of model construction Laboratory task VE10.1-2 VE10.1 Definition of a solid and apply material VE10.2 Definition of environment and light source. László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/


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