Course Introduction to virtual engineering
Óbuda UniversityJohn 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/
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 materialVE10.2 Definition of environment and light source.
Applying material
Definition of environment
Modeling for Visualization
Position of object
Light
Texture
ShapeLights
Shader
Method of shading
Parameters depending onmethod 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
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.
Animation
Z translation
ANIMATION PARAMETERS ANIMATION CHANNELS
Ze
t1
1
Ze
ti
i
Ze
tn
n
, . . . , , . . . ,
, . . . , , . . . ,
t
Action 1.
Action 2.
Resultant Z translation
László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/
Shader model
ParametersAffect the appearance of the object surface
Method for creation of lighting modelDescription 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/
Light source types
DiffuseThe 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.
AmbientFills the dark sides of the object.
DirectionalParallel rays of light that all follow the same direction.
SpotIt has a limited cone of illumination.
PointSimilar to a light bulb or candle emitting light from a single point.
LinearA series of point lights.
AreaA series of point lights that are placed on a surface.
VolumeRestricts the emission of light to a volumetric area.
László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/
Light source parameters
László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/
Lighting ParametersSource type (e.g. spot)Color and color intensity.Light intensity. Source angle (in case of spot).
Light source positionLight source anchoring point and the point to which the source is directed (Origin and Target)Positions along the X, Y and Z axes.
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 MaterialsAre used in domain context: Simulation, body connections, rendering, etc.Single core material to an object.
Covering MaterialsSpecifies 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/
Applying Materials
László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/
Sphere Environment
László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/
Cylinder Environment
László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/
Box Environment
László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/
Visualizations for the assistance of model construction
Laboratory task VE10.1-2
VE10.1 Definition of a solid and apply materialVE10.2 Definition of environment and light source.
László Horváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/