Tu 11/12 Texture Mapping
Th 11/14 Medical Visualization / Volume Rendering
Tu 11/19 NeRFs + glTF
Th 11/21 Final Project Fast Forward!
Tu 11/26 Fieldtrip / Outside Lecture
Fieldtrip!
11 / 26
Tu 11/12 Texture Mapping
Th 11/14 Medical Visualization / Volume Rendering
Tu 11/19 NeRFs + glTF
Th 11/21 Final Project Fast Forward!
Tu 11/26 Fieldtrip / Outside Lecture
Th 11/28 No Class
Tu 12/3 Skybox
Th 12/5 Final Project Presentations
Tu 12/10 Final Project Presentations II
Th 12/12 Recap Lecture
+
3D model
Assignment 5
Bonus
Due 11/21!
Assignment 5
Light Simulations
N (x, y, z)
Material
Scattering
controls the physical appearance
BRDF
magic mode uses (x, y, z) as color
Physically Based Rendering
roughness 0 .. 1
metalness 0 .. 1
THREE.MeshStandardMaterial
Shadowing
Shading
Two things control the color of an object
Material
Light
+
Color
Direction
Color
Orientation
Reflections
var color = 0xFFFFFF;
var intensity = 1;
var light = new THREE.AmbientLight(color, intensity);
scene.add(light);
var skyColor = 0xB1E1FF; // light blue
var groundColor = 0xB97A20; // brownish orange
var intensity = 1;
var light = new THREE.HemisphereLight(skyColor, groundColor, intensity);
scene.add(light);
var color = 0xFFFFFF;
var intensity = 1;
var light = new THREE.DirectionalLight(color, intensity);
light.position.set(0, 10, 0);
light.target.position.set(-5, 0, 0);
scene.add(light);
scene.add(light.target);
var color = 0xFFFFFF;
var intensity = 1;
var light = new THREE.DirectionalLight(color, intensity);
light.position.set(0, 10, 0);
light.target.position.set(-5, 0, 0);
scene.add(light);
scene.add(light.target);
var helper = new THREE.DirectionalLightHelper(light);
scene.add(helper);
var color = 0xFFFFFF;
var intensity = 1;
var light = new THREE.PointLight(color, intensity);
light.position.set(0, 10, 0);
scene.add(light);
//...
gui.add(light, 'distance', 0, 40)
var color = 0xFFFFFF;
var intensity = 1;
var light = new THREE.SpotLight(color, intensity);
light.position.set(0, 10, 0);
light.target.position.set(-5, 0, 0);
scene.add(light);
scene.add(light.target);
//...
gui.add(new DegRadHelper(light, 'angle'), 'value', 0, 90).name('angle');
var color = 0xFFFFFF;
var intensity = 5;
var width = 12;
var height = 4;
var light = new THREE.RectAreaLight(color, intensity, width, height);
light.position.set(0, 10, 0);
light.rotation.x = THREE.Math.degToRad(-90);
scene.add(light);
This was shading.
What about shadows?!
Depth Testing / z-Buffer
Depth Testing first to skip
invisible objects in the fragment shader
Anti-Aliasing
Final Project!
counts as 40% of your grade!
#finalproject
Texture Mapping
X
Y
0
0
width
height
U
V
0
0
1
1
Fragment Shader
Fragment Shader
Vertex Shader
vec2( )
vec2( )
vec2( )
vec3 a_Position;
vec2 a_TexCoord;
vec2 v_TexCoord;
0, 0
1, 1
0, 1
u, v
varying
vec2 v_TexCoord;
varying
sampler2D u_Sampler;
Sampling
Nearest Neighbor
Linear
Interpolation
Wrapping
Repeat
Mirrored Repeat
Clamp To Edge
Clamp To Border
For U,Vs outside 0..1
Three.js
XTK
Default WebGL
var cube = new X.cube();
cube.texture.file = 'umb.png';
var floorTexture = new THREE.TextureLoader().load( 'board.jpg' );
var floorGeometry = new THREE.PlaneGeometry( 1000, 1000 );
var floorMaterial = new THREE.MeshBasicMaterial( {
map: floorTexture,
side: THREE.DoubleSide
} );
floor = new THREE.Mesh( floorGeometry, floorMaterial );
V
U
W
3D Textures
Assignment 6
Head
Upper Arm
Lower Arm
Hand
q
q (0, 0, 0, 1)
Identity
X
Head
Upper Arm
q
q (0, 0, 0, 1)
Identity
X
q2 (Math.sin(T/2),
0,
0,
Math.cos(T/2))
Rotate 180° in X
T = Math.PI
q
q2
Arm down
Arm up
Time
Frames
Keyframe 2
Keyframe 1
slerp Interpolation
60 FPS
60 Hz
60 1/s
Modern computer screens
Skinning
Skeleton -> Mesh
Rigging
Mesh -> Skeleton
Blender, 3D Studio Max, Maya
Assignment 5
submit your music