Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
(CP222)
Prepared by
Harsora Vinay
E-mail: vinay.rkcet@gmail.com
Teaching Scheme
Subject Code
Subject Name
CE222
Advanced Computer Graphics
Theory Tutorial
3
0
Practical
2
Credits
4
Evaluation Scheme
Subject
Code
Subject Name
CE222
Advanced Computer
Graphics
Theory
CIE
Theory
SEE
Total
Practical
CIE
Practical
SEE
Total
50
50
100
25
25
50
Visual Realism
Prepared by
Harsora Vinay
Introduction
What is realistic image?
A picture that capture many of the effect of light
interacting with real physical object.
A continuum and speak freely of pictures, and of the
techniques used to create them, as being more or less
realistic is called realistic images.
At one end of the continuum are examples of what is
often called photographic realism
These pictures attempt to synthesize the field of light
intensities that would be focused on the film plane of
a camera aimed at the objects depicted.
Cont.
Realistic picture is not necessarily a more
desirable, the ultimate goal of picture is to
convey information, then a picture that is free
of the complications of the shadows and
reflections may well be more successful than a
photographic realism.
Cont.
Creating a realistic pictures involves following stages:
Difficulties
Total visual realism is the complexity of the
real world. observe the richness of your
environment.
Solution:
Achieved sub goal of realism: to provide sufficient
information to let the viewer understand the 3 D
spatial relationships among several objects.
Cont.
Line drawing of two house:
Simple line drawing, suffices to persuade us that
one building is partially behind the other.
Example.
(A)
(B)
(C)
Cont.
Perspective projections:
An objects size is scaled in inverse proportion to
its distance from viewer.
Cube example
Cont.
If we view a picture in which an elephant is the same size
as a human, we assume that the elephant is further away
since we know that elephants are larger than humans.
Depth cueing:
The depth can be represented by the intensity of the
image. parts of the objects that are intended to appear
farther from the viewer are displayed at lower intensity,
this effect is know as depth cueing.
In vector displays, depth cueing is implemented by
interpolating the intensity of the beam along a vector as a
function of its starting and ending z coordinates.
Distant object appear dimmer than the closer objects
Cont.
Depth clipping:
The back clipping plane is placed so as to cut through
the objects being displayed. By allowing the position
of one or both planes to be varied dynamically, the
system can convey more depth information to the
viewer.
in depth cueing intensity is a smooth function of z, in
depth clipping it is a step function. Highlighting all
points on the object intersected by some plane. This
technique is effective when the slicing plane is shown
moving through the object dynamically.
Cont.
Texture:
Texture may be applied to an object, textures
follow the shape of an object and delineate it
more clearly.
Texturing one of a set of otherwise identical face
can clarify a potentially ambiguous projection.
Color:
Color may used symbolically to distinguish one
object from another, color can also be used in line
drawing to provide other information.
Cont.
Visible line Determination
Determine visible lines. Only surfaces bounded by
lines can obscure other lines. So objects that are
to block others must be modeled either as
collections of surfaces or as solids.
Hidden-line removed views convey less depth
information so instead of removing that can be
shown as dashed lines.
Cont.
Illumination and shading
Problem with Visible surface determination each
object appears as flat.
So, next step of realism is to shade the visible
surfaces.
Each surfaces appearance should depend on the
types of light sources illuminating it, it
properties(color, texture, reflectance), and its
position and orientation with respect to the light
sources, viewer and other surface.
Cont.
Types of light source
Point source: rays emanate from a single point,
can approximate a small bulb.
Ambient light: ambient light impinges from all
directions.
Its easiest kind of light source to model.
Assumed to produce constant illumination on all
surface, regardless of their position or orientation.
Cont.
Directional source: whose rays all come from the
same direction e.g. sun
Modeling this source requires additional work because their
effect depend on the surfaces orientation.
The surface is normal (perpendicular) to the incident light
rays, it is brightly illuminated; more oblique the surface is to
the light rays, the less its illumination.
Cont.
Interpolated shading:
Shading information is computed for each polygon
vertex and interpolated across the polygons to
determine the shading at each pixel.
Shading information computed at each vertex can be
based on the surfaces actual orientation at that point
and is used for all of the polygons that share that
vertex.
Interpolating among these values across a ploygon
approximates the smooth changes in shade that occur
across a curved.
Ground shading e.g.
Cont.
Material properties:
Realism is further enhanced if the material
properties of each object are taken into account
when shading is determined
Dull and disperse reflected light about equally in
all direction (diffuse reflection),
Shiny reflected light only in certain directions
relative to the viewer and light source like mirror
(speculr reflection) E.g. mirror.
Texture
Object texture not only provide additional depth
cues but also can mimic the surface detail of real
objects.
Shadows
Further realism can be added by reproducing
shadows cast by objects on one another.
Stereopis
Improved displays
Improvement in displays themselves have
heightened the illusion of reality.
But still not possible to achieve the contrast and
color of a well printed professional photograph.
Limited display resolution makes it impossible to
produce extremely fine detail
Cont.
Interacting with our other senses
Final step towards realism is the integration of
realistic imagery with information to our senses.
e.g. Head worn simulator monitors head motion
,making possible another important 3D depth cue
called head-motion parallax: whne the user moves
her head from side to side perhaps to try to see
more a partially hidden object the views changes
as it would in real life.
Cont.
Signal: which is a function that conveys
information, it is function of time.
Signal can equally well be functions of other
variables.
Image as intensity variations over space,
Image signals in the spatial domain (as
function of spatial coordinates) rather then
the temporal domain (as function of time).
Cont.
Signal can be classified by whether or not they have
values at all points in the spatial domain.
Continuous signal is defined at continuum of positions
in space
Discrete signal is defined at a set of discrete points in
space.
The process of selecting a finite set of values from a
signal is known as sampling.
And selected values are called samples
Recreating original continuous signal from samples,
this process is know as reconstruction.
Cont.
Point sampling:
Select one point for each pixel, evaluate the original
signal at this point and assign its value to pixel.
Points are arranged in gird.
More sample we collect from signal, more we know
about it.
Value of each pixel determine by combining several
adjacent sample.
Taking more then one sample for each pixel and
combining them is known as super-sampling.
Cont.
Area Sampling:
Integrating the signal over a square centered about
each gird point, dividing by the squares area and
using this average intensity as that of the pixel. This
techniques called unweighted area sampling.
Each objects projection, no matter how small,
contributes to those pixels that contain it, in strict
proportion to the amount of each pixels area it
covers, without regarding the location of that area in
the pixel.
Cont.
Unweighted area sampling has drawback
The object crossover into an adjoining pixel, the value
of the original pixel and the adjoining pixel are both
affected.
The object causes the image change only when it
crosses pixel boundaries.