Compositing 3D Objects Into Dig- Ital Images with Global Illumina- Tion
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3D Graphics Fundamentals
11BegGameDev.qxd 9/20/04 5:20 PM Page 211 chapter 11 3D Graphics Fundamentals his chapter covers the basics of 3D graphics. You will learn the basic concepts so that you are at least aware of the key points in 3D programming. However, this Tchapter will not go into great detail on 3D mathematics or graphics theory, which are far too advanced for this book. What you will learn instead is the practical implemen- tation of 3D in order to write simple 3D games. You will get just exactly what you need to 211 11BegGameDev.qxd 9/20/04 5:20 PM Page 212 212 Chapter 11 ■ 3D Graphics Fundamentals write a simple 3D game without getting bogged down in theory. If you have questions about how matrix math works and about how 3D rendering is done, you might want to use this chapter as a starting point and then go on and read a book such as Beginning Direct3D Game Programming,by Wolfgang Engel (Course PTR). The goal of this chapter is to provide you with a set of reusable functions that can be used to develop 3D games. Here is what you will learn in this chapter: ■ How to create and use vertices. ■ How to manipulate polygons. ■ How to create a textured polygon. ■ How to create a cube and rotate it. Introduction to 3D Programming It’s a foregone conclusion today that everyone has a 3D accelerated video card. Even the low-end budget video cards are equipped with a 3D graphics processing unit (GPU) that would be impressive were it not for all the competition in this market pushing out more and more polygons and new features every year. -
Digital Compositing Is an Essential Part of Visual Effects, Which Are
Digital compositing is an essential part of visual effects, which are everywhere in the entertainment industry today—in feature fi lms, television commercials, and even many TV shows. And it’s growing. Even a non- effects fi lm will have visual effects. It might be a love story or a comedy, but there will always be something that needs to be added or removed from the picture to tell the story. And that is the short description of what visual effects are all about— adding elements to a picture that are not there, or removing something that you don’t want to be there. And digital compositing plays a key role in all visual effects. The things that are added to the picture can come from practically any source today. We might be add- ing an actor or a model from a piece of fi lm or video tape. Or perhaps the mission is to add a spaceship or dinosaur that was created entirely in a computer, so it is referred to as a computer generated image (CGI). Maybe the element to be added is a matte painting done in Adobe Photoshop®. Some elements might even be created by the compositor himself. It is the digital compositor that takes these dis- parate elements, no matter how they were created, and blends them together artistically into a seam- less, photorealistic whole. The digital compositor’s mission is to make them appear as if they were all shot together at the same time under the same lights with the same camera, and then give the shot its fi nal artistic polish with superb color correction. -
Compositor Objective: to Utilize and Expand My Compositing Expertise
MICHAEL NIKITIN Compositor IMDB: http://www.imdb.com/name/nm2810977/ 1010 President Street #4H Brooklyn NY 11225 Phone: (415) 509-0711 E-mail: [email protected] http://www.udachi.org/compositing.html Objective: To utilize and expand my compositing expertise Software • Expert user of Nuke, Mocha • Proficient in After Effects, Syntheyes, Photoshop Skills • Keying • 2D & 3D tracking • Camera projection • Multipass CG assembly • Particle simulation • DEEP compositing • Stereoscopic techniques March 2016 – present FuseFX (New York, NY) Compositor «American Made» «Luke Cage» «Iron Fist» «Blacklist» «Sneaky Pete» «Notorious» «13 Reasons Why» «The Get Down» «Mr. Robot» • Worked on a wide variety of episodic TV shows and feature films in a fast-turnaround environment utilizing my tracking, keying, match-grading, retiming and, above all, quick thinking skills January 2017 – February 2017 ShadeFX (New York, NY) Compositor «Rough Night» • Worked on several sequences involving 3d tracking, re-projected matte paintings, and a variety of keying techniques December 2015 – March 2016 Mr.X Gotham (New York, NY) Compositor «Billy Lynn’s Long Halftime Walk» • Working on a stereo film project shot at 120FPS. Projections of crowds, flashlights, and particles onto multi-tier geometry, keying, stereo-specific fixes (split-eye color correction, convergence, interactive lighting.) September 2015 – November 2015 Zoic, Inc. (New York, NY) Compositor «Limitless» (TV Show) «Quantico» (TV Show) «Blindspot» (TV Show) • Keying, 2D, palanar, and 3D tracking, camera projections, roto/paint fixes as needed February 2015 – August 2015 Moving Picture Company (Montreal, QC) Compositor «Goosebumps» «Tarzan» «Frankenstein» • Combined and integrated a variety of elements coming from Lighting, Matchmove, Matte Painting and FX departments with live action plates. -
Critical Review of Open Source Tools for 3D Animation
IJRECE VOL. 6 ISSUE 2 APR.-JUNE 2018 ISSN: 2393-9028 (PRINT) | ISSN: 2348-2281 (ONLINE) Critical Review of Open Source Tools for 3D Animation Shilpa Sharma1, Navjot Singh Kohli2 1PG Department of Computer Science and IT, 2Department of Bollywood Department 1Lyallpur Khalsa College, Jalandhar, India, 2 Senior Video Editor at Punjab Kesari, Jalandhar, India ABSTRACT- the most popular and powerful open source is 3d Blender is a 3D computer graphics software program for and animation tools. blender is not a free software its a developing animated movies, visual effects, 3D games, and professional tool software used in animated shorts, tv adds software It’s a very easy and simple software you can use. It's show, and movies, as well as in production for films like also easy to download. Blender is an open source program, spiderman, beginning blender covers the latest blender 2.5 that's free software anybody can use it. Its offers with many release in depth. we also suggest to improve and possible features included in 3D modeling, texturing, rigging, skinning, additions to better the process. animation is an effective way of smoke simulation, animation, and rendering. Camera videos more suitable for the students. For e.g. litmus augmenting the learning of lab experiments. 3d animation is paper changing color, a video would be more convincing not only continues to have the advantages offered by 2d, like instead of animated clip, On the other hand, camera video is interactivity but also advertisement are new dimension of not adequate in certain work e.g. like separating hydrogen from vision probability. -
3D Modeling, Animation, and Special Effects
3D Modeling, Animation, and Special Effects ITP 215 (2 Units) Catalogue Developing a 3D animation from modeling to rendering: basics of surfacing, Description lighting, animation, and modeling techniques. Advanced topics: compositing, particle systems, and character animation. Objective Fundamentals of 3D modeling, animation, surfacing, and special effects: Understanding the processes involved in the creation of 3D animation and the interaction of vision, budget, and time constraints. Developing an understanding of diverse methods for achieving similar results and decision-making processes involved at various stages of project development. Gaining insight into the differences among the various animation tools. Understanding the opportunities and tracks in the field of 3D animation. Prerequisites Knowledge of any 2D paint, drawing, or CAD program Instructor Lance S. Winkel E-mail: [email protected] Tel: 213/740.9959 Office: OHE 530 H Office Hours: Tue/Thur 8am-10am Lab Assistants: Qingzhou Tang: [email protected] Hours 4 hours Course Structure The Final Exam will be conducted at the time dictated in the Schedule of Classes. Details and instructions for all projects will be available on Blackboard. For grading criteria of each assignment, project, and exam, see the Grading section below. Textbook(s) Blackboard Autodesk Maya Documentation Resources online and at Lynda.com and knowledge.autodesk.com Adobe online resources where necessary for Photoshop and After Effects Grading Planets = 10 points Cityscape 1 of 7 = 10 points Cityscape 2 of -
3D Modeling and the Role of 3D Modeling in Our Life
ISSN 2413-1032 COMPUTER SCIENCE 3D MODELING AND THE ROLE OF 3D MODELING IN OUR LIFE 1Beknazarova Saida Safibullaevna 2Maxammadjonov Maxammadjon Alisher o’g’li 2Ibodullayev Sardor Nasriddin o’g’li 1Uzbekistan, Tashkent, Tashkent University of Informational Technologies, Senior Teacher 2Uzbekistan, Tashkent, Tashkent University of Informational Technologies, student Abstract. In 3D computer graphics, 3D modeling is the process of developing a mathematical representation of any three-dimensional surface of an object (either inanimate or living) via specialized software. The product is called a 3D model. It can be displayed as a two-dimensional image through a process called 3D rendering or used in a computer simulation of physical phenomena. The model can also be physically created using 3D printing devices. Models may be created automatically or manually. The manual modeling process of preparing geometric data for 3D computer graphics is similar to plastic arts such as sculpting. 3D modeling software is a class of 3D computer graphics software used to produce 3D models. Individual programs of this class are called modeling applications or modelers. Key words: 3D, modeling, programming, unity, 3D programs. Nowadays 3D modeling impacts in every sphere of: computer programming, architecture and so on. Firstly, we will present basic information about 3D modeling. 3D models represent a physical body using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. Being a collection of data (points and other information), 3D models can be created by hand, algorithmically (procedural modeling), or scanned. 3D models are widely used anywhere in 3D graphics. -
A Crash Course Workshop in Filmmaking, Lighting and Audio
Creating a Successful Video Pitch a crash course workshop in filmmaking, lighting and audio fundamentals Brian Staszel, Carnegie Mellon University November 10, 2016 [email protected] @stasarama My background • Currently the Multimedia Designer & Video Director for the Robotics Institute @ Carnegie Mellon University • Currently teaching “Intro to Multimedia Design” at CMU Students write, create graphics, record sound and animate • Taught filmmaking, lighting, animation courses at Pittsburgh Filmmakers • Design agency & corporate client experience Key Takeaways • Write something fresh. Avoid cliché or overdone concepts. • Stabilize your camera, movement should flow nicely (not distract) • Audio that is clear, well recorded and precisely delivered is critical • Vary shot sizes, use interesting angles, create graphic visual breaks • Be creative with the tools (camera, smart phones, natural light) and reflect a theme and style inspired by your product/service Sample Video Styles • Interview + B-roll: Project Birdhouse / Ballbot • Explainer Animation: How reCaptcha Works • Dramatization: Lighting Fundamentals samples • Or a combination of all three. filmmaking is creative/technical writing film language editing visual design transitions sketching team mangement screen direction planning task delegation title design composition audio recording graphic production direction of camera narration vs live motion graphics direction of subjects synchronizing audio animation control camera movement audio editing compositing audio mixing keyframe animation cinematography -
Brief History of Special/Visual Effects in Film
Brief History of Special/Visual Effects in Film Early years, 1890s. • Birth of cinema -- 1895, Paris, Lumiere brothers. Cinematographe. • Earlier, 1890, W.K.L .Dickson, assistant to Edison, developed Kinetograph. • One of these films included the world’s first known special effect shot, The Execution of Mary, Queen of Scots, by Alfred Clarke, 1895. Georges Melies • Father of Special Effects • Son of boot-maker, purchased Theatre Robert-Houdin in Paris, produced stage illusions and such as Magic Lantern shows. • Witnessed one of first Lumiere shows, and within three months purchased a device for use with Edison’s Kinetoscope, and developed his own prototype camera. • Produced one-shot films, moving versions of earlier shows, accidentally discovering “stop-action” for himself. • Soon using stop-action, double exposure, fast and slow motion, dissolves, and perspective tricks. Georges Melies • Cinderella, 1899, stop-action turns pumpkin into stage coach and rags into a gown. • Indian Rubber Head, 1902, uses split- screen by masking areas of film and exposing again, “exploding” his own head. • A Trip to the Moon, 1902, based on Verne and Wells -- 21 minute epic, trompe l’oeil, perspective shifts, and other tricks to tell story of Victorian explorers visiting the moon. • Ten-year run as best-known filmmaker, but surpassed by others such as D.W. Griffith and bankrupted by WW I. Other Effects Pioneers, early 1900s. • Robert W. Paul -- copied Edison’s projector and built his own camera and projection system to sell in England. Produced films to sell systems, such as The Haunted Curiosity Shop (1901) and The ? Motorist (1906). -
Custom Shader and 3D Rendering for Computationally Efficient Sonar
Custom Shader and 3D Rendering for computationally efficient Sonar Simulation Romuloˆ Cerqueira∗y, Tiago Trocoli∗, Gustavo Neves∗, Luciano Oliveiray, Sylvain Joyeux∗ and Jan Albiez∗z ∗Brazilian Institute of Robotics, SENAI CIMATEC, Salvador, Bahia, Brazil, Email: romulo.cerqueira@fieb.org.br yIntelligent Vision Research Lab, Federal University of Bahia, Salvador, Bahia, Brazil zRobotics Innovation Center, DFKI GmbH, Bremen, Germany Sonar Parameters opening angle, direction, range osg viewport select rendering area osg world 3D Shader rendering of three channel picture Beam Angle in Camera Surface Angle to Camera Distance from Camera n° 90° Near 0° calculation -n° 0° Far select beam select bin Distance Histogramm # f(x) 1 Return Intensity Data Structure of Sonar Beam for n° return value return normalisation Bin Val 0,5 Bin # 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Near Far 0 0,5 0,77 1 x Fig. 1. A graphical representation of the individual steps to get from the OpenSceneGraph scene to a sonar beam data structure. Abstract—This paper introduces a novel method for simulating is that the simulation has to be good enough to test the decision underwater sonar sensors by vertex and fragment processing. making algorithms in the control system. The virtual scenario used is composed of the integration between When dealing with autonomous underwater vehicles the Gazebo simulator and the Robot Construction Kit (ROCK) framework. A 3-channel matrix with depth and intensity buffers (AUVs) a real-time simulation plays a key role. Since an AUV and angular distortion values is extracted from OpenSceneGraph can only scarcely communicate back via mostly unreliable 3D scene frames by shader rendering, and subsequently fused acoustic communication, the robot has to be able to make and processed to generate the synthetic sonar data. -
3D Computer Graphics Compiled By: H
animation Charge-coupled device Charts on SO(3) chemistry chirality chromatic aberration chrominance Cinema 4D cinematography CinePaint Circle circumference ClanLib Class of the Titans clean room design Clifford algebra Clip Mapping Clipping (computer graphics) Clipping_(computer_graphics) Cocoa (API) CODE V collinear collision detection color color buffer comic book Comm. ACM Command & Conquer: Tiberian series Commutative operation Compact disc Comparison of Direct3D and OpenGL compiler Compiz complement (set theory) complex analysis complex number complex polygon Component Object Model composite pattern compositing Compression artifacts computationReverse computational Catmull-Clark fluid dynamics computational geometry subdivision Computational_geometry computed surface axial tomography Cel-shaded Computed tomography computer animation Computer Aided Design computerCg andprogramming video games Computer animation computer cluster computer display computer file computer game computer games computer generated image computer graphics Computer hardware Computer History Museum Computer keyboard Computer mouse computer program Computer programming computer science computer software computer storage Computer-aided design Computer-aided design#Capabilities computer-aided manufacturing computer-generated imagery concave cone (solid)language Cone tracing Conjugacy_class#Conjugacy_as_group_action Clipmap COLLADA consortium constraints Comparison Constructive solid geometry of continuous Direct3D function contrast ratioand conversion OpenGL between -
An Evaluation Study of Preferences Between Combinations of 2D-Look Shading and Limited Animation in 3D Computer Animation
Received May 1, 2015; Accepted October 5, 2015 An Evaluation Study of preferences between combinations of 2D-look shading and Limited Animation in 3D computer animation Matsuda,Tomoyo Kim, Daewoong Ishii, Tatsuro Kyushu University, Kyushu University, Kyushu University, Graduate school of Design Faculty of Design Faculty of Design [email protected] [email protected] [email protected] Abstract 3D computer animation has become popular all over the world, and different styles have emerged. However, 3D animation styles vary within Japan because of its 2D animation culture. There has been a trend to flatten 3D animation into 2D animation by using 2D-look shading and limited animation techniques to create 2D looking 3D computer animation to attract the Japanese audience. However, the effect of these flattening trends in the audience’s satisfaction is still unclear and no research has been done officially. Therefore, this research aims to evaluate how the combinations of the flattening techniques affect the audience’s preference and the sense of depth. Consequently, we categorized shadings and animation styles used to create 2D-look 3D animation, created sample movies, and finally evaluated each combination with Thurston’s method of paired comparisons. We categorized shadings into three types; 3D rendering with realistic shadow, 2D rendering with flat shadow and outline, and 2.5D rendering which is between 3D rendering and 2D rendering and has semi-realistic shadow and outline. We also prepared two different animations that have the same key frames; 24fps full animation and 12fps limited animation, and tested combinations of each of them for the evaluation experiment. -
Computer Graphics Master in Computer Science Master In
Computer Graphics Computer Graphics Master in Computer Science Master in Electrical Engineering ... 1 Computer Graphics The service... Eric Béchet (it's me !) Engineering Studies in Nancy (Fr.) Ph.D. in Montréal (Can.) Academic career in Nantes and Metz (Fr.) then Liège... Christophe Leblanc Assistant at ULg Web site http://www.cgeo.ulg.ac.be/infographie Emails: { eric.bechet, christophe.leblanc }@uliege.be 2 Computer Graphics Course schedule 6-7 theory lessons ( ~ 4 hours) may be split in 2x2 hours and mixed with labs This room in building B52 (+2/441) (or my office) 7 practice lessons on computer (~ 4 hours ) may be split in 2x2 hours and mixed with lessons Room +0/413 (B52, floor 0) or +2/441 (own PC) Practical evaluation (labs / on computer) Written exam about theory Project Availability time: Monday PM (or on appointment) 3 Computer Graphics Course schedule Project Implementation of realistic rendering techniques in a small in-house ray-tracing software Your own topics 4 Computer Graphics Course schedule The lectures begin on February 6 and: Feb 27, March 13, etc. (up-to-date agenda on the website) The labs begin on February 20th . Alternating with the theoretical courses. 5 Computer Graphics Introduction Computer graphics : The study of the creation, manipulation and the use of images in computers 6 Computer Graphics Introduction Some bibliography: Computer graphics: principles and practice in C James Foley et al. Old but there exists a french translation Computer graphics: Theory into practice Jeffrey McConnell Fundamentals of computer graphics Peter Shirley et al. Algorithmes pour la synthèse d'images (in French) R.