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Course Introduction to virtual engineering

Óbuda University John von Neumann Faculty of Informatics Institute of Applied Mathematics. Course Introduction to virtual engineering. Lecture and laboratory 10 . Visualization and animation of objects Object space solutions. László Horváth university professor.

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Course Introduction to virtual engineering

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  1. Óbuda University John von Neumann Faculty of Informatics Institute of Applied Mathematics CourseIntroduction to virtual engineering 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 Modeling for visualization Animation Shader model Light source Applying material Definition of environment Laboratory VE10.1 Definition of a solid and apply material VE10.2 Definition of environment and light source. LászlóHorváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

  3. Modeling for Visualization Shader Method of shading Parameters depending on method of shading Other parameters Textures Product structure Product Part Realistic Rendering model of product Dynamic creating and manipulating scenes: Shape Materials Lights Animations Environment Surface Animation Position of object Texture Shape Lights Light LászlóHorváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

  4. Modeling for Visualization – Example solid Trace the contextual chains of form feature parameters for the definition of this solid. LászlóHorváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

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

  8. Light source parameters 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. LászlóHorváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

  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 usedin rendering context. Several covering materials to an object. LászlóHorváth ÓU-JNFI-IAM http://users.nik.uni-obuda.hu/lhorvath/

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

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

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

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

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