Showing posts with label tutorial. Show all posts
Showing posts with label tutorial. Show all posts
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Tumbleweed Tango Animation

This video Made my Day...!! I hope you all will like it....!! :)

Tumbleweed Tango is an animated video of the most beautiful effect in which a balloon dog runs with his partner in a vicious tango to avoid being pierced by all cacti surrounding it. A design proposed by Humble TV very successful to be discovered in the future.

A balloon dog is lost in a world of danger. One wrong step and his dancing days are done. Only love, and tango, can possibly save him.


Tumbleweed Tango from HUMBLE TV on Vimeo.


















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what is animation, multimedia, 3D Visuals and Illustrations?

Today I have studied some different material about Animation and Multimedia...!!

SO let me start with that...

The ability to combine moving images, graphics, text, and sound in meaningful ways is one of most powerful aspects of computer technology.
A dynamic and technically accurate presentation is helpful in making the message not only understood but effective. At Exponent, we combine our engineering and scientific expertise with cutting-edge artistic talent to create visually compelling and technically accurate presentations for industrial and legal applications.

We work closely in teams to produce technically precise, 2D and 3D animations and other multimedia. We consult with clients throughout production, and our work has been shown throughout the world and has been the subject of numerous feature broadcasts on network and cable television.

Animation


Animation is the creation of artificial moving images to replicate an event. Dramatic events sometimes happen in the blink of an eye. But a single picture or graphic doesn’t always convey that moment adequately.
We use computer animation to help viewers understand a single moment, as well as to see how things change over time. Two- and three-dimensional models allow the scene to be recreated from various viewpoints, including those of eyewitnesses and participants, and also from overhead perspectives.

Using state-of-the-art animation software, we can reproduce real-world phenomena such as fire, smoke, and fluids. Our professionals are specialists in modeling, lighting, materials creation, and animation. Working from sketches, photos, or engineering drawings, we create accurate, realistic models of objects and subjects, from a simple part to complex machines and environments.

We have developed animations to illustrate fine points of mechanical or electrical design, reenact a fire at a large manufacturing facility, and illustrate the movement of chemicals through the air and ground, and even through the respiratory system. Our experience includes projects for the Internet, interactive CD-ROMs, marketing and business presentations, and for use in courts of law around the country.

Our animations have stood the scrutiny of the legal system and have been presented to mass audiences through cable television programs around the world.

Multimedia


Many clients choose multimedia to explain technical issues. Multimedia uses a navigational approach to accessing data, allowing one to display video, animation, graphics, drawings, documents, and still images as needed during a presentation or testimony.

This technology helps our clients organize and retrieve documents, share information, and graphically present information in a more understandable and persuasive manner. Our Visual Communication group works to reduce client costs by creating effective presentations using state-of-the-art tools such as Flash-based interfaces and software such as Adobe Director® and Microsoft PowerPoint®. We also use technologies such as extranets to allow clients to review and discuss our work, so that our staff can provide the most cost-effective and timely presentation of materials under development.

3D Visuals


Exponent provides its clients with accurate, cutting edge, and compelling 3D visuals. The latest software tools are used by Exponent’s experienced Visual Communications staff, working side by side with our engineers and scientists, to produce 3D visuals with solid engineering foundations as well as the visual clarity needed to illustrate situations in clear, concise ways. Our staff has many years of experience in all aspects of 3D production, including modeling, texturing, lighting, and animation.

Ability to import/export a wide range of file types, including .dwg, .dxf, .3ds, .obj, .stl, and .iges

Ability to assist engineers in analyzing and conceptualizing objects in 3D space

Ability to create 3D models, using photogrammetry tools and blueprints

Simulation of real-world elements (e.g., fire, liquid, smoke, particles)

Specialists in realistic texturing, lighting, and rendering

Illustrations


The Visual Communication staff can produce a wide range of visuals, from elaborate 3D animations to charts and graphs. Sometimes budgets or projects do not warrant the use of 3D imagery. For many situations, 2D line-art illustrations are very effective. They are clear and easy to understand, yet can illustrate complicated issues and interactions. Line-art visuals are a versatile solution that can be used within PowerPoint® presentations, and can be blown up for use as court boards.

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What is Simulation in 3D? | What is 3D Simulation?


Image credit: ESG Elektroniksystem

A simulation of a system is the operation of a model of the system. The model can be reconfigured and experimented with; usually, this is impossible, too expensive or impractical to do in the system it represents. The operation of the model can be studied, and hence, properties concerning the behavior of the actual system or its subsystem can be inferred. In its broadest sense, simulation is a tool to evaluate the performance of a system, existing or proposed, under different configurations of interest and over long periods of real time.

Simulation is used before an existing system is altered or a new system built, to reduce the chances of failure to meet specifications, to eliminate unforeseen bottlenecks, to prevent under or over-utilization of resources, and to optimize system performance. For instance, simulation can be used to answer questions like:

What is the best design for a new telecommunications network?

What are the associated resource requirements?

How will a telecommunication network perform when the traffic load increases by 50%?

How will a new routing algorithm affect its performance?

Which network protocol optimizes network performance?

What will be the impact of a link failure?

The subject of this tutorial is discrete event simulation in which the central assumption is that the system changes instantaneously in response to certain discrete events. For instance, in an M/M/1 queue - a single server queuing process in which time between arrivals and service time are exponential - an arrival causes the system to change instantaneously.

On the other hand, continuous simulators, like flight simulators and weather simulators, attempt to quantify the changes in a system continuously over time in response to controls.
Discrete event simulation is less detailed (coarser in its smallest time unit) than continuous simulation but it is much simpler to implement, and hence, is used in a wide variety of situations.


Image: Autodesk

In a simulation study, human decision making is required at all stages, namely, model development, experiment design, output analysis, conclusion formulation, and making decisions to alter the system under study.
The only stage where human intervention is not required is the running of the simulations, which most simulation software packages perform efficiently.
The important point is that powerful simulation software is merely a hygiene factor - its absence can hurt a simulation study but its presence will not ensure success. Experienced problem formulators and simulation modelers and analysts are indispensable for a successful simulation study.

The steps involved in developing a simulation model, designing a simulation experiment, and performing simulation analysis are:

Step 1. Identify the problem.

Step 2. Formulate the problem.

Step 3. Collect and process real system data.

Step 4. Formulate and develop a model.

Step 5. Validate the model.

Step 6. Document model for future use.

Step 7. Select appropriate experimental design.

Step 8. Establish experimental conditions for runs.

Step 9. Perform simulation runs.

Step 10. Interpret and present results.

Step 11. Recommend further course of action.

Although this is a logical ordering of steps in a simulation study, many iterations at various sub-stages may be required before the objectives of a simulation study are achieved. Not all the steps may be possible and/or required. On the other hand, additional steps may have to be performed. The next three sections describe these steps in detail.

How to develop a Simulation Model?


Simulation models consist of the following components: system entities, input variables, performance measures, and functional relationships. For instance in a simulation model of an M/M/1 queue, the server and the queue are system entities, arrival rate and service rate are input variables, mean wait time and maximum queue length are performance measures, and 'time in system = wait time + service time' is an example of a functional relationship.

In the steps below their are so many mathematical formula and issues are being mentioned but those are really not understandable by me...So I am really sorry for adding those lines in here....!!

Almost all simulation software packages provide constructs to model each of the above components. Modeling is arguably the most important part of a simulation study. Indeed, a simulation study is as good as the simulation model. Simulation modeling comprises the following steps:

Step 1. Identify the problem. Enumerate problems with an existing system. Produce requirements for a proposed system.

Step 2. Formulate the problem. Select the bounds of the system, the problem or a part thereof, to be
studied. Define overall objective of the study and a few specific issues to be addressed. Define performance measures - quantitative criteria on the basis of which different system configurations will be compared and ranked. Identify, briefly at this stage, the configurations of interest and formulate hypotheses about system performance.

Decide the time frame of the study, i.e. will the model be used for a one-time decision (e.g.,capital expenditure) or over a period of time on a regular basis (e.g., air traffic scheduling). Identify the end user of the simulation model, e.g., corporate management versus a production supervisor. Problems must be formulated as precisely as possible.

Step 3. Collect and process real system data. Collect data on system specifications (e.g., bandwidth for a communication network), input variables, as well as performance of the existing system. Identify sources of randomness in the system, i.e., the stochastic input variables. Select an appropriate input probability distribution for each stochastic input variable and estimate corresponding parameter(s). Software packages for distribution fitting and selection include ExpertFit, BestFit, and add-ons in some standard statistical packages. These aids combine goodness-of-fit tests, e.g., χ2
test, Kolmogorov-Smirnov test, and Anderson-Darling test, and parameter estimation in a user friendly format.
Standard distributions, e.g., exponential, Poisson, normal, hyper exponential, etc., are easy to model and simulate. Although most simulation software packages include many distributions as a standard feature, issues relating to random number generators and generating random variates from various distributions are pertinent and should be looked into. Empirical distributions are used when standard distributions are not appropriate or do not fit the available system data. Triangular, uniform or normal distribution is used as a first guess when no data are available. For a detailed treatment of probability
distributions see Maria and Zhang (1997).

Step 4. Formulate and develop a model. Develop schematics and network diagrams of the system (How do entities flow through the system?). Translate these conceptual models to simulation software acceptable form. Verify that the simulation model executes as intended. Verification techniques include traces, varying input parameters over their acceptable range and checking the output, substituting constants for random variables and manually checking results, and animation.

Step 5. Validate the model. Compare the model's performance under known conditions with the
performance of the real system. Perform statistical inference tests and get the model examined by system experts. Assess the confidence that the end user places on the model and address problems if any. For major simulation studies, experienced consultants advocate a structured presentation of the model by the simulation analyst(s) before an audience of management and system experts. This not only ensures that the model assumptions are correct, complete and consistent, but also enhances confidence in the model.

Step 6. Document model for future use. Document objectives, assumptions and input variables in detail
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what is Three Point Perspective?

When we talk about Three Point Perspective...we feel very excited infect I used to get excited because it gives us the illusion of feeling 2 dimensional things in 3 dimension.
Three point perspective is probably the most challenging of all. In three-point perspective every line will eventually converge on one of three points. Three-point perspective is the most dramatic of all and can often be seen in comic books when the hero is flying over buildings or whooping butt in the alley below as the buildings tower above.



Lets take an example we are watching an object from the top, we are most likely viewing it in three-point perspective.
Most often we are able to draw this view without worrying too much about the third point, but if the object is viewed at such as angle as to make the sides appear to be oblique from side to side and top to bottom, then we must use the third point.
A good example of three-point perspective is to look at a tall building from either a top view or a bottom view as shown below.

Establish the corner of the building that is closest to you and draw the vertical height line. Next, establish the angles of the sides by drawing in the top and bottom guidelines.

Using visual measurements, establish the bottom width of each side by placing dots on the bottom lines. Now, measure the top width of the left side only and place a dot on the guideline.

Draw a vertical line downward. Now draw a line down from the top left through the bottom left and extend it down below the building. The point where the lines cross is the position of the third vanishing point.



One-point and two-point perspective techniques can be used in the same image if needed to represent different objects. Determine if an object’s face (one-point) or edge (two-point) is closest to the viewer and then use the appropriate method. Each object may also have its own vanishing points, since only aligned objects will share them.

If the corner of an object is closest to the picture plane, then three-point perspective can be used. The third vanishing point is not on the horizon line. The position where the third vanishing point is placed, either above or below the horizon line, indicates whether the viewer is looking up at the object or looking down.

Notice that in the chair illustration the picture plane does not contain the vanishing points. It is not necessary for the vanishing points to be within the picture plane for perspective to work. When creating smaller images using two or three-point perspective, the results will often appear more natural if no more than one vanishing point is in the picture plane at any given time.

An example of where this would be utilized is the view as you look up at large buildings, or look down from the fortieth floor balcony window to see the street below. The three-point perspective drawing consists of two vanishing points that are both situated on a horizon line while a third point is introduced far above or below the horizon line. Be patient when drawing objects in three-point perspective. Understand that the third vanishing point is located off the horizon line and now becomes the z-axis. All lines on the z-axis converge towards this vanishing point. Beware of forced or distorted products that occur when drawing an object outside of the vanishing point triangle.



Incline Plane: Similar to three-point perspective, incline planes are areas which slant to or away from the main perspective grid by utilizing a third vanishing point directly above one main VP.



The name varies, but the reason behind incline planes remains the same. Incline planes are used to develop believable steps, stairs and roads to name a few items. The best example of the incline plane is the roof of a house. A third vanishing point and application of the equal spacing knowledge can be used to create hills, man-made ramps and even stairs.

Three point perspective is the most interesting part in 2D drawing and this is really amazing.
It gives us the real feel of birdeye view camera angle as well as very nice effect.



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What is 3D Modeling?

What is 3D Modeling?


3D-modeling


Today in this post I will be telling you about the 1st stage towards production process in 3D production houses,
So the 1st process is 3D modeling and it is very much unknown to a new people who recently know about it because all of them thinks that modeling means the fashion artist who used to ramp on stage and show their styles poses.
But today I am going to tell you that 3D modeling is the process of producing a model or a character through Computer. A model is a representation of the construction and working of some system of interest.
A model is similar to but simpler than the system it represents. One purpose of a model is to enable the analyst to predict the effect of changes to the system.
A model means anything which you like to make when you see it and nothing is impossible until unless you try. So modeling is a bit easier and a toughest also.

If you have lot of interest on it then you can definitely be a good modeler

On the one hand, a model should be a close approximation to the real system and incorporate most of its salient features. On the other hand, it should not be so complex that it is impossible to understand and experiment with it. A good model is a judicious tradeoff between realism and simplicity. Simulation practitioners recommend increasing the complexity of a model interactively.

An important issue in modeling is model validity. Model validation techniques include simulating the model under known input conditions and comparing model output with system output.

What are Graphics Modeler?


Generally, a model intended for a simulation study is a mathematical model developed with the help of simulation software. Mathematical model classifications include deterministic (input and output variables are fixed values) or stochastic (at least one of the input or output variables is probabilistic); static (time is not taken into account) or dynamic (time-varying interactions among variables are taken into account). Typically, simulation models are stochastic and dynamic.

Grpahics Modeler used to simulate something which gives us some illustration including depth and try to make anything in 3D or in 2D, but now I'm talking about 3D so definitely I am talking about 3D.

Since the graphics renderer is, ideally, completely hidden from the end−user , they'll deal with that last (besides which, modelling is the next logical step in keeping with my house−building analogy). However, when it comes to the actual installation, a graphics modeler relies on the renderer already being installed.
If the graphics library is akin to the tools used to build the tools used to build a house, then graphics modellers can be thought of as the tools used to build the blueprints for the house sophisticated blueprints, as modellers let you dictate exactly where the wiring, plumbing, wood panels, bricks, and forth are supposed to go. Furthermore, they let you pick the style of panelling and the colour of the bricks you desire.
The graphics modeller installed was the freeware package called The Mops, which produces RenderMan−compatible files.
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Depth Map Bias and Self-Shadowing Artifacts, Transparency Support, Raytraced Shadows, and How Raytraced Shadows Work?

In this post it contains a very quick reference of the book Digital Lighting & Rendering and Author Jeremy Birn shares about Depth Map Bias and Self-Shadowing Artifacts, Transparency Support, Raytraced Shadows, and How Raytraced Shadows Work? from his new book Digital Lighting & Rendering, Third Edition on creating more convincing lighting and rendering.
To help you make better 3D renderings, here are some tips for creating more engaging and believable lighting. Some of these steps are frequently forgotten or skipped by beginners, but all of them are necessary and useful techniques in crafting professionally lit scenes.

Depth Map Bias and Self-Shadowing Artifacts


Artifacts like bands or grid patterns (as shown in Figure 3.14), are often caused by having a parameter called depth map bias set too low. For scenes built on a very large scale, you may need to raise the bias of some shadows to eliminate such artifacts.


Figure 3.14 A depth map bias that's too low causes artifacts that appear to be stripes, grids, or moiré patterns, shown at a bias of 0.005 (left), 0.02 (middle), and 0.25 (right).

Bias is a number that gets added to each distance measurement in the shadow map, pushing the shadow-start-distance further out from the light. Increasing the bias slides the shadowing effect out a little further away from the surface casting the shadow, so that it doesn't accidentally start too soon and cause artifacts. Artifacts such as banding or grid patterns appear because points on the surface essentially begin shadowing themselves, in areas where the limited number of depth samples have under-estimated the actual distance from the light to the surface.

The bias is set in the distance units of your software, so a scene built on a larger scale might need a higher bias, or a scene built on a very small scale might need a lower bias.

Fixing Light Leaks


Too high a bias can cause visible gaps between the object casting a shadow and the point where the shadow itself starts. A high bias can even let light "leak" through walls and corners that should be blocking the light, as shown in Figure 3.15.


Figure 3.15 A depth map bias that's too high, combined with thinly built geometry, can cause light leaks (left). Lowering the bias (right) is one way to fix this problem.

If you have light leaking through corners, there are some things you should do to isolate and fix the problem:

Hide all the other lights in your scene, so that you are test-rendering only one light.
If you are using a spotlight, make sure the cone is as narrow as possible to aim it just where it needs to shine.
Reduce the depth map bias.
Reduce the filtering or softness applied to the shadow, which extends light into shadow areas in much the same way as an increased bias.
A light leak is not always the fault of the lighting; often, it is a problem with your modeling. Here are some tips to fix your models to avoid light leaks:

Build thicker geometry in your architecture, instead of using infinitely thin surfaces. Walls of real houses have a thickness, and yours should too.
Add a polygon outside a building to block light where it is not needed.
Make sure that all corners are properly beveled, not perfect 90-degree angles.
If a part of your geometry isn't casting shadows, try adding another surface, such as a primitive shape, inside the part.
For some beginners, raising the shadow map resolution seems to be their first response to any shadow problem, even though this takes more memory and rendering time. If a problem with your shadows can be fixed by adjusting the bias, which does not add to your rendering time, then get the bias right first. If your shadows are not working well with a particular model, sometimes you need to fix the model.

Transparency Support


You expect a transparent object to cast a lighter shadow, and an opaque object to cast a darker shadow. However, conventional depth map shadows do not respond correctly to transparency, and are not any lighter when blocked by a transparent object For example, in Figure 3.16, the shadow becomes as dark under a transparent material as it is under an opaque material. Remember that each point in the depth map stores only one distance at which the light will be cut off, so it either stops at the glass or it doesn't, with no shades possible in between.


Figure 3.16 A limitation of conventional depth map shadows is that different levels of transparency in objects do not cause lighter shadows.

You may be able to work around the lack of transparency support in scenes that have a small amount of glass by setting glass objects not to cast shadows, or by using light-linking to remove them from some of the shadow-casting lights. However, in scenes with a large amount of glass (in which you will probably be raytracing already to achieve refraction), you may want to bite the bullet and switch to raytraced shadows.

Raytraced Shadows


Raytraced shadows are shadows computed by tracing rays of light between light sources and illuminated objects. Raytraced shadows are computed one pixel at a time as you render rather than being pre-computed and stored in shadow maps. Raytraced shadows have a number of advantages over shadow maps:
  • Raytraced shadows become lighter when shining through transparent surfaces, and they can even pick up color from colored transparent surfaces, as shown in Figure 3.17.



Figure 3.17 Raytraced shadows can pick up different levels of color and opacity when shining through transparent surfaces.

  • With raytraced shadows, you don't run into many of the problems associated with shadow maps, such as needing to adjust bias to prevent artifacts or fix light leaks.
  • Raytraced shadows do not use a fixed-resolution map, so they can always be crisp and accurate in any resolution rendering.
  • Raytraced shadows support higher quality, more realistic soft shadows, when used with area lights as described below.
  • Raytraced shadows work equally well from most types of lights, with no efficiency advantage pushing you toward spotlights.

So, if raytraced shadows are so wonderful and easy to use, why didn't I write about them first? And why do most feature films still rely primarily on shadow maps? There are two simple answers:

Raytraced shadows generally take longer to render than shadow maps. For complex scenes, the difference can be huge.
Employing raytracing in your scene increases memory use, and effectively limits the complexity of the scenes you can render on your computer.
Thus, raytraced shadows may be the first choice of a beginner or someone working on simpler scenes, but currently they're less desirable for professionals working on larger, film-resolution projects or doing animation work on tight deadlines.

How Raytraced Shadows Work?


Conventional raytracing works backwards in the sense that each ray is computed starting at the camera, instead of starting at the light source as in real life. For each pixel in your image, a ray is traced out from the camera at the appropriate angle until it hits part of a surface that needs to be rendered, as shown by the white lines in Figure 3.18.


Figure 3.18 Raytracing starts with primary rays fired from the camera (white). But for ray-traced shadows, rays need to be fired from each rendered point towards the light, to see if the path is clear (yellow) or blocked and requiring a shadow (red).

For each point on a surface, the renderer needs to determine which lights will be illuminating that point. If a light uses raytraced shadows, then the renderer needs to trace a path from the surface point to the light. If any polygons are found to be blocking that path, then the light will be blocked from the points on the surface. The area where the light is blocked from points on the surface forms the raytraced shadow. The yellow rays in Figure 3.18 show rays followed to the light; red rays show rays that were blocked by geometry, indicating that the point being rendered is in shadow.

If there is more than one light casting raytraced shadows, then the process of checking through space to see whether there are any polygons blocking a ray needs to be repeated for each light with raytraced shadows. All of this needs to be repeated at least once for each pixel, and usually more than once per pixel when rendering with anti-aliasing (anti-aliasing techniques will be discussed in Chapter 9, "Shaders and Rendering Algorithms.")

The result is that raytraced shadows slow down even the fastest computers. Furthermore, the time required to raytrace the shadow is only a part of the performance hit taken by raytracing. All of the polygons in your scene that might be casting a shadow need to be stored in memory in a way that can be searched through. Instead of allowing the rendering software to focus on a small part of your scene at one time, the raytracing process requires continual access to large amounts of data, usually stored in memory in many sorted lists of polygons. The result is that raytracing a large, complex scene uses up far more memory than rendering without raytracing.
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Top Ten Tips for More Convincing Lighting and Rendering

In this post it contains a very quick reference of the book Digital Lighting & Rendering and Author Jeremy Birn shares ten tips adapted from his new book Digital Lighting & Rendering, Third Edition on creating more convincing lighting and rendering.
To help you make better 3D renderings, here are some tips for creating more engaging and believable lighting. Some of these steps are frequently forgotten or skipped by beginners, but all of them are necessary and useful techniques in crafting professionally lit scenes.

#10. Collect References


It’s not cheating to begin a lighting and rendering project by collecting reference images. Download any photographs you find on the internet showing similar scenes to what you want to create. Grab still frames from movies you rent. Studying another artist’s work in order to better inform your own is not a violation of copyright law; it’s a fair use of the material.

Look at a scene and analyze the lighting by asking yourself questions such as : Which are the brightest parts of this scene? Which are the darkest? How saturated are the colors in the bright areas or the dark areas? What directionality of light is shown by one side of objects being brighter than another? Is there any haze or atmosphere changing the tone or saturation in more distant parts of the scene?

Reference images are also great conversation starters to help you communicate with your client, director, or art director. You can start discussion reference pictures together before there are any test renderings to review, so you can hear what they like or don’t like about the images and what kinds of effects they want you to achieve in your own lighting. The earlier you start communicating about these issues, the easier it will be to create a final lighting design that they will approve.

#9. Optimize Your Models


How your models are built can have a big impact on how good your lighting looks. There are several ways that improving your modeling can help you render more believable looking scenes.

It’s a good start to your lighting to bevel everything. Corners in real-life aren’t perfectly sharp angles. The edge of your desk is probably rounded or beveled in some way. Walls don’t meet at infinitely sharp angles. Even a small bevel can catch highlights from a range of angles that would be missing if you left a corner unrealistically sharp. You can go beyond a basic bevel by extruding other shapes to run along corners or adding some other variation to the corner areas, to make them more convincing. You sometimes see a strip of caulk or glue between surfaces, or a molding or trim between the wall and the floor.

Build thicker geometry in your architecture instead of using infinitely thin surfaces. Walls of real houses have a thickness, and yours should too. Giving walls a realistic thickness, so that a wall is more like a cube than a plane, helps prevent light leaks in many situations. Also, group your walls or ceilings together with everything that is mounted on or hanging from them. It should be easy to remove the ceiling and ceiling fixtures from the shadows of lights above the ceiling, or hide a wall from primary visibility by your camera.

While it’s always a good idea to prune unneeded models out of a shot, don’t go too far by pruning out models or surfaces that could contribute to shadows, reflections, or global illumination.

8. Choose Natural Shader and Material Colors


Beginners in 3D graphics often err on the side of choosing surface colors that are too saturated or too close to pure black or pure white, and thereby they create surfaces that don’t respond realistically and consistently to light. As a rule of thumb, keep most of the red, green, and blue values on surfaces roughly between 0.2 and 0.8 (when represented on a 0 to 1 scale). This way, you leave room to use your lighting to determine most of the brightness values in the scene, instead of having some surfaces that always appear much bolder or respond to light differently from others.

Avoid using surface colors that are so saturated that any of the individual color channels (red, green, or blue) drops down to zero. If a surface color had a zero in its red channel, this would mean that it reflected zero percent of the red light illuminating it, so that if it were lit by a purely red light the object would never get any brighter no matter how bright you made the light. You can avoid this kind of unrealistic response by not making surface colors too saturated.

#7. Don’t Forget the Spill Light


A spill light is one of the lights that’s most often missing from 3D renderings. A spill light is just a light coming from roughly the same direction or position as your key, but made more soft so that it covers a broader area than the key itself. A spill light around your key can make your rendering look much more natural and believable.

If you add a sunbeam to an interior rendering, the sunbeam will look better with a soft spill around it. After you have your main sunlight set up, and you have test-rendered it to make sure you like what it illuminates and where it casts shadows, you can duplicate the sunlight and rename the copy to become a spill light. Leave the spill light aimed the same direction as the sunlight, but set it to have much softer shadows, so that it spills out beyond the edge of the sunbeam. Make the spill dimmer than the sunlight itself. In some scenes, it is useful to give the spill a richly saturated color. For example, around sunset, the sun itself might be an ordinary yellow, but the spill could be a rich red or deep orange.



Figure 1: Sunlight entering a room is shown in isolation on the left. On the right, a spill light is added around the sun.


Figure 2: Shown in context with other lights, you can see the spill light surrounding the sunbeam, adding warmth, richness, and color variety to the scene.

If a character’s key is only lighting one side of her, or if it is back-lighting her and leaving her face dark, then you can move the spill light away from the key, more towards the front of the character. This way, the spill light extends the key illumination further around her face, providing more shaping and visibility for a backlit character. Spill light doesn’t light the whole face, so you still need some fill and bounce from other angles, but it does make the facial expressions more visible.



Figure 3: On the left, the key light on a character is shown in isolation. In this example, the key is so far behind her that it provides only a little more than a kick. On the right, a spill light is added around the key, extended the key illumination onto more of her face.

#6. Divide Up Your Space


To create more engaging lighting, try to divide-up your 3D scene into different areas that each have different qualities of light.

Many 3D scenes let you look through a door or stairway so you can view more than one room, area, or floor of a building. Each area of a scene like this can have different tones, softness, or colors of light. If one room has a window that lets in daylight, and another room is lit by a lamp, then you’d expect the room lit by daylight to be brighter and have cooler, more blue-colored light, whereas the room lit by the lamp would appear less bright, but have warmer illumination. Light can flow through doors, windows, and stairways within your scene, but the walls around these openings should always cast shadows, and the lights should decay with distance so that they only light part of a room.

Even within a room, corners can receive different lighting than the middle of the room. There can also be an overall transition of color and brightness between the area around a window and the parts of the room further from the window.

There are many ways to divide up space based on distance. You can put more light near the camera, so the scene moves from a bright foreground to a dark background, you could have a dark foreground and a bright background, or you could alternate dark-light-dark. Viewers expect more distant parts of a scene to have reduced contrast and saturation due to smoke, fog, dust, or haze in the air, so you can use atmospheric perspective as a part of how you divide the scene up by distance. Whichever approach you choose, to convince your audience that they are looking into three dimensional space, there should be some difference visible between nearby objects and distant objects.

#5. Enrich Your Scene with Extra Bounce Colors


You may think that using global illumination means that you don’t need to add any extra bounce lights to your scene. Global illumination makes lighting more similar to live-action cinematography, in that each surface of your set can reflect indirect light back into your scene, providing natural bounce lighting. However, even live-action cinematographers still frequently bounce extra light onto actors and areas of the set. Choosing the right places to add extra bounce light, and choosing good colors for the extra light, can help make your renderings look more natural and engaging.

When you add bounce light to characters, tint the bounce lights to a warm tone. Adding some pink or red helps create the feeling that the skin is tinting indirect light. Especially if you aren’t rendering with subsurface scattering, or if you feel that the subsurface scattering by itself looks imperfect and could use a little help, a warm fill or bounce light can be a great way to keep your character’s skin from looking too gray and lifeless.

When you study reference images of real scenes, often the darkest areas of the scenes have the richest, most saturated colors. In computer graphics, if you aren’t careful, the shadow tones in your scenes can become unnaturally gray and de-saturated. You can find motivations for many bounce colors in a scene. For example, if a room has a red carpet, then a red bounce light could look well motivated and believable. Around plants or vegetation, a green bounce looks natural. On a clear day, blue light from the sky can bounce into many cracks and corners. Add extra bounce lights to enrich dark areas with dim but saturated colors. This not only helps you avoid the CG cliché of gray looking shadow areas, splashes of color in dark corners of your scene can also help better divide up your space into differently colored regions.

#4. Nail the Eye Lighting


Your character’s eyes are places where the audience is likely to focus a great deal of attention, and are central to how an animated character expresses herself. This means it’s worth the effort to get the character’s eyes lit perfectly, even if they are a relatively small part of your scene.

The iris doesn’t just provide color to the eyes; it also provides depth. Set deep into the eye, behind the cornea, the iris often receives a bright gleam on the opposite side of the eye from where the light enters. If the eyes are brightest on the right, with highlights on the right side, then the iris gleam (sometimes called scooping) will appear on the left, the opposite of the shading of the overall eye.


Figure 4: This cartoon character shows how the iris gleam (or scooping) appears on the opposite side of the eyes from the key light. Notice how the eye highlights are on the right side of the eyes, and the scleras are brighter on the right, but the iris gleam is on the left side of the irises.

Real iris gleam is actually a caustic pattern, caused by light that has refracted through the lens of the eye and comes out the opposite side of the lens to illuminate part of the iris. In computer graphics, one of the simplest ways to achieve iris gleam is to model the irises so that they slope inward into the eyeball, instead of bulging out into the lens.


Figure 5: This wireframe shows how the eyeballs are modeled. Shown in green, the inner surface of the eye slopes inwards in the central area that is textured to represent the iris. This catches the iris gleam on the side opposite from the key.

Generally, the pupil should remain black. You can model the pupils as holes cut through the center of the iris, showing through to an all-black surface behind the irises. Even if the pupil itself is black, the cornea (the transparent outer part of the eye)can still receive highlights and reflections, so you have to watch each shot to make sure no bright reflections or highlights land right over the pupil. Too much brightness over the pupil could make it look milky and reduce the contrast and readability of the eye, or even make the character look less clever.

Eye highlights help make a character look alive. Without highlights, a character’s eyes look unnaturally dry. Even when eye highlights are only a few pixels in size, they are often some of the most important pixels in the image. Reflections and highlights can happen anywhere on the cornea, but you generally don’t want bright highlights right along the upper or lower edge, because in that area many reflections are blocked at least partially by eyelashes and the reflection of the eyelid. Highlights stuck right in the lower edge of the eye can make a character look as if he is crying, with highlights appearing on the welled-up tears. Often the most convincing place for a highlight is along the key-side edge of the iris. To improve the odds that a highlight will land in this spot, you can model the lens shape into the cornea as a bulge in front of the iris to help it collect highlights from more angles. If your key light doesn’t provide a good enough highlight, you can always add a specular light specifically for eye highlights.

#3. Name Your Lights


To work professionally, you need to give every light in your scene a descriptive name. Clear names help you avoid getting one light confused with another. Naming becomes twice as important if you are installing lights that other people will use or edit later. If you expect other people to be able to make sense of your lighting design, or if you want other people to find the light rigs that you install useful, don’t leave the default names on any lights.

The most informative names refer to the type of light, its motivation, and what it is illuminating. For example, a light named “Spec_fromMatch_onJohnEyes” tells you that it is designed to create specular highlights, is motivated by a match, and illuminates the character John’s eyes. “Bounce_fromRedCarpet_onSet” describes light bouncing off the red carpet onto the rest of the set. Most studios have much more exacting naming conventions, to make sure that everyone follows the same set of rules and consistently creates helpful names for each light.

#2. Solo Your Lights


When you begin adjusting a light, the first step is to solo the light. This means you hide all the other lights in the scene and render the scene one light at a time. When you isolate each light, you know exactly how it contributes to the lighting and shadows in the scene, and you can accurately adjust the controls and options on the light.

You might be surprised how often you can have a light in your scene that is not actually contributing anything to the lighting. Perhaps an object around it is casting a shadow. Perhaps the light is not bright enough to see. In a scene with many lights visible the best way to avoid a chance of confusion is to solo each of your lights to test and adjust each of them one at a time.

If your scene is going to contain a row of similar lights, such as fixtures running down a hallway, it’s best to create just one light first, solo it, and adjust and test-render it until you are happy with every setting. After you are happy with the way your light looks in one fixture, then you can duplicate it into all the other fixtures.

#1. Use a Linear Workflow


A linear workflow is an approach to the entire process of preparing texture maps, choosing surface colors, lighting, rendering, and compositing that allows all software calculations to maintain a direct, uniform relationship between digital color values and actual light intensities.

Rendering software and compositing programs work internally as if they are dealing with linear data. But, in reality, the images that you give them as input (such as texture maps and background images) are not linear; they have built-in gamma correction (usually a gamma of 2.2, the common gamma used with the sRGB color standard that makes images look correct on most monitors). Without a linear workflow, rendering and compositing programs work with this data as if it were linear, and then they produce output that is not gamma corrected. If your output is not gamma corrected overall, but it displays on your monitor at a gamma of 2.2, it’s easy to mistake this output for a scene that’s just under-lit. Adding to the confusion, although your lighting is displayed at the wrong gamma, the texture maps within the scene were gamma corrected, so the textures within the scene are at the correct gamma. This can fool you into thinking that the only problem is that your lights aren’t bright enough and cause you to adjust your lights to compensate for the incorrect output. Especially in the 1990s and 2000s, a lot of people worked without a linear workflow in this way, and developed some bad habits while they attempted to compensate for the lack of a linear workflow in how they lit and composited scenes.

A Quadratic decay (also known as Inverse Square, or an exponent setting of 2) is the most realistic setting for how a light should decay with distance. With a linear workflow, Quadratic decay accurately recreates how the light from real light sources radiates out through space. However, one of the symptoms of working without a linear workflow is that Quadratic decay looks too abrupt: the area near the light source can be badly over-exposed while more distant objects barely get lit at all.

Another symptom of working without a linear workflow is that global illumination never looks completely convincing. Global illumination simulates light transfer between surfaces, and the natural quadratic decay of light between one surface and another is an essential part of what global illumination adds to your scene.

In compositing, the most natural way to combine two illumination passes is an Add operation, also called Linear Dodge in Photoshop or Merge (Plus) in Nuke. Only the Add blending mode combines lighting passes to match the output you would have gotten if you had rendered with two lights both visible at once in the same pass. However, artists trying to composite without a linear workflow find that adding together two dark-looking images jumps much too quickly towards pure white. As a work-around, some artists started using the less-realistic Screen blending mode instead of Add, when all they really needed to do was adopt a linear workflow.

The good news is that many artists and software companies have been taking linear workflows seriously in recent years. Some 3D programs, such as Cinema 4D, now work in a linear workflow by default for new scenes. Other programs, such as Maya, support a linear workflow after you adjust a few settings that are documented in the manual. Search the Web for the name of almost any graphics program followed by the words “linear workflow,” and you’ll find 3D artists talking about what settings to use and how to take advantage of this process.

To maintain a linear workflow, your software can convert material colors and texture maps into linear data, even if they were created with a built-in gamma of 2.2. Then, you can render linear data, stored with precision as half floats (half precision floating point data uses only 16 bits per channel) in an .exr (OpenEXR format) file without gamma correction. Your render view window can be color managed to show you your scenes corrected for your monitor, even though you are rendering linear data. Finally, during compositing, you can work with linear data all the way through the process until you convert to the gamma of your monitor as the very last step in the process. These steps are covered in detail in Chapter 8 of Digital Lighting & Rendering, Third Edition.


Figure 6: This split image shows how a scene looks without a linear workflow (left half) and with a linear workflow (right half). The scene is lit entirely by one area light positioned at the florescent panel. There are no changes to the light or the global illumination settings between the left and right halves of the image, the only difference is the linear workflow.

The linear workflow truly is number one in my tips list. If you’re not using it, then it is the single change to your lighting and rendering that will best help move a beginner’s work up towards a more convincing and professional level.

Jeremy Birn is the author of Peachpit’s new book Digital Lighting & Rendering, Third Edition. He has been a Lighting Technical Director at Pixar since 2002, and has lit shots in movies including Monsters University, Brave, Cars 2, Toy Story 3, Up, WALL-E, Ratatouille, Cars, and The Incredibles. He has previously done visual effects and lighting work at companies such as Tippett Studios, CBS Television, Wild Brain, and Palomar Pictures. Jeremy has taught advanced lighting and rendering at the Academy of Art University and the California Institute of the Arts, and has taught master classes for Autodesk.

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What are NURBS or Non-Uniform Rational B-Splines?


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What are NURBS?


NURBS, Non-Uniform Rational B-Splines, are mathematical representations of 3‑D geometry that can accurately describe any shape from a simple 2‑D line, circle, arc, or curve to the most complex 3‑D organic free-form surface or solid. Because of their flexibility and accuracy, NURBS models can be used in any process from illustration and animation to manufacturing.

NURBS geometry has five important qualities that make it an ideal choice for computer-aided modeling.

  • Several industry‑standard methods are used to exchange NURBS geometry. This means that customers are able to move their valuable geometric models between various modeling, rendering, animation, and engineering analysis programs. They can store geometric information in a way that will be usable for the foreseeable future.

  • NURBS have a precise and well-known definition. The mathematics and computer science of NURBS geometry is taught in most major universities. This means that specialty software vendors, engineering teams, industrial design firms, and animation houses that need to create custom software applications, can find trained programmers who are able to work with NURBS geometry.

  • NURBS can accurately represent both standard geometric objects like lines, circles, ellipses, spheres, and tori, and free‑form geometry like car bodies and human bodies.

  • The amount of information required for a NURBS representation of a piece of geometry is much smaller than the amount of information required by common faceted approximations.

  • The NURBS evaluation rule, discussed below, can be implemented on a computer in a way that is both efficient and accurate.


What is NURBS Geometry?


NURBS curves and surfaces behave in similar ways and share terminology. Since curves are easiest to describe, I will cover them in detail. A NURBS curve is defined by four things: degree, control points, knots, and an evaluation rule.

Degree


The degree is a positive whole number.

This number is usually 1, 2, 3 or 5, but can be any positive whole number. NURBS lines and polylines are usually degree 1, NURBS circles are degree 2, and most free‑form curves are degree 3 or 5. Sometimes the terms linear, quadratic, cubic, and quintic are used. Linear means degree 1, quadratic means degree 2, cubic means degree 3, and quintic means degree 5.

You may see references to the order of a NURBS curve. The order of a NURBS curve is positive whole number equal to (degree+1). Consequently, the degree is equal to (order‑1).

It is possible to increase the degree of a NURBS curve and not change its shape. Generally, it is not possible to reduce a NURBS curve’s degree without changing its shape.

Control Points


The control points are a list of at least degree+1 points.

One of easiest ways to change the shape of a NURBS curve is to move its control points.

The control points have an associated number called a weight . With a few exceptions, weights are positive numbers. When a curve’s control points all have the same weight (usually 1), the curve is called non-rational, otherwise the curve is called rational. The R in NURBS stands for rational and indicates that a NURBS curve has the possibility of being rational. In practice, most NURBS curves are non-rational. A few NURBS curves, circles and ellipses being notable examples, are always rational.

Knots


The knots are a list of (degree+N-1) numbers, where N is the number of control points. Sometimes this list of numbers is called the knot vector. In this term, the word vector does not mean 3‑D direction.

This list of knot numbers must satisfy several technical conditions. The standard way to ensure that the technical conditions are satisfied is to require the numbers to stay the same or get larger as you go down the list and to limit the number of duplicate values to no more than the degree. For example, for a degree 3 NURBS curve with 11 control points, the list of numbers 0,0,0,1,2,2,2,3,7,7,9,9,9 is a satisfactory list of knots. The list 0,0,0,1,2,2,2,2,7,7,9,9,9 is unacceptable because there are four 2s and four is larger than the degree.

The number of times a knot value is duplicated is called the knot’s multiplicity. In the preceding example of a satisfactory list of knots, the knot value 0 has multiplicity three, the knot value 1 has multiplicity one, the knot value 2 has multiplicity three, the knot value 3 has multiplicity one, the knot value 7 has multiplicity two, and the knot value 9 has multiplicity three. A knot value is said to be a full-multiplicity knot if it is duplicated degree many times. In the example, the knot values 0, 2, and 9 have full multiplicity. A knot value that appears only once is called a simple knot. In the example, the knot values 1 and 3 are simple knots.

If a list of knots starts with a full multiplicity knot, is followed by simple knots, terminates with a full multiplicity knot, and the values are equally spaced, then the knots are called uniform. For example, if a degree 3 NURBS curve with 7 control points has knots 0,0,0,1,2,3,4,4,4, then the curve has uniform knots. The knots 0,0,0,1,2,5,6,6,6 are not uniform. Knots that are not uniform are called non‑uniform. The N and U in NURBS stand for non‑uniform and indicate that the knots in a NURBS curve are permitted to be non-uniform.

Duplicate knot values in the middle of the knot list make a NURBS curve less smooth. At the extreme, a full multiplicity knot in the middle of the knot list means there is a place on the NURBS curve that can be bent into a sharp kink. For this reason, some designers like to add and remove knots and then adjust control points to make curves have smoother or kinkier shapes. Since the number of knots is equal to (N+degree‑1), where N is the number of control points, adding knots also adds control points and removing knots removes control points. Knots can be added without changing the shape of a NURBS curve. In general, removing knots will change the shape of a curve.

Knots and Control Points


A common misconception is that each knot is paired with a control point. This is true only for degree 1 NURBS (polylines). For higher degree NURBS, there are groups of 2 x degree knots that correspond to groups of (degree+1) control points. For example, suppose we have a degree 3 NURBS with 7 control points and knots 0,0,0,1,2,5,8,8,8. The first four control points are grouped with the first six knots. The second through fifth control points are grouped with the knots 0,0,1,2,5,8. The third through sixth control points are grouped with the knots 0,1,2,5,8,8. The last four control points are grouped with the last six knots.

Some modelers that use older algorithms for NURBS evaluation require two extra knot values for a total of (degree+N+1) knots. When Rhino is exporting and importing NURBS geometry, it automatically adds and removes these two superfluous knots as the situation requires.

Evaluation Rule


A curve evaluation rule is a mathematical formula that takes a number and assigns a point.

The NURBS evaluation rule is a formula that involves the degree, control points, and knots. In the formula there are some things called B-spline basis functions. The B and S in NURBS stand for “basis spline.” The number the evaluation rule starts with is called a parameter. You can think of the evaluation rule as a black box that eats a parameter and produces a point location. The degree, knots, and control points determine how the black box works.

Conclusion

Through this post I want to give a definition about your doubts about NURBS. because I used to get puzzled when It comes to NURBS. So I thought to give a proper reason and definition about NURBS. I f you have any queries and problems then please share it with me. and you can Comment Below

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