Lecture 6

Rendering

Univ of Oregon, Dept of Architecture, Intro to Architectural Computer Graphics
  Nancy Cheng, 204c Pacific Hall, 346-3674 nywc@darkwing.uoregon.edu
Objective
To understand how lighting and material factors can shape the quality of a rendering

Announcements
 
  • Portfolio hand-in and practical exam week 8 tutorial session
Rendering Process

Photographic analogy: Lights, Camera, Action!:
Artificial Stage sets rather than accurate portrayals

Modeling and Rendering Steps: See Lightscape's project workflow

  1. Create the Model
  2. Find Camera views
  3. Set up Lighting, test
  4. Assign Materials & background
  5. Map textures
  6. Choose Rendering Mode: Quality vs. Time
  7. Render, save to file

    Additional DESIGN steps:

  8. Revise model, lighting, materials
  9. Re-render
  10. Post-process with image processing

 Troubleshooting Renderings

  • Set Image Size
  • Adjust Rendering Quality Mode (Full Z-Buffer)
  • Thumbnail: test render with layers off
  • Step by step to learn factors, take notes on variables
  • Check reference images in Radiozity manual
  • Other solutions

Light & Vision

A. What do we see?

Light rays hitting our eyes allow us to see objects reflecting or radiating light: Brightness and color are dependent on both the light source and the reflecting material.

Shade: non-lit surface

Shadows: Projected darkness

Examples from Lachmi Khemlani's book:

B. Types of Light sources

  • Directional = parallel rays, sun settings
  • Point source = all directions
     Intensity by inverse square law
  • Spot = adjustable cone
  • Ambient = flat general background illumination (non-directional)
  • Projector lights
  • Area lights
  • Linear lights

C. Using Lighting

Materials

A. Material attributes = Surface qualities

  • Surface color (local color)
  • Reflectivity (Shininess)
  • Transparency
  • Bump

B. Texture mapping

C. Alpha Channel: greyscale or black and white stencil

D. Decals w/ backgrounds (Centered Texture)

Rendering Modes
Rendering Modes
  • wireframe
  • hidden line
  • surface render
  • shaded render
  • renderzone
  • radiosity

High-quality

Use the FormZ Imager to make batch renderings

 Assignment 6
  Rendering
  • Perspective view
  • Lighting
  • Texture map two objects