Part 1 Creating Realism
XR Realism
3D environment: 3D Assets, Particle Effects, Lighting/Lights, Animations, Texturing/ Materials
Material Explained
make 3D models look realistic glossiness and reflection
Complex material » Layers
Classes of Materials
Bitmap texture: Old Wall Texture Procedural maps: Procedural Wood Texture
General Concepts of Light Maps
Diffuse Ambience Specular ![[cd0066a2b1a3020289607c36f3c5771.png]]
Combining Types of Materials
Diffuse Color
Diffuse – Light spread evenly across the surface. there is no black line in your photo no shadow
Specular Maps
Specular Map Specular Color Map Specular Level Map
Glossiness Map
affect the specular region of a shiny object
Luminance Map
brightness of a surface based on the map’s grayscale intensity
Opacity Map
use grayscale bitmap images to control opacity and transparency reflect
Bump Map
The different intensities of light and dark tones of the grayscale bitmap
Texture only change detail, but don’t shape the item
Refraction Map
simulates the properties of glass,water , or other transparent material
UVW Unwrap(tranditional)
flattening out 3D to 2D just like layers cover with each others
Lighting
Lighting adds the next layer of realism – allowing you to create shadows,
reflections and enhance the texturing
Lighting Theory
Light can be direct (more details )or indirect light will behave in different ways
Point Lights
simulating lamps
Spot lights
flashlights, car headlights and searchlights
Directional lights
position outside the range of the game world
Baking
Calculate all the lighting values, which turns them into textures and overlays them onto your assets
Foveated Rendering注视点渲染
uses an eye tracker integrated with a virtual reality headset to reduce the rendering workload fixed foveated rendering
Part 2 Animation for XR Engagement
let user be an active participant Persistence of vision» illusion of motion
Traditional Animation
Flipbook stop motion
Cel-animation:
Background and static objects are drawn onopaque paper. opaque paper, sheet of transparent cellophane
Keyframe
- Key-frame represents the starting or ending points (positions of all objects).
- Key-framing is the process of defining all the points which define all the major pose/position for all object in the scene.
In-betweening
linear interpolation, but not realistice results
Interpolation in 3D software
Animation Curves
Curve Editing
Kinematics and Hierarchical Kinematic Modeling
Forward Kinermatics» 3D model Inverse Kinermatics» realised
Skeletal Animation
Skin Skeleton
Rigging(skeletal) and Skinning(attaching)
- Rigging - refers to the creation of skeletal system(hierarchy of bones) that represents your 3D character.
- Skinning - refers to the process of attaching the skin to the skeletal system.
envelope mirroring
Pose-to-Pose
the link between these two positions(keyframes)
文档信息
- 本文作者:Xinyi He
- 本文链接:https://buliangzhang24.github.io/2023/11/16/eXtendedRealities-Lecture-4-3D-Realism,-Engagement-and-Animation/
- 版权声明:自由转载-非商用-非衍生-保持署名(创意共享3.0许可证)