P02_.pdf Official Site of Prof. Dr. I Wayan Simri WICAKSANA, S.Si, M.Eng Gunadarma University P02

INTRODUCTION

TO

COMPUTER

GRAPHICS

Realism in Computer Graphics

Andries van Dam



TAs, John Hughes,
and Andy van Dam



Significantly updated
in 2001 and 2002 by

John Alex (former 123
TA and Pixarian, who
got his Ph.D. at MIT)



See also Chapter 14 in
the book

October 30, 2007

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INTRODUCTION

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GRAPHICS


Realism in Computer Graphics
Roadmap


We tend to mean physical realism



How much can you deliver?







what medium? (still images, movie/video special effects,
IVR, etc.)




what resources are you willing to spend? (time, money,
processing power)

How much do you want or need? Depends on:


content (movies, scientific visualization, etc)



users (experts vs. novice)

The many categories of realism:


geometry and modeling




rendering



behavior



interaction



Many techniques for achieving varying amounts of
realism within each category



Achieving realism usually requires trade-offs






realistic in some categories, not in others



concentrate on the aspects most useful to your application

When resources run short, use hacks!

Andries van Dam

October 30, 2007

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INTRODUCTION


TO

COMPUTER

Realism and Media

GRAPHICS

(1/2)

What is “realism”?
– King Kong (1933) vs. King Kong (2005)



In the early days of computer graphics, focus
was primarily directed towards producing still
images
– “realism” typically meant approaching
“photorealism.” Goal: to accurately reconstruct a

scene at a particular slice of time
– Emphasis placed on accurately modeling geometry
and light reflection properties of surfaces



With the increasing production of animated
graphics (commercials, movies, special effects,
cartoons) new standard of “realism” important:



Behavior over time:
– character animation
– natural phenomena: cloth, fur, hair, skin, smoke,
water, clouds, wind
– Newtonian physics: things that bump, collide, fall,
scatter, bend, shatter, etc.
• Some of which is now calculated on a dedicated
physics card! (eg. AGEIA PhysX)


Andries van Dam

October 30, 2007

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INTRODUCTION

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Realism and Media

GRAPHICS

(2/2)

Real-time vs. Non-real-time



“Realistic” static images and animations are rendered
in batch and viewed later. They often take hours per
frame to produce. Time is a relatively unlimited
resource



In contrast, other apps emphasize real-time output:
– graphics workstations: data visualization, 3D design
≥ 10Hz
– video games ≥60Hz
– virtual reality ≈10-60Hz; latency is most critical



Real-time requirements drastically reduce time
available for geometric complexity, behavior
simulation, rendering, etc.




Additionally, any media that involves user interaction
(e.g., all of the above) also requires real-time
interaction handling

Rendered image
Andries van Dam

Real-time interaction
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INTRODUCTION

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COMPUTER


Trade-offs

GRAPHICS

(1/5)

Cost vs. Quality


Many computer graphics media (e.g., film vs.
video vs. CRT)



Many categories of realism to consider (far
from exhaustive):
– geometry
– behavior
– rendering
– interaction



Worst-case scenario (e.g., IVR): must attend
to all of these categories within an extremely
limited time-budget



Optimal balance of techniques for achieving
“realism” highly depends on context of use:
– medium
– user
– content
– resources (especially hardware)



We will elaborate on these four points next…

Andries van Dam

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INTRODUCTION

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Trade-offs


GRAPHICS

(2/5)

Medium

– Different media --> different needs
– Consider: doctor examining x-rays:
• if examining static transparencies, resolution
and accuracy matter most
• if doctor is interactively browsing a 3D dataset
of the patient’s body online, may want to
sacrifice resolution or accuracy for faster
navigation and ability to zoom in at higher
resolution on regions of interest



User

– Expert vs. novice users
– Data visualization:
• novice may see a clip of data visualization on
the news, doesn’t care about fine detail (e.g.,
weather maps)
• expert at workstation will examine details and
stumble over artifacts and small errors
—“expertise” involves acute sensitivity to small
fluctuations in data, anomalies, patterns,
features

– in general, “what does the user care (most)
about?”

Andries van Dam

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INTRODUCTION

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COMPUTER

Trade-offs

GRAPHICS

(3/5)

Content
– movie special-effects pack as much astonishment as
possible into budget: every trick in book

– conversely, CAD model rendering typically elides detail
for clarity, and fancy effects interfere with
communication
– Scientific visualizations show artifacts and holes in
data, don’t smooth them out. Also, don’t introduce
artifacts due to geometric or rendering
approximations (e.g., contouring). Fancy effects (such
as depth-of-field or excessive specular highlights)
may interfere with communication or understanding

Andries van Dam

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INTRODUCTION

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COMPUTER

Trade-offs

GRAPHICS

(4/5)

Resources
– Intel 286 (1989)
• wireframe bounding boxes

– Microsoft Xbox360 (2006)
• Tri-core (3*3.2Ghz) system with onboard ATI
graphics hardware – capable of 1080p HDTV output –
complete with controllers for $350

– nVidia GeForce 8800GTX (2006)
• texture-mapped, environment-mapped, bumpmapped, shadow-mapped, 11 billion vertices/second,
subsurface scattering, stencil-shadowed goodness
for $600 fully loaded

– AGEIA PhysX (2005)
• Explosions, dust, cloth, smoke, fog, lifelike character
animation for an extra $150

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

Trade-offs

GRAPHICS

(5/5)

Computing to a time budget (“time-critical” algos)


A vast array of techniques have been developed
for generating “realistic” geometry, behavior,
rendering…



The “best” can often be traded for the “good” at a
much lower computational price



We call bargain-basement deals “hacks”



Some techniques use progressive refinement (or
its inverse, graceful degradation): the more time
we spend, the better output we get.
– Excellent for situations when we want the best
quality output we can get for a fixed period of time,
but we can’t overshoot our time limit (e.g., IVR
surgery!). Maintaining constant update rates is a
form of guaranteed “Quality of Service” (a networking
term).
– web image downloads
– progressive refinement for extremely large meshes
• see also slide 11 and 14…

http://www.equinox3d.com/renderer.html

Andries van Dam

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INTRODUCTION

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GRAPHICS

Digression - Definitions


Texture-Maps: map an image onto
surface geometry to create appearance of
fine surface detail. A high level of realism
may require many layers of textures.



Environment-Maps: multiple images
(textures) which record global reflection
and lighting on object. These images are
resampled during rendering to extract
view- specific information which is then
applied as texture to object.



Bump-Maps: fake surface normals by
applying height field (intensities in the
map indicate height above surface). From
height field calculate gradient across
surface and use this to perturb the
surface normal.



Normal-Maps: similar to bump-maps.
Instead of using grayscale image to
calculate the normals, pre-generate
normals from high-resolution model and
store result in the low-resolution
polygonal model.



Shadow-Maps: generate shadow texture
by capturing silhouettes of objects as
seen from the light source. Project texture
onto scene. Note: must recalculate for
moving lights.

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Geometry


(1/4)

The Hacked
– Texture mapping: excellent way to fake fine surface
detail—more often used to fake geometry than to
add pretty colors
– more complicated texture mapping strategies such
as polynomial texture maps use image-based
techniques for added realism



The Good
– Polygonization: very finely
tessellated meshings of
curved surfaces
– Polys easily converted to
subdivisional surfaces
(right). More on this later.
– linear approximation
– massively hardwareaccelerated!

Andries van Dam

October 30, 2007

Mesh decimation:

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INTRODUCTION

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GRAPHICS

Techniques—Geometry

(2/4)

The Best
• Splines
– no polygons at all!
Continuous mathematical
surface representations
(polynomials)
– 2D and 3D curved surfaces:
Non-Uniform Rational BSplines (NURBS)
– control points
– high order polynomials are
hard to work with
– used a lot in computer-aided
designs, engineering

• Implicit Surfaces
(blobbies)
– F(x,y,z) = 0
– add, subtract, blend
– relatively hard to render (need
to raytrace or convert to
polygon, both slow)
F(x,y,z) = ((x^2*(1-x^2)-y^2)^2+0.5*z^2-f*(1+b*(x^2+y^2+z^2)) = 0

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Geometry

(3/4)

The Best
• Subdivision
Surfaces
– subdivide triangles into
more triangles, moving
to a continuous limit
surface
– elegantly avoid
gapping and tearing
between features
– support creases
– allow multi-resolution
deformations (editing
of lower resolution
representation of
surface)

From Pixar’s “Geri’s Game”

Andries van Dam

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Geometry


(4/4)

The Gracefully Degraded
– Level-of-Detail(LOD): as object gets farther
away from viewer, replace it with a lowerpolygon version or lower quality texture map.
Discontinuous jumps in model detail

– Mesh decimation: save polygons

Left: 30,392 triangles
Right: 3,774 triangles

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Rendering

(1/9)

Good Hacks


Easily implemented in hardware: fast!



Use polygons



Only calculate lighting at polygon vertices, from point
lights



For non-specular (i.e., not perfectly reflective), opaque
objects, most light comes directly from the lights
(“locally”), and not “globally” from other surfaces in
the scene



Local lighting approximations







diffuse Lambertian reflection: only accounts for angle between
surface normal and vectors to the light source.



fake specular spots on shiny surfaces: Phong lighting

Global lighting approximations


introduce a constant “ambient” lighting term to fake an overall
global contribution



reflection: environment mapping



shadows: shadow mapping

Polygon interior pixels shaded by simple color
interpolation: Gouraud shading


Phong shading: evaluate some lighting functions on a per-pixel
basis, using interpolated surface normal.

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Rendering

(2/9)

Example: Doom 3


Few polygons (i.e., low geometric complexity (a.k.a.
scene complexity))



Purely local lighting calculations



Details created by texturing everything with
precomputed texture maps





surface detail



smoke, contrails, damage and debris



even the lighting and shadows are done with textures



“sprites” used for flashes and explosions

Bump mapping in hardware

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Rendering

(3/9)

The Best


Global illumination: find out where all the light entering
a scene comes from, where and how much it is
absorbed, reflected or refracted, and all the places it
eventually winds up



We cover Ray-tracing (specular) and Radiosity (diffuse),
neither is physically accurate.



IBR. Not geometry-based, explained later under ImageBased Rendering.



Early method: Ray-tracing. Avoid forward tracing
infinitely many light rays from light sources to eye.
Work backwards to do viewer/pixel-centric rendering:
shoot viewing rays from viewer’s eyepoint through each
pixel into scene, and see what objects they hit. Return
color of object struck first. If object is transparent or
reflective, recursively cast ray back into scene and add
in reflected/refracted color
Nong Li, 2006


Turner Whitted, 1980



moderately expensive to solve



“embarrassingly parallel”—can
use parallel computer or
networked workstations



models simple lighting equation (e.g., ambient, diffuse
and specular) for direct illumination but only perfectly
specular reflection for indirect (global) illumination

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Rendering

(4/9)

The Best: Ray Tracing (cont.)


Ray-tracing good for: shiny, reflective, transparent
surfaces such as metal, glass, linoleum. Can
produce:


sharp shadows



a caustic: “the envelope of light rays reflected or
refracted by a curved surface or object, or the
projection of that envelope of rays on another surface,
e.g., the patches of bright light overlaying the shadow
of the glass” (Wikipedia)



Can do volumetric effects, caustics with extensions
such as “photon maps”



Can look “computerish” if too many such effects are
in one scene (relatively rare in daily life)

Andries van Dam

October 30, 2007

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INTRODUCTION

TO

COMPUTER

GRAPHICS

Techniques—Rendering

(5/9)

The Best: Radiosity (Energy Transport) - Diffuse


Scene-centric rendering. Break scene up into small
surface patches and calculate how much light from
each patch contributes to every other patch. Circular
problem: some of patch A contributes to patch B,
which contributes some back to A, which contributes
back to B, etc. Very expensive to solve—iteratively
solve system of simultaneous equations
– viewer-independent—batch preprocessing step
followed by real-time, view-dependent display

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Rendering

(6/9)

The Best: Radiosity (cont.)


Good for: indirect (soft) lighting, color bleeding,
soft shadows, indoor scenes with matte surfaces.
As we live most of our lives inside buildings with
indirect lighting and matte surfaces, this technique
looks remarkably convincing



Even better results can be obtained by combining
radiosity with ray-tracing
– Various methods for doing this. Looks great!
Really expensive!

www.povray.com

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Rendering

(7/9)

The Gracefully Degraded Best


Selectively ray-trace. Usually only a few
shiny/transparent objects in a given ray-traced
scene. Can perform local lighting equations on
matte objects, and only ray-trace the pixels that fall
precisely upon the shiny/transparent objects



Calculate radiosity at vertices of the scene once,
and then use this data as the vertex colors for
Gouraud shading (only works for diffuse colors in
static scenes)

raytrace

http://www.okino.com/conv/imp_jt.htm

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Rendering

(8/9)

The Real Best: Sampling Realistically


The Kajiya rendering equation (covered in CS224 by Spike)
describes this in exacting detail
– very expensive to compute!



Previous techniques were different approximations to the
full rendering equation



Photon mapping provides pretty good approximation to
the equation.



Led to the development of path-tracing: point sampling
the full rendering equation



Eric Veach’s Metropolis Light Transport is a faster way of
sampling the full rendering equation (converge to accurate
result of the rendering equation)



New research in combining MLT and photon mapping

Rendered using MLT, all light comes from the other room
Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Rendering

(9/9)

Side Note—Procedural Shading


Complicated lighting effects can be obtained
through use of procedural shading languages
– provides nearly infinite lighting possibilities
– global illumination can be faked with low
computational overhead
– usually requires skilled artist to achieve decent
images



Pixar’s Renderman



Procedural shading is now in hardware
– Any card you can buy today has programmable
vertex and pixel shaders
• Cg (nVidia)
• GLSL (OpenGL)
• HLSL (Microsoft)

Andries van Dam

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INTRODUCTION

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GRAPHICS

Procedural Shading
• A number of advanced
rendering techniques are
shaders implemented on the
GPU in real-time







High Dynamic Range Rendering
Subsurface Scattering
Volumetric Light Shafts
Volumetric Soft Shadows
Parallax Occlusion Mapping
and many more!

• You will implement some
simple shaders later in the
semester
Andries van Dam

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GRAPHICS

High Dynamic Range Rendering


Lighting calculations can exceed 0.0 to 1.0 limit
– allows more accurate reflection and refraction
calculations
• sun might have a value of 6,000 instead of 1.0
– clamped to 1.0 at render time
– unless using HDR monitor: BrightSide

– requires more resources:
• 16 or 32 bit values instead of 8-bit for RGB
With HDRR

Andries van Dam

Without HDRR

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GRAPHICS

Subsurface Scattering
• Advanced technique for rendering
translucent materials (skin, wax, milk, etc)
– light enters material, bounces around,
some exits with new properties
– hold your hand up to a light, you’ll
notice a “reddish” glow

http://graphics.ucsd.edu/~henrik/

No SSS

Real-time
versions!

Whole

Skim
www.nvidia.com
http://graphics.ucsd.edu/~henrik/

Andries van Dam

October 30, 2007

http://www.crytek.com/

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“Godrays”
• Volumetric light shafts are
produced by interactions
between sunlight and the
atmosphere
– Can be faked on GPU as
translucent volumes

Cry-tek Game Engine: http://www.crytek.com/technology.html

Andries van Dam

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GRAPHICS

Volumetric Soft Shadows
• Volume is computed from
perspective of light source
– objects that fall within volume
are occluded

Cry-tek Game Engine: http://www.crytek.com/technology.html

Andries van Dam

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GRAPHICS

Parallax Occlusion Mapping
• Provides sense of depth on
surfaces with relief
– brick wall, stone walkway

Andries van Dam

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GRAPHICS

Image-Based Rendering

(1/2)

A Different Approach:


Image-based rendering (IBR) is only a few years old.
Instead of spending time and money modeling every
object in a complex scene, take photos of it. You’ll
capture both perfectly accurate geometry and lighting
with very little overhead



Analogous to image compositing in 3-D



Dilemma: how to generate views other than the one
photo you took. Various answers.



Part of new area of Computational Photography

The Hacked


QuickTimeVR
– Stitch together multiple photos
taken from the same location at
different orientations. Produces
cylindrical or spherical map which
allows generation of arbitrarily
oriented views from that one
position.
– generating multiple views:
discontinuously jump from one
precomputed viewpoint to the
next. In other words, can’t
reconstruct missing (obscured)
information

Andries van Dam

October 30, 2007

Brown

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INTRODUCTION

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COMPUTER

GRAPHICS

Image-Based Rendering

(2/2)

The Best


Plenoptic modeling: using multiple overlapping
photos, calculate depth information from image
disparities. Combination of depth info and
surface color allows on-the-fly reconstruction of
“best guess” intermediary views between the
original photo-positions
http://www.cs.unc.edu/~ibr/pubs/mcmillan-plen



Lightfield rendering: sample the path and color
of many light rays within a volume (extremely
time-consuming pre-processing step!). Then
interpolate these sampled rays to place the
camera plane anywhere within the volume and
quickly generate a view.
– Treats images as 2d slices of a 5d function –
position (xyz) and direction (theta, phi on sphere)
– Drawbacks: have to resample for any new
geometry.

Andries van Dam

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Temporal Aliasing

GRAPHICS

(1/3)

Stills vs. Animation


At first, computer graphics researchers thought,
“If we know how to make one still frame, then
we can make an animation by stringing together
a sequence of stills”



They were wrong. Long, slow process to learn
what makes animations look acceptable



Problem: reappearance of spatial aliasing



Individual stills may contain aliasing artifacts
that aren’t immediately apparent or irritating


impulse may be to ignore them



Sequential stills may differ only slightly in
camera or object position. However, these slight
changes are often enough to displace aliasing
artifacts by a distance of a pixel or two between
frames



Moving or flashing pixel artifacts are alarmingly
noticeable in animations. Called the “crawlies”.
Edges and lines may ripple, but texture-mapped
regions will scintillate like a tin-foil blizzard



How to fix crawlies: use traditional filtering to
get rid of spatial artifacts in individual stills

Andries van Dam

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INTRODUCTION

TO

COMPUTER

Temporal Aliasing

GRAPHICS

(2/3)

• Moiré patterns change at
different viewpoints
– in animation, produces a
completely new artifact as a
result of aliases

Moiré
pattern

aliased

antialiased

• Can we anti-alias across
frames?
Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Temporal Aliasing

(3/3)

Motion Blur


Another unforeseen problem in animation:
temporal aliasing



Much like spatial aliasing problem, only over time
– if we sample a continuous function (in this case,
motion) in too few steps, we lose continuity of
signal



Quickly moving objects seem to “jump” around if
sampled too infrequently



Solution: motion blur. Turns out cameras capture
images over a relatively short interval of time
(function of shutter speed). For slow moving
objects, the shutter interval is sufficiently fast to
“freeze” the motion, but for quickly moving objects,
the interval is long enough to “smear” object across
film. This is, in effect, filtering the image over time
instead of space



Motion blur a very important
the eye for maintaining
continuous motion



We can simulate motion blur
rendering by taking
average of series of
time
increments

Andries van Dam

October 30, 2007

cue to
illusion of
in
weighted
samples over small

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GRAPHICS

Techniques—Behavior

(1/4)

Modeling the way the world moves


Cannot underestimate the importance of
behavioral realism
– we are very distracted by unrealistic behavior even
if the rendering is realistic
– good behavior is very convincing even when the
rendering is unrealistic (e.g., motion capture data
animating a stick figure still looks very “real”)
– most sensitive to human behavior – easier to get
away with faking ants, toys, monsters, fish etc.



Hand-made keyframe animations
– professional animators often develop an intuition
for the behavior of physical forces that computers
spend hours calculating
– “cartoon physics” sometimes more convincing or
more appealing than exact, physically-based,
computer calculated renderings
– vocabulary of cartoon effects:
anticipation, squash,
stretch, follow-through, etc.

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Behavior

(2/4)

The Best



Motion-capture
– sample positions and orientations of motiontrackers over time.
• Trackers usually attached to joints of human beings
performing complex actions.
• Once captured, motion extremely cheap to play
back: no more storage required than a keyframe
animation.
• Irony: one of cheapest methods, but provides
excellent results

– usually better than keyframe animations and
useful for a variety of characters with similar joint
structure (e.g., Brown → Chad Jenkins, Michael
Black)
– “motion synthesis”: a recent hot topic – how to
make new animations out of the motion capture
data that you have.
Andries van Dam

October 30, 2007

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GRAPHICS

Techniques—Behavior

(3/4)

The Best (cont.)


Physics simulations (kinematics for rigid-body
motion, dynamics for F = ma)
– Hugely complex modeling problem
– expensive, using space-time constraints,
inverse kinematics, Euler and Runge-Kutta
integration of forces, N2-body problems. These
can take a long time to solve
– looks fairly convincing…but not quite real (yet)

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Techniques—Behavior

(4/4)

The Gracefully Degraded


Break laws of physics (hopefully
imperceptibly)
– Simplify numerical simulation: consider fewer
forces, use bounding boxes instead of precise
collision detection, etc.
– Decrease number of time steps used for Euler
integration

Bounding Box
Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Real-time Interaction

(1/6)

Frame Rate (CRT)






Video refresh rate is independent of scene update
rate (frame rate), should be >=60Hz to avoid
flicker


refresh rate is the number of times per second that a
CRT scans across the entire display surface



includes the vertical retrace time, during which the
beam is on its way back up (and is off)



must swap buffers while gun is on its way back up.
Otherwise, get “tearing” when parts of two different
frames show on the screen at the same time



to be constant, frame rate must then be the output
refresh rate divided by some integer (at 60Hz output
refresh rate, can only maintain 60, 30, 20, 15, etc.
frames per second constantly)



refresh rate not an issue with LCD screens: continuous
light stream, no refresh occurs

Frame rate equals number of distinct images
(frames) per second
Good: frame rate is as close to refresh rate as
possible
Best: frame rate is close to constant


humans perceive changes in frame rate (jerkiness)



fundamental precept of “real-time:” guarantee exactly
how long each frame will take



polygonal scan conversion: close to constant, but not
boundable, time



raytracing: boundable time, but image quality varies
wildly

Andries van Dam

October 30, 2007

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INTRODUCTION

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COMPUTER

GRAPHICS

Real-time Interaction

(2/6)

Frame Rate (cont.)


Insufficient update rates can cause temporal
aliasing—the breakup of continuity over time –
jerky motion



Temporal aliasing not only ruins behavioral realism
but destroys the illusion of immersion in IVR.



How much temporal aliasing is ‘bad’?


in a CAD-CAM program, a 10 frame-per-second
update rate may be acceptable because the scene is
relatively static, usually only the camera is moving



in video games and simulations involving many
quickly moving bodies, a higher update rate is
imperative: most games aim for 60 fps but 30 is often
acceptable.



motion blur is expensive in real-time graphics
because it requires calculation of state and complete
update at many points in time

Without motion blur
Andries van Dam

October 30, 2007

With motion blur
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Real-time Interaction

(3/6)

Frame Rate and latency


Frame time is the period over which a frame is
displayed (reciprocal of frame rate)



Problem with low frame rates is usually
“latency,” not smoothness



Latency (also known as “lag”) in a real-time
simulation is the time between an input
(provided by the user) and its result
– best: latency should be kept below 10ms or
there is noticeable lag between input and result
– noticeable lag affects interaction and task
performance, especially for an interactive “loop”
– large lag causes potentially disastrous results; a
particularly nasty instance is IVR-induced
“cyber sickness” which causes fatigue,
headaches and even nausea
– lag for proper task performance on non-IVR
systems should be less than 100ms

Andries van Dam

October 30, 2007

Realism 41/48

INTRODUCTION

TO

COMPUTER

GRAPHICS

Real-time Interaction

(4/6)

Frame Rate and Latency (cont.)


Imagine a user that is constantly feeding inputs to
the computer



Constant inputs are distributed uniformly
throughout the frame time, collect and process one
(aggregate) input per frame



Average time between input and next frame is ½ of
frame time



Average latency = ½ frame time







at 30Hz, average latency is 17ms>10ms



at 60Hz, average latency is 8.3ms

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