16 - Misc Rendering - Procedural, Particle, Volumetric

ucla | CS 174A | 2024-03-19 16:16


Table of Contents

Opacity

  • introduce oopacity intensity 0-1 as α
  • apply this to color channels by multiplying over

    Composition of colors

  • layered polys can be composited colors based on opacity
  • straight - factor out opacity, just get composite color
  • pre-multiplied - assuming colors given after opacity multiplied, find olor aand alpha w saame algo

Procedural/Behavioral Models

Particle Rendering

rendered as sprites, display color based on z-buffer or sprite which ever is on top render sprites (particles) always facing the front/camera

Volume Rendering

  • tesselation make “hollow” objects
  • volume rendering allows us to make “solid” objects that can be sliced and can be “entered”
  • usually nothing but ray casting (non-recursive) and parallel projection
  • discretize volumetric objects to elements called “voxels”
    • each voxel can store some properties (scalars)
    • stored a small changes in the coordinate system
    • usually naturally ordered
    • Marching Cubes (Volumetric Rendering Algo)

  • makes a poly mesh of iso-surfaces by looking at voxel coords
  • iso surfaces in voxels:
  • e.g. 2D marching squares, check if the color or other property is greater than a threshold, then determine the cases to render
    • Splatting Method

  • “splat” the front facing (bc no PS) voxels of the object and composite (FTB or BTF) and splat it onto the screen to generate the footprint of the volumetric object

    V-buffer

  • ray cast from eye through volume
  • trilinear interp for properties of non-vertex location of a voxel
  • accumulate color and opacity as ray passes through the volume
  • parallel ray cast through each pixel (in parallel), choose t as sampling rate to determine how many voxels along the ray you will sample
  • color composition is done FTB so no backface culling, just do composition above
  • determine color using composition aalgo
  • where the transfer function can be specified

    Optimization

Incremental Formulas