Geometry
Successive approximations of a surface computed using quadric error metrics.The subfield of geometry studies the representation of three-dimensional objects in a discrete digital setting. Because the appearance of an object depends largely on its exterior, boundary representations are most commonly used. Two dimensional surfaces are a good representation for most objects, though they may be non-manifold.
Animation
The subfield of animation studies descriptions for surfaces (and other phenomena) that move or deform over time. Historically, most work in this field has focused on parametric and data-driven models, but recently physical simulation has become more popular as computers have become more powerful computationally.
Rendering
Indirect diffuse scattering simulated using path tracing and irradiance caching.Rendering generates images from a model. Rendering may simulate light transport to create realistic images or it may create images that have a particular artistic style in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light passes from one place to another) and scattering (how surfaces interact with light).
Transport
Transport describes how illumination in a scene gets from one place to another. Visibility is a major component of light transport.
Scattering
Models of scattering and shading are used to describe the appearance of a surface. In graphics these problems are often studied within the context of rendering since they can substantially affect the design of rendering algorithms.
Shading can be broken down into two orthogonal issues, which are often studied independently:
1.scattering - how light interacts with the surface at a given point
2.shading - how material properties vary across the surface
Other subfield...
physically based rendering - concerned with generating images according to the laws of geometric optics
real time rendering - focuses on rendering for interactive applications, typically using specialized hardware like GPUs
non-photorealistic rendering
relighting - recent area concerned with quickly re-rendering scene.
Successive approximations of a surface computed using quadric error metrics.The subfield of geometry studies the representation of three-dimensional objects in a discrete digital setting. Because the appearance of an object depends largely on its exterior, boundary representations are most commonly used. Two dimensional surfaces are a good representation for most objects, though they may be non-manifold.
Animation
The subfield of animation studies descriptions for surfaces (and other phenomena) that move or deform over time. Historically, most work in this field has focused on parametric and data-driven models, but recently physical simulation has become more popular as computers have become more powerful computationally.
Rendering
Indirect diffuse scattering simulated using path tracing and irradiance caching.Rendering generates images from a model. Rendering may simulate light transport to create realistic images or it may create images that have a particular artistic style in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light passes from one place to another) and scattering (how surfaces interact with light).
Transport
Transport describes how illumination in a scene gets from one place to another. Visibility is a major component of light transport.
Scattering
Models of scattering and shading are used to describe the appearance of a surface. In graphics these problems are often studied within the context of rendering since they can substantially affect the design of rendering algorithms.
Shading can be broken down into two orthogonal issues, which are often studied independently:
1.scattering - how light interacts with the surface at a given point
2.shading - how material properties vary across the surface
Other subfield...
physically based rendering - concerned with generating images according to the laws of geometric optics
real time rendering - focuses on rendering for interactive applications, typically using specialized hardware like GPUs
non-photorealistic rendering
relighting - recent area concerned with quickly re-rendering scene.
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