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IV

.. 2008

Real Flow + Maya

RealFlow+ 3ds Max - www.render.ru

( )

()
*3Delight *AIR *ART *AQSIS *Angel *Brazil R/S *BusyRay *finalRender *Fryrender
*Holomatix Renditio ( ) *Indigo Renderer *mental ray
*Kerkythea *LuxRender *Maxwell Render *Meridian *POV-Ray *Pixie *RenderDotC
*RenderMan (PhotoRealistic RenderMan, Pixars RenderMan PRMan) *Sunflow *Turtle
*V-Ray *YafRay *Octane Render *Arion Renderer

( ) .
*VrayRT *FinalRender *iray *Shaderlight *Showcase *Rendition *Brazil IR
,
*Autodesk 3ds Max (Scanline)
*Autodesk Maya (Software Hardware, Vector)
*Blender
*NewTek LightWave 3D
*Maxon Cinema 4D (Advanced Render)
*SketchUp
*Daz3D Bryce
*Luxology Modo
*e-on Software Vue
*SideFX Houdini
*Terragen, Terragen 2 + RealFlow
.. !!!!!!!!!

3d Studio Max



:

Editable mesh ()
Editable poly () ;

B- (NURBS);

;


()
.


* (Box) * (Sphere) * (Cylinder)
* (Torus) * (Teapot) * (Cone) * (Tube) * (Pyramid)
* (Plane) * (GeoSphere)

* (Hedra) *
(ChamferBox) * (OilTank) * (Spindle) *
(Gengon) * (Prism) * (Torus knot) *
(ChamferCyl) * (Capsule) *L- (L-Ext) *C (C-Ext)
- Spray (), Snow (), Blizzard (), PArray (
), PCloud ( ) , Super Sprays () Particle Flow
- ,
, reactor,
Havok.
3D Studio MAX. = 3D Studio MAX..
.: BOOKS, 2009. . 450.
. Autodesk 3ds Max 2009. 3D Studio max. = Autodesk 3ds Max
2009 Bible. 3D Studio max. .: , 2009. . 1312.

()

(Shader) ,

.

, , , ,
-.
, , ,
(, .)
. ,
, .
(vertex attributes).
GPU :
,
.. ..

:


()
+ !!!
(Vertex Shader)
,
. ,
,
, , , , .


,
,
. .

(Geometry Shader)
, ,
, . (
) ( ),
(adjacency)
.
,
.
Nvidia 8.

() (Pixel Shader)
.
,
,
, , .

.


1.

RenderMan
, Pixar;

2.

NVIDIA Gelato
( Quadro FX);

3.

GLSL (The OpenGL Shading Language) OpenGL, ANSI C.

4.

Cg C for Graphics, (int, float,


16- half).
.
(packed arrays).

5.

DirectX (DirectX ASM)-


. , ,
.

6.

DirectX (HLSL High Level Shader Language)


- , ,
.

Microsoft HLSL (High Level Shading Language)


1. .

#define C_EYE_POSITION 27
#define C_DISPLACEMENTS 30
// light direction
float3 L = normalize(float3(-0.2f, -0.8f, 0.4f));
// light intensity
float4 I_a = float4(0.3f, 0.3f, 0.3f, 1.0f);
float4 I_d = float4(0.6f, 0.6f, 0.6f, 1.0f);
float4 I_s = float4(0.8f, 0.8f, 0.8f, 1.0f);
// material specular
float4 k_s = float4(1.0f, 1.0f, 1.0f, 1.0f);
// transformations
float4x4 World : WORLD;
float4x4 View
: VIEW;
float4x4 Projection : PROJECTION;
// eye position
float3 Eye;
// textures
texture FinTex;
texture ShellTex;
static const float4 vOne = float4(1, 1, 1, 1);
VertexShader ShellVS = asm { vs.1.1
dcl_position v0
dcl_normal v3
dcl_color0 v4
dcl_texcoord v6

2. .
MS HLSL
#include "light_scattering_constants.h"
// transformations
float4x4 mWorldViewProj: WORLDVIEWPROJECTION;
float4 vCameraPos: worldcamerapos;
float4 sun_color : suncolor = {0.578f,0.578f,0.578f,0.0f};
float4 xAxis = {1.0f, 0.0f, 0.0f, 0.0f};
float4 vHalf = {0.5f, 0.5f, 0.5f, 0.0f};
float3 waterColor0 = {0.15f, 0.4f, 0.5f};
float3 waterColor1 = {0.1f, 0.15f, 0.3f};
texture tex0 : TEXTURE; // blend mask
struct VS_INPUT
{ float2
Pos
: POSITION;
float
ZPos0
: POSITION1;
float2
Norm0
: NORMAL0;
float
ZPos1
: POSITION2;
float2
Norm1
: NORMAL1;
};
struct VS_OUTPUT
{ float4 Pos : POSITION;
float3 Col : COLOR0;
float3 T0
: TEXCOORD0;
float3 T1
: TEXCOORD1; };
VS_OUTPUT VS(VS_INPUT v)
{
VS_OUTPUT Out = (VS_OUTPUT)0;

OpenGL.

, OpenGL , ,
(
OpenGL 4.0).

,
.

, .
- ,
.
(conformance tests
)
OpenGL .
,
, ,

.

OpenGL (API)
,
250 ,


.

,
,

(, , ...),

(,
, , ...),
, OpenGL

.

OpenGL API,
,
( ).
,
( ),
.


,
.


OpenGL API
- (wrappers),
.

CsGL (http://csgl.sourceforge.net)
Tao Framework (http://www.taoframework.com) -
OpenGL C#
( )

API (application programmers interface)


:
OpenVG, X11, Qt, GTK, Motiff, Tk, GDI, GDI+, Direct3D ( DirectX)
DirectDraw ( DirectX), Zune, SDL, PHIGS, VRML, JAVA3D,Glide API,
NVIDIA PhysX, ACIS, Computentional Geometry Algorithm Library (CGAL),
Visualization Toolkit, OpenMesh ..

+ CAD CAE
Autoad, Archad, NanoCAD, Adem,Ansys, LS-DYNA, MSC.Adams, Abaqus,

NEiNastran, SolidWorks, SolidEDGE, PROe, Catia, Unigraphix, FlowVision .

(, OpenGL

. )

3D-
1. Wireframe ( )

(Camera, Frustum, View Volume).

.
2. Tesselation.
(triangulation):

.
,
(vertex)
3. Transformation () :
,


4. Lighting. (shading) .
: (Gouraud shading), (Phong shading),

5.Camera-ViewPort. 3D- (
)

6. Triangle setup. ( ) :
; ; (culling)

3D-
1. HSR (Hidden Surface Removal)
, ,
. : z-; z;
2. Texture mapping.
. -
2m x 2n.

.
: MIP-mapping (
); perspective corrected texture
mapping ( ); Filtering
(LF, BLF, TLF, Anisotropic); bump mapping
( );
() 2
;

3. -blending and fogging ( , : -
)
4. Anti-aliasing ( : edge AA () full screen AA ( ~ FSAA)
: super sampling (- ); tile based ; .
5. Dithering. ( )
6. Frame buffer.
. : double buffering ~ 2-
(RAM DAC)
7. Post-processing. -: .


( )

( )

(
)
()
( )

()

()

w->0 !

(3D)

!!!!

P:
x x*
y *
y
[T ' ][ P' ] [T ' ] * [ P'*]
z z

1 1

[P][T]=[x y z 1][T]=[P*]
([P][T])T =[T]T [P]T = [T'][P']

M xx
y
Sx

[T ]
S xz

y
x
y

S
M yy
S yz
m

z
x
z
y
z

S
S
M zz
n

q
r

M h

( .. )

Mxx=-1 , |Mxx|1

Sxy
l,m,n

y=1

p,q,r
y
Sx

Mh

Y X


!!!

(shear, skew)

, !!!!

(1)

(2)

(3)

(4)

(5)

(1)

(2)

(3)

(hard shadows)

(soft shadows)


, .

( )

( )

,
,
.


L=( , , ,h)
P,

z=0, .. S.

1 0
Ms 0 1
0 0
0 0

xl
yl

zl
zl

0
0

0
0
0
1

, P
, S
z=0
:
=


= + ,



=
, =
,



z = 0
, P
,
S z=0
:
=

-

- (FOV), aspect -
( aspect=1), far near
- .
,
" ".

, shadow
caster .

cos( )
2
0
M pj

0
0

aspect * cos( )
2

sin( ) far
2
far near

sin( )
2

0
0

sin( ) * far * near


2

far near


-
,
, .

,
.
, ,

, , ..
.
,
,
.


: " " (..
2-
)
.

( )

(CAVALIER)

(CABINET)


(l cos ,l sin ,1)


arcctg (l )


arcctg (1) 45


arcctg (1 / 2) 63.435

(2)

( 45)

DirectX:

1/d . xScale yScale


.
zf - z- ( far ),
zn - z- ( near - )
:
[ x/(z*xScale) y/(z*yScale) (zf/(zf-zn))*(1-zn/z) 1 ]


zz= ,
.


1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.

. . . . -: ``, 2001. -194.


.. . .: -, 2002. 432.
. : . . -.: , 1989. -512 .
.. . . : , 2003. 560.
. OpenGL. . .: , 2002. 1088.
A. DirectX 9. 3D-:
. . - .: -, 2007. - 288 .
. OpenGL DirectX. . : , 2006. -350.
(+ CD-ROM)
.., .. : GDI+ DirectX. .: , 2005. -368. (Visual C++,.NET, CD).
.. OpenGL. ++.
.: -, 2004. -736.(GLUT, NVidia SDK, ATI SDK, CD)
.. OpenGL. .: , 2004. -303.
. Microsoft Windows.
: . .- .: .
, 2006. -1424 .

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