d (Exercises)
d (Exercises)
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Lecture Monday 9:50 M-XII Exercise Thursday  8:10  F1-248
+
Lecture Monday 18:10 M-VII
  
 
=== Grading ===
 
=== Grading ===
Riadok 30: Riadok 30:
 
** Fx = 0-59
 
** Fx = 0-59
  
*[https://docs.google.com/spreadsheets/d/1TKC519o6aFbJKbWSV8v7Dc8lzeSsAPiFkXT0iG3okO0/edit?usp=sharing '''VIEW RESULTS''']
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*[https://docs.google.com/spreadsheets/d/1XLfYcqPsrSps64ENB5Nohn4q6bO7KYNltIBhCH5DQKs/edit?usp=sharing '''VIEW RESULTS''']
  
 
=== Oral Examination ===
 
=== Oral Examination ===
Riadok 115: Riadok 115:
  
 
Thursday 8:10 in F1-248
 
Thursday 8:10 in F1-248
 +
 +
[https://drive.google.com/open?id=1aGF4CQpUXwsCBW8t6RUlCVGZQvreSBQdyZfCDTsT-t0 Intro slides]
  
 
The exercises will be focused on the practical approach of modeling and rendering using [https://www.blender.org/download/ Blender]. The evaluation consists of two projects covering exercised techniques.
 
The exercises will be focused on the practical approach of modeling and rendering using [https://www.blender.org/download/ Blender]. The evaluation consists of two projects covering exercised techniques.
  
<!--
+
; Evaluation
 +
: 50 pts - Practical Modelling Project Stage 1
 +
: 50 pts - Practical Modelling Project Stage 2
  
=== Evaluation ===
 
20p - Attendance ( 10x2p )
 
  
50p - 3D Modelling Project ( 2x25p )
+
== Semester Outline ==
  
30p - Presentation (compulsory)
+
=== 24.9. Blender Basics ===
 +
''Please fill out [https://drive.google.com/open?id=1GTjNkRTJBjb5i1MR62f5oDI54lEmEju_h5TfDJMKjWs Blender experience questionare].''
  
=== PROJECT 01 ===
+
Warm-up and get familiar with the interface.
'''''Deadline on Sunday 12.11.2016 at 23:59'''''
+
  
''Select and create 4 models form reference images using the techniques we’ve learned.''
+
<!---
 +
=== 4.10. Mesh Modelling Fundamentals ===
 +
Try out mesh edit mode and editing tools.
 +
; Practical home assignment
 +
: Pick two or more furniture objects from [https://www.ikea.com/sk/sk/catalog/categories/departments/living_room/series/12202/ IKEA LIATORP living room series].
 +
: Model them using techniques learned on exercise.
 +
: Send .blend file at ''adam.riecicky@fmph.uniba.sk'' until 23:59 7.10.2018 with finished objects to earn 2 bonus points.
  
; Possible models
+
=== 11.10. HDR and Environment Mapping ===
: light bulb, vine glass, tree, mug, bottle, candle holder, table, chair, corkscrew, lamp, screw, book or other after consultation.
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; Understanding colors and radiance
 +
: Representing values in HDR file format
 +
: Computing green component from input radiance (using Simpsons 1/3 rule)
 +
: You can search for Simpsons 1/3 rule in a book [https://www.researchgate.net/publication/256681458_Numericka_matematika_pre_informatika_Riesene_priklady_v_programe_MATHEMATICA Numeric Mathematics] on page 104 (123 in pdf)
 +
 +
; Practices in Blender
 +
: Download [https://www.hdri-hub.com/ HDR environment maps] from the web
 +
: Creation of elemental materials and applying environment maps   
 +
: A problem of HDR environment maps and how to fix them?
 +
: Introduction to node editor
  
; Evaluation
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=== 18.10. Mesh smoothing and Modifiers ===
: Use all of techniques (on any model): extrusion, loop cutting, curves, boolean modifier/
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; Understanding Blender modifiers
: Complexity of selected reference and realistic looks of result will be rated.
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: Subdivision surface modifier vs simple subdivision tool
: Mesh should have as lowest number of base faces as possible.
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: Array modifier versus multiple object/mesh instances
: Screenshots of modelling process are required.
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: How to model tin can easily?
  
; Submission
+
=== 25.10. Blobby objects (Metaballs) ===
: Use [https://support.microsoft.com/en-us/help/13776/windows-use-snipping-tool-to-capture-screenshots Snipping Tool] or [http://www.screenpresso.com/ Screenpresso] to capture your progress regularly (every mayor change).
+
What are blobby objects, how are they used and what are they good for
: Pack (zip/7z/rar) unmodified screenshots, reference photos and '''.blend''' file with all finished models, each on separate layer.
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: Send the archive to ''adam.riecicky@fmph.uniba.sk''.
+
  
=== PROJECT 02 ===
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=== 8.11. Curves and CSG ===
'''''Deadline on Sunday 12.12.2016 at 23:59'''''
+
; Curve modeling
 +
: What are curves and where they are used commonly
 +
: Giving thickness, swiping and screwing curves in Blender to create procedural polygonal surfaces
 +
; Constructive solid geometry
 +
: What is CSG and how it can be modeled in Blender
 +
: Boolean modifier
 +
: Examples of objects [http://pymesh.readthedocs.io/en/latest/_images/csg_tree.png], [https://www.researchgate.net/profile/Balazs_Csikos/publication/226357801/figure/fig1/AS:302314666643456@1449088841618/Figure-1-Example-of-a-CSG-tree.png], [https://www.usenix.org/legacy/event/usenix05/tech/freenix/full_papers/kirsch/kirsch_html/img/dice.png]
  
''Create a realistically rendered image of a complex scene using '''at least 2''' of your models (the others can be downloaded). Apply textures and materials to all of these models by yourself. Scene examples: beach, snowy mountain town, a room, city street, a forest, desert, etc...''
+
=== 15.11. Consultations ===
 +
Optional consultations for project stage 1
  
 +
=== 22.11. Material and Lighting Basics ===
 +
; Lighting
 +
: Type of light sources, realistic light objects
 +
: Role of normals in shading
 +
; Materials
 +
: Using node editor to set up materials
 +
: IOR parameter for transparent materials [https://pixelandpoly.com/ior.html]
 +
: Applying multiple materials on a mesh
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: Different shader types and one shader to rule them all [https://docs.blender.org/manual/en/latest/_images/render_cycles_nodes_types_shaders_principled_example-1a.jpg]
 +
 +
=== 29.11. Textures and Texturing ===
 +
; Creating textures
 +
: Using downloaded image textures
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: Exporting UVmap and editing in external editor
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: Painting directly on a mesh
 +
 +
Apply textures as material parameters
 +
 +
=== 6.12. Final Touches ===
 +
; More textures
 +
: Procedural textures
 +
: Normal and bump mapping
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: Displacement textures
 +
 +
; Scene setup
 +
: Importing downloaded models
 +
: Managing complex scenes
 +
 +
=== 13.12. Preparation for Exam ===
 +
Practicing assignments and techniques which may appear on the final term
 +
[https://docs.google.com/presentation/d/1F-nwmuqi5R66bYKcI81hmszFXMvjRLS1GCCPzMBonQs/edit?usp=sharing Slides]
 +
 +
=== 20.12. Consultations ===
 +
Optional consultations for project stage 2 or other problems
 +
 +
== Project ==
 +
 +
The project is focused on practicing techniques of modeling and rendering learned on exercises. It is split into two stages evaluated separately throughout the semester.
 +
 +
Note: Accomplishing bonus tasks grant you an additional points, but cannot get you over the maximum of 100p from exercises.
 +
 +
=== Stage 1 ===
 +
'''''Deadline on Sunday 18.11.2018 at 23:59'''''
 +
 +
; Assignment
 +
: Choose 1 object from each modeling category:
 +
:: ''Simple Polygonal'': apple, lamp, book, chair, etc.
 +
:: ''Curve'': light bulb, vine glass, candle holder, corkscrew, etc.
 +
:: ''CSG'': mug, ashtray, bowl, etc.
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:: ''Blobby'': candle, toy (teddy bear, dino, ...),  etc.
 +
: Find reference images for objects and model them using learned techniques.
 +
: Make a final render of each model.
 +
 
; Evaluation
 
; Evaluation
: Create uv coordinates and textures for at least 3 models.
+
: Use correct modeling techniques for each model category (15p)
: Use '''Blender Cycles''' renderer and use emission material instead light objects.
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:: ''Simple Polygonal'': extrusion, inset, loop cutting...
: Use at least one of each: bump map, displacement map, specular map.
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:: ''Curve'': curves, screw modifier...
: Create one representative rendered image of you scene.
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:: ''CSG'': boolean modifier, parenting, object hiding...  
 +
:: ''Blobby'': metaballs, negative influence...
 +
: Complexity of selected reference and modeled detail (10p)
 +
: Editing friendliness - not applied modifiers, low polygon count (5p)
 +
: HDR environment map with correct values for the sun (10p)
 +
: Basic material on each model and shadow receiver plane for final renders (5p)
 +
: Aesthetic of created models - proportions, realism, etc. (5p)
  
 
; Submission
 
; Submission
: Follow the rules from Project 01 assignment (do not forget to add rendered image).
+
: Before modeling create folder named "mrt_p1_[your name]" and place all files inside that folder.
 +
: Each model should be located on a separate layer
 +
: Folder should contain '''ONLY ONE''' blend file, object reference images, and HDR environment map
 +
: Pack folder to archive (zip/7z/rar) and send to ''adam.riecicky@fmph.uniba.sk'' with subject "MRT Project 1"
  
=== EXCERCISE MATERIALS ===
+
=== Stage 2 ===
==== Blender ====
+
'''''Deadline on Sunday 6.1.2019 at 23:59'''''
* Download the latest ''32-bit zip'' version of Blender from [http://www.blender.org blender.org]
+
* For help see [https://dai.fmph.uniba.sk/upload/4/47/BlenderControls.pdf Blender Shortcuts and Controls pdf]
+
==== HDR ====
+
* You can search for Simpsons 1/3 rule in a book [https://www.researchgate.net/publication/256681458_Numericka_matematika_pre_informatika_Riesene_priklady_v_programe_MATHEMATICA Numeric Mathematics] at page 104
+
==== F-rep, Blobby objects, CSG ====
+
* Examples of F-rep [http://hyperfun.org/FRep/ http://hyperfun.org/FRep/]
+
* Blobby objects and CSG examples [http://pymesh.readthedocs.io/en/latest/_images/csg_tree.png], [https://www.researchgate.net/profile/Balazs_Csikos/publication/226357801/figure/fig1/AS:302314666643456@1449088841618/Figure-1-Example-of-a-CSG-tree.png], [https://www.usenix.org/legacy/event/usenix05/tech/freenix/full_papers/kirsch/kirsch_html/img/dice.png]
+
  
<!--
+
; Assignment
=== HOME WORK ===
+
: Make a believable ''interior scene'' of a room by your imagination. You can use models created for the previous stage, create the new ones, or use any [http://tf3dm.com publicly available models]. All materials should be done by yourself using [https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf Principled BRDF shader] and additional material textures.
* Assignment of homework: [[https://dai.fmph.uniba.sk/upload/8/8b/MRT2016_DU.pdf pdf]]
+
* '''Deadline is monday lesson 7.11.2016'''
+
; Evaluation
* RGB to HSL color space conversion:
+
: Create custom UV mapping for 3 complex models. (15p)
** read more about color spaces in book (e.g. Moderní počítačová grafika)
+
: Correctly set up materials (10p)
** use [http://www.rapidtables.com/convert/color/rgb-to-hsl.htm RapidTables] website for online conversion and formulas ([http://www.niwa.nu/2013/05/math-behind-colorspace-conversions-rgb-hsl/ detailed calculation])
+
: Textures used to control at least 4 material parameters (5p)
 +
: Used at least 2 procedural textures (5p)
 +
: Used displacement map (5p)
 +
: Scene logically separated into several layers (5p)
 +
: Aesthetics and believability of two final renders (5p)
 +
: ''Bonus: Use 3 textures edited/created by yourself. (3p)''
 +
: ''Bonus: Use compositing node editor to create final touches to renders: bloom, color and contrast adjustments etc. (5p)''
  
-->
+
; Submission
 +
: Before modeling create folder named "mrt_p2_[your name]" and place all files inside that folder.
 +
: Folder should contain '''ONLY ONE''' blend file and all required resources as well as final renders.
 +
: Create a text file in a folder and white down notes - which models are yours,  which uv coordinates you createdm, which textures you edited/created, etc, to distinguist what was downloaded and what was made by yourself.
 +
: Pack folder to archive (zip/7z/rar) and send to ''adam.riecicky@fmph.uniba.sk'' with subject "MRT Project 2"
 +
--->

Verzia zo dňa a času 07:09, 25. september 2019

Modelling and Rendering Techniques (Course Materials)

Lecture Monday 18:10 M-VII

Grading

No make-up exams will be given for missed tests. All the assignments should be turn in by the designated due date. To pass this course all the course requirements must be SATISFACTORILY completed > 30% of each problem set.

What you Need to Pass

  • Attend lessons. One missed +0 points. 2 missed 0 points, 3 missed 0 points, 4 and more is Fx.
  • Project and exercise (mandatory, 50 points).
  • Solve all homework problems (mandatory each one >=30%, 20 points)
  • Pass final term (mandatory, 10 points) You will need to solve several problems discussed during lessons.
  • Pass oral/written exam: (optional, +20 points) If you feel you are better, convince me !
  • Summary
    • Attendance = 0 or -100 (Fx)
    • Homework = +20..7 or +6..0 (Fx)
    • Project = +50..0
    • Mid term = +10..0
    • Final term = +20..0
    • Oral/written exam = +20..0
  • Grades
    • A = 92-100
    • B = 84-91
    • C = 76-83
    • D = 68-75
    • E = 60-67
    • Fx = 0-59

Oral Examination

To the oral examination all the above requirements must be SATISFACTORILY completed.

Materials to read

  • Michael Henle, "A Combinatorial Introduction to Topology"
  • J. O'Rourke, "Computational Geometry in C"
  • IA. T. Fomenko and T. L. Kunii, "Topological Modeling for Visualization"

Useful links



Lesson01 "Human visual system, Illusions"

Lecture notes: pdf, Color theory: pdf

Reading(prepare 3 questions and the core idea of article): R. Ďurikovič and K. Kolchin. Physically-based model of photographic effects for night and day scenes, Journal of Three Dimensional Images, 3D Forum Society, vol. 15, No.4, pages 119-124, 2001. [pdf]

Lesson02 "Photographic Effects, HDR and Tone Mapping"

Lecture notes: pdf

Reading evaluation.

Lesson03 "Three dimensional modeling"

Lecture notes: pdf

Demo animation: R. Ďurikovič, K. Kaneda, and H. Yamashita. Dynamic contour: a texture approach and contour operations. The Visual Computer, 11(6), pages 277-289, May 1995. [pdf]

Lesson04 "Three dimensional transformations"

Lecture notes: pdf

Demo animation: R. Ďurikovič, K. Kaneda, and H. Yamashita. Imaging and modelling from serial microscopic sections for the study of anatomy. Medical & Biological Engineering & Computing, 36(5), pages 276-284, 1998. [pdf]

Lesson05 "Representation of solids"

Lecture notes: pdf

Midterm 1 + questions from the following articles.

Demo animation: Roman Ďurikovič, Silvester Czanner, Julius Parulek and Miloš Šrámek. Heterogeneous modeling of biological organs and organ growth. In book: Alexander Pasko, Valery Adzhiev, and Peter Comninos. LNCS 4889: Heterogeneous Objects Modeling and Applications. Springer Press, Berlin, 2008. [pdf]

Lesson06 "Functional representation"

Lecture notes: pdf

R. Ďurikovič. Growth simulation of digestive system using function representation and skeleton dynamics, International Journal on Shape Modeling, vol. 10, No.1, pages 31-49, World Scientific Publishing Company, Singapore, 2004.[pdf]

Lesson07 "Test (midterm) 2"

Demo animation: Roman Ďurikovič and Zuzana Kúkelová. Sketch-based modelling system with convolution and variational implicit surfaces, Journal of the Applied Mathematics, Statistics and Informatics, University of Saint Cyril and Metod Press, Trnava, Slovakia, vol. 4, No.1, pages 101-108, 2008. [pdf]

Lesson08 "Computational topology of polygonal surfaces"

Lecture notes: pdf

Demo animation: Y. Wakabayashi and R. Ďurikovič. Modeling bonsai tree using positional information, Joint Convention Record of Tohoku Chapter of the Electrical and Information Engineers, No. 2I19, Yonezawa, Japan, pages 341, 2002.[pdf]

Lesson09 "Applied computational topology"

Lecture notes: pdf

Solving problems 7P 1~7

Lesson10 "Surface classification via topological surgery"

Lecture notes: pdf

Lesson11 "Surface classification via topological surgery II"

Lecture notes: pdf

Solving problems 8P 1~4

Lesson12 "Aliasing, Antialiasing"

Lecture notes: pdf

Lesson13 "Last lecture"

Final exam!


Exercises

guide: Adam Riečický

Thursday 8:10 in F1-248

Intro slides

The exercises will be focused on the practical approach of modeling and rendering using Blender. The evaluation consists of two projects covering exercised techniques.

Evaluation
50 pts - Practical Modelling Project Stage 1
50 pts - Practical Modelling Project Stage 2


Semester Outline

24.9. Blender Basics

Please fill out Blender experience questionare.

Warm-up and get familiar with the interface.