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
50p - Practical Modelling Project Stage 1
50p - Practical Modelling Project Stage 2


Semester Outline

For help see Blender Shortcuts and Controls

27.9. Blender Basics

Warm up and get familiar with the interface.

Please fill out Blender experience questionare.

4.10. Mesh Modelling Fundamentals

Try out mesh edit mode and editing tools.

Practical home assignment
Pick two or more furniture objects from 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.

11.10. HDR and Environment Mapping

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 Numeric Mathematics on page 104 (123 in pdf)
Practices in Blender
Download 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

18.10. Mesh smoothing and Modifiers

Understanding Blender modifiers
Subdivision surface modifier vs simple subdivision tool
Array modifier versus multiple object/mesh instances
How to model tin can easily?

25.10. Blobby objects (Metaballs)

What are blobby objects, how are they used and what are they good for

8.11. Curves and CSG

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 [1], [2], [3]

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 [4]
Applying multiple materials on a mesh
Different shader types and one shader to rule them all [5]

29.11. Textures and Texturing

Creating textures
Using downloaded image textures
Exporting UVmap and editing in external editor
Painting directly on a mesh

Apply textures as material parameters

6.12. Final Touches

More textures
Procedural textures
Normal and bump mapping
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 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.
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
Use correct modeling techniques for each model category (15p)
Simple Polygonal: extrusion, inset, loop cutting...
Curve: curves, screw modifier...
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
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"

Stage 2

Deadline on Sunday 6.1.2019 at 23:59

Assignment
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 publicly available models. All materials should be done by yourself using Principled BRDF shader and additional material textures.
Evaluation
Create custom UV mapping for 3 complex models. (15p)
Correctly set up materials (10p)
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"