d (Notes)
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Riadok 41: Riadok 41:
  
 
=== Useful links ===  
 
=== Useful links ===  
*https://arxiv.org/abs/cs/9909001
+
*[https://arxiv.org/abs/cs/9909001 '''Emerging Challenges in Computational Topology''']
 
+
  
 
----
 
----
Riadok 114: Riadok 113:
 
guide: [[Adam_Riecicky|Adam Riečický]]
 
guide: [[Adam_Riecicky|Adam Riečický]]
  
Thursday 8:10 in F1-248
+
Wednesdays at 8:10 in F1-248
  
 
[https://drive.google.com/open?id=1aGF4CQpUXwsCBW8t6RUlCVGZQvreSBQdyZfCDTsT-t0 Intro slides]
 
[https://drive.google.com/open?id=1aGF4CQpUXwsCBW8t6RUlCVGZQvreSBQdyZfCDTsT-t0 Intro slides]
Riadok 121: Riadok 120:
  
 
; Evaluation
 
; Evaluation
: 50 pts - Practical Modelling Project Stage 1
+
: 50 pts - Project Stage 1: Modeling
: 50 pts - Practical Modelling Project Stage 2
+
: 50 pts - Project Stage 2: Rendering
  
 
+
== Notes ==
== Semester Outline ==
+
  
 
=== 24.9. Blender Basics ===
 
=== 24.9. Blender Basics ===
''Please fill out [https://drive.google.com/open?id=1GTjNkRTJBjb5i1MR62f5oDI54lEmEju_h5TfDJMKjWs Blender experience questionare].''
+
''Please fill out [https://forms.gle/H9QKSacFy2ViHp9cA Blender experience questionare].''
  
 
Warm-up and get familiar with the interface.
 
Warm-up and get familiar with the interface.
  
<!---
+
=== 30.9. Mesh Modelling Fundamentals ===
=== 4.10. Mesh Modelling Fundamentals ===
+
Trying out mesh edit mode and editing tools.
Try out mesh edit mode and editing tools.
+
; Practical home assignment [2 bonus points]
; Practical home assignment
+
: Pick two furniture objects from [https://www.ikea.com/sk/sk/catalog/categories/departments/living_room/series/12202/ IKEA LIATORP living room series].
: 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.
 
: 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.
+
: Send ''.blend'' file with finished objects and reference images at ''adam.riecicky@fmph.uniba.sk''.
 
+
: '''Deadline: Tuesday 6.10. 23:59'''
=== 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 [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
+
 
+
=== 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) ===
+
=== 7.10. Mesh Smoothing and Modifiers ===
What are blobby objects, how are they used and what are they good for
+
: Understanding Blender modifiers. Subdivision surface modifier vs subdivision tool, mirror modifier, array modifier.
  
=== 8.11. Curves and CSG ===
+
=== 14.11. Curve Modelling ===
; Curve modeling
+
: What are curves and why should we care
: What are curves and where they are used commonly
+
 
: Giving thickness, swiping and screwing curves in Blender to create procedural polygonal surfaces
 
: 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]
 
  
=== 15.11. Consultations ===
+
=== 21.10. Metaballs (Blobby objects) and CSG ===
Optional consultations for project stage 1
+
: What are blobby objects, how are they used and what are they good for  
 +
: What is Constructive solid geometry (CSG) and how it can be modelled in Blender
 +
: Examples of CSG 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]
  
=== 22.11. Material and Lighting Basics ===
+
=== 28.10. Sculpting ===
; Lighting
+
: Using sculpting tools in Blender
 +
 
 +
=== 4.11. Material and Lighting Basics ===
 
: Type of light sources, realistic light objects
 
: Type of light sources, realistic light objects
: Role of normals in shading  
+
: Role of normal vectors in shading  
; Materials
+
 
: Using node editor to set up materials
 
: Using node editor to set up materials
 
: IOR parameter for transparent materials [https://pixelandpoly.com/ior.html]
 
: IOR parameter for transparent materials [https://pixelandpoly.com/ior.html]
: Applying multiple materials on a mesh
 
: 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 ===
+
=== 11.11. UVs and Textures ===
; Creating textures
+
: Multiple materials on a single mesh
: Using downloaded image textures
+
: Editing UVs
: Exporting UVmap and editing in external editor
+
: Creating textures - types of textures
: Painting directly on a mesh
+
 
 +
; Pages with some awesome textures for your models:
 +
: [https://www.textures.com/ Textures.com]
 +
: [https://freepbr.com/ FreePBR.com]
 +
 
 +
=== 25.11. HDR and Environment Mapping ===
 +
: Understanding colors and radiance
 +
: Environment maps
 +
: Compositing editor and editing images
 +
 
 +
; Pages with some awesome HDR environment maps for your scenes:
 +
: [https://hdrihaven.com/ HDRI Haven]
 +
 
 +
<!---
 +
 
 +
: 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)
  
Apply textures as material parameters
 
  
 
=== 6.12. Final Touches ===
 
=== 6.12. Final Touches ===
Riadok 204: Riadok 196:
 
Practicing assignments and techniques which may appear on the final term
 
Practicing assignments and techniques which may appear on the final term
 
[https://docs.google.com/presentation/d/1F-nwmuqi5R66bYKcI81hmszFXMvjRLS1GCCPzMBonQs/edit?usp=sharing Slides]
 
[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 ==
 
== 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.
+
The project is focused on practicing techniques of modelling 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.
 
Note: Accomplishing bonus tasks grant you an additional points, but cannot get you over the maximum of 100p from exercises.
  
 
=== Stage 1 ===
 
=== Stage 1 ===
'''''Deadline on Sunday 18.11.2018 at 23:59'''''
+
'''''Deadline on Sunday 15.11.2020 at 23:59'''''
 +
 
 +
Goal of this project stage is to create models for interior "room" scene.
  
 
; Assignment
 
; Assignment
: Choose 1 object from each modeling category:  
+
: Find reference images for objects and model them using learned techniques.
 +
: Create 2 objects from each modelling category:  
 
:: ''Simple Polygonal'': apple, lamp, book, chair, etc.
 
:: ''Simple Polygonal'': apple, lamp, book, chair, etc.
 
:: ''Curve'': light bulb, vine glass, candle holder, corkscrew, etc.
 
:: ''Curve'': light bulb, vine glass, candle holder, corkscrew, etc.
 +
: Create 1 object from each modelling category:
 
:: ''CSG'': mug, ashtray, bowl, etc.
 
:: ''CSG'': mug, ashtray, bowl, etc.
 
:: ''Blobby'': candle, toy (teddy bear, dino, ...),  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
 
; Evaluation
: Use correct modeling techniques for each model category (15p)
+
: Use correct modelling techniques for each model category (20p)
 
:: ''Simple Polygonal'': extrusion, inset, loop cutting...
 
:: ''Simple Polygonal'': extrusion, inset, loop cutting...
 
:: ''Curve'': curves, screw modifier...
 
:: ''Curve'': curves, screw modifier...
 
:: ''CSG'': boolean modifier, parenting, object hiding...  
 
:: ''CSG'': boolean modifier, parenting, object hiding...  
 
:: ''Blobby'': metaballs, negative influence...
 
:: ''Blobby'': metaballs, negative influence...
: Complexity of selected reference and modeled detail (10p)
+
: Complexity of selected reference and modelled detail (15p)
: Editing friendliness - not applied modifiers, low polygon count (5p)
+
: Editing friendliness - not applied modifiers, low polygon count (10p)
: 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)
 
: Aesthetic of created models - proportions, realism, etc. (5p)
  
 
; Submission
 
; Submission
: Before modeling create folder named "mrt_p1_[your name]" and place all files inside that folder.  
+
: Before modelling create folder named "mrt_p1_[your name]" and place all files inside that folder.  
: Each model should be located on a separate layer
+
: Each model should be located in a separate collection
: Folder should contain '''ONLY ONE''' blend file, object reference images, and HDR environment map
+
: Folder should contain '''ONLY ONE''' blend file and object reference images
 
: Pack folder to archive (zip/7z/rar) and send to ''adam.riecicky@fmph.uniba.sk'' with subject "MRT Project 1"  
 
: Pack folder to archive (zip/7z/rar) and send to ''adam.riecicky@fmph.uniba.sk'' with subject "MRT Project 1"  
  
 
=== Stage 2 ===
 
=== Stage 2 ===
'''''Deadline on Sunday 6.1.2019 at 23:59'''''
+
'''''Deadline on Sunday 5.1.2020 at 23:59'''''
  
 
; Assignment
 
; 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 [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.
+
: Make a believable ''interior scene'' of a room by your imagination. You should use models created for the previous project stage, and create some new ones, or use any [http://tf3dm.com publicly available models]. All materials should be designed by yourself using the node editor.
 
   
 
   
 
; Evaluation
 
; Evaluation
: Create custom UV mapping for 3 complex models. (15p)
+
: Create custom UV mapping for 3 complex models. (12p)
: Correctly set up materials (10p)
+
: Correctly set up materials for the entire scene (10p)
 +
: HDR environment map (5p)
 
: Textures used to control at least 4 material parameters (5p)
 
: Textures used to control at least 4 material parameters (5p)
 
: Used at least 2 procedural textures (5p)
 
: Used at least 2 procedural textures (5p)
 
: Used displacement map (5p)
 
: Used displacement map (5p)
: Scene logically separated into several layers (5p)
+
: Scene logically separated into collections (3p)
: Aesthetics and believability of two final renders (5p)
+
: Aesthetics and believability of final renders (5p)
: ''Bonus: Use 3 textures edited/created by yourself. (3p)''
+
: ''Bonus: Use 2 textures edited/created by yourself. (2p)''
: ''Bonus: Use compositing node editor to create final touches to renders: bloom, color and contrast adjustments etc. (5p)''
+
: ''Bonus: Use compositing node editor to create final touches to renders: bloom, color and contrast adjustments, etc. (3p)''
  
 
; Submission
 
; Submission
: Before modeling create folder named "mrt_p2_[your name]" and place all files inside that folder.  
+
: Before modeling create a 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.
 
: 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.
+
: Create a text file in a folder and write down notes - which models are yours,  which UV coordinates you created, which textures you edited/created, etc, to distinguish 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"
 
: 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 00:51, 25. november 2020

Modelling and Rendering Techniques (Course Materials)

Lecture Monday 12:20 M-IX

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

Wednesdays at 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 - Project Stage 1: Modeling
50 pts - Project Stage 2: Rendering

Notes

24.9. Blender Basics

Please fill out Blender experience questionare.

Warm-up and get familiar with the interface.

30.9. Mesh Modelling Fundamentals

Trying out mesh edit mode and editing tools.

Practical home assignment [2 bonus points]
Pick two furniture objects from IKEA LIATORP living room series.
Model them using techniques learned on exercise.
Send .blend file with finished objects and reference images at adam.riecicky@fmph.uniba.sk.
Deadline: Tuesday 6.10. 23:59

7.10. Mesh Smoothing and Modifiers

Understanding Blender modifiers. Subdivision surface modifier vs subdivision tool, mirror modifier, array modifier.

14.11. Curve Modelling

What are curves and why should we care
Giving thickness, swiping and screwing curves in Blender to create procedural polygonal surfaces

21.10. Metaballs (Blobby objects) and CSG

What are blobby objects, how are they used and what are they good for
What is Constructive solid geometry (CSG) and how it can be modelled in Blender
Examples of CSG objects [1], [2], [3]

28.10. Sculpting

Using sculpting tools in Blender

4.11. Material and Lighting Basics

Type of light sources, realistic light objects
Role of normal vectors in shading
Using node editor to set up materials
IOR parameter for transparent materials [4]

11.11. UVs and Textures

Multiple materials on a single mesh
Editing UVs
Creating textures - types of textures
Pages with some awesome textures for your models
Textures.com
FreePBR.com

25.11. HDR and Environment Mapping

Understanding colors and radiance
Environment maps
Compositing editor and editing images
Pages with some awesome HDR environment maps for your scenes
HDRI Haven


Project

The project is focused on practicing techniques of modelling 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 15.11.2020 at 23:59

Goal of this project stage is to create models for interior "room" scene.

Assignment
Find reference images for objects and model them using learned techniques.
Create 2 objects from each modelling category:
Simple Polygonal: apple, lamp, book, chair, etc.
Curve: light bulb, vine glass, candle holder, corkscrew, etc.
Create 1 object from each modelling category:
CSG: mug, ashtray, bowl, etc.
Blobby: candle, toy (teddy bear, dino, ...), etc.
Evaluation
Use correct modelling techniques for each model category (20p)
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 modelled detail (15p)
Editing friendliness - not applied modifiers, low polygon count (10p)
Aesthetic of created models - proportions, realism, etc. (5p)
Submission
Before modelling create folder named "mrt_p1_[your name]" and place all files inside that folder.
Each model should be located in a separate collection
Folder should contain ONLY ONE blend file and object reference images
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 5.1.2020 at 23:59

Assignment
Make a believable interior scene of a room by your imagination. You should use models created for the previous project stage, and create some new ones, or use any publicly available models. All materials should be designed by yourself using the node editor.
Evaluation
Create custom UV mapping for 3 complex models. (12p)
Correctly set up materials for the entire scene (10p)
HDR environment map (5p)
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 collections (3p)
Aesthetics and believability of final renders (5p)
Bonus: Use 2 textures edited/created by yourself. (2p)
Bonus: Use compositing node editor to create final touches to renders: bloom, color and contrast adjustments, etc. (3p)
Submission
Before modeling create a 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 write down notes - which models are yours, which UV coordinates you created, which textures you edited/created, etc, to distinguish 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"