Translational Motion [\mathbf{v}(t^{[1]})=\mathbf{v}(t^{[0]})+\mathbf{M}^{-1}\int_{t^{[0]}}^{t^{[1]}}\mathbf{f}(\mathbf{x},\mathbf{v},t)dt] [\mathbf{x}(t^{[1]})=\mathbf{x}(t^{[0]})+\int_{t^{[0]}}...
Rigid Body Dynamics| Intro to Physics-Based Animation
Math Background | Intro to Physics-Based Animation
Symmetric Positive Difiniteness (SPD) A is s.p.d. if and only if all of its eigenvalues are positive. In practice, eigenvalue decomposition is time-consuming. We choose diagonally dominant matrice...
Texturing Pipeline | Real-time Rendering Chapter 6.1
The Texturing Pipeline Texturing is a technique for efficiently modeling variations in a surface’s material and finish. Texturing works by modifying the values used in the shading equation. The pix...
Display Encoding | Real-time Rendering Chapter 5.6
Display Encoding When we calculate the effect of lighting, texturing, or other operations, the values used are assumed to be linear. However, to avoid a variety of visual artifacts, display buffers...
Premultiplied Alphas and Compositing | Real-time Rendering Chapter 5.5.3
Premultiplied Alphas and Compositing The over operator is also used for blending together photographs or synthetic renderings of objects. This process is called compositing. The image formed by th...
Transparency, Alpha, Compositing | Real-time Rendering Chapter 5.5
Transparency, Alpha, Compositing There are many different ways in which semitransparent objects can allow light to pass through them. For rendering algorithms, these can be roughly divided into: ...
Simulation Basics | Physically Based Modeling and Animation Chapter 2
Basics of Simulation Model and Simulation Collision Detection Determination Response Implementation Numerical Error ...
Aliasing & Antialiasing | Real-time Rendering Chapter 5.4
Aliasing & Antialiasing We will focus on what currently can be done in real time to alleviate aliasing artifacts. Sampling and Filtering Theory sampling theorem: For a signal to be sampled p...
Implement Shading Model | Real-time Rendering Chapter 5.3
Implement Shading Models In this section we will go over some key considerations for designing and writing implementations of shading and lighting equations. Frequency of Evaluation determine ...
Light Sources | Real-time Rendering Chapter 5.2
Light Sources Punctual Light: A light source that is infinitely small and emits light in all directions. Point Light / Omni Light A point light is a light source that emits light in all...