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Simulating the Physics of Pool using RenerMan
● Shaders and Texture Mapping● Spherical Texture Maps● Rotating the Balls● Lighting● Physics Equations● Functions Yet to Be Implemented
Shaders and Texture Maps
● Shaders are a part of the rendering program that calculates the appearance of visible surfaces in the scene. In RenderMan, a written procedure is used as a shader.
● There are three types of shaders:– Light Shaders– Surface Shaders– Volume Shaders
Light Shaders
● Light Source Shaders calculates the intensity and color of light sent by a light source to a point on a surface
● Basic light source shaders include:– ambient light– distant light– point light– spotlight
Light Shaders (cont’d)
● Light Shaders used in project include:– ambient light– three point light
sources
Surface Shaders
● A surface shader calculates the color of light reflecting from a point on a surface in a particular direction
● Basic Surface Shaders Include:– constant– matte– metal– plastic– texture map
Surface Shaders (cont’d)
● Surface Shaders used in project include:– felt– wood– pool ball texture
map
Spherical Texture Maps
● Applying texture maps to spheres is a special case
● When a texture is applied to a sphere, the texture will be stretched horizontally
Spherical Texture Maps (cont’d)
● The original image has the size of 2h x h.
● Then scale the image’s x-axis by half
Volume Shaders
● Volume Shaders calculates the color and intensity of light as it passes through a volume (a region of space).
● Volume Shaders include:– Fog– Jell-O
● I intend to use fog to simulate the smoky environment of a pool hall
How Shaders All Come Together
● Draw Picture
Physics Equations
● Most pool applications use the ninety degree rule to simulate the deflection of pool balls, even those that claim to simulate the actual physics of the game.
● Just because you used physics equations, does not mean you used the correct equations.
● The ninety degree rule holds true only in frictionless environments (air hockey, collisions in space, etc.)
Physics (cont’d)Friction, and Deceleration
● Most people assume the friction between a billiard ball and the table is so small, friction can be ignored.
● This is not true, friction does exist on a pool table, causing an average deceleration of 0.21 m/s2.
● Since friction does exist, the ninety degree rule does NOT hold true for pool
Physics (cont’d)Deflection
● The actual equations of deflection, in components, are:(where the subscripts o and c refer to the object ball and cue ball, respectively)
v xo V sin cos
v yo V cos2
v xc V sin cos
v yc V sin2
Physics (cont’d)Angular Velocity
● To make the billiard balls roll correctly, the angular velocity is needed.
● The equation for angular velocity is:
wvr
Functions Yet to Be Implemented
● Smoky Environment● Motion Blur● Camera Motion● Pockets, and other pool accessories.● Ball deflection off of wall● Ball Falling In Pocket (maybe...)