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Essay / Reflectivity in architectural material visualization
In this article, the author will study reflectivity in architectural visualization. The author will focus on implementing the results in a 3D environment within Autodesk Maya. The structure of this article will consist of two main parts; a qualitative and quantitative study. The qualitative element will be created using information gathered from literature review from newspapers and internet sources. The second element; a quantitative study will be carried out by creating technical tests which will be presented to the public to collect opinions and data in order to form an opinion. The research will use questionnaires, surveys and focus groups to gather evidence from the tests. Say no to plagiarism. Get a tailor-made essay on “Why Violent Video Games Should Not Be Banned”? Get an original essay These two elements will then be compared and evaluated to form conclusions. These findings will be applied to a CGI BSc architectural visualization project. The author will use qualitative and quantitative processing methods in an academic triangulation method to process the results. The author will apply the results of the article to create a 120-150 second 3D CGI animation. In this article, the author intends to research reflectivity in architectural visualization. The author will conduct a qualitative and quantitative study and triangulate the information to find insights and conclusions on the research questions. The author will review and analyze the current literature and previous studies that have been carried out in this area and this article will identify the main conclusions and findings. The author will cross-reference previous and contemporary information with areas of high interest. The second section of this article will use quantitative research mechanisms to specifically test and evaluate the main findings of the qualitative study. The author will then summarize the results and conclusions and areas for future research will be highlighted. As stated, this research will study the reflectivity of materials in the field of 3D CGI architectural visualization animations. Before we begin, it is important that the author provides definitions of the terms “reflectivity” and “materials” in CGI. Reflectivity is defined as “the property of reflecting light or radiation, particularly reflectance measured independently of the thickness of a material.” Oxford Dictionary 2017. Date? Autodesk Maya has published 2 definitions of reflectivity: one for smooth surfaces: “Light bounces off the surface of a material at an angle equal to the angle of the incoming light wave. » Maya and one for hard surfaces “Light waves bounce at many angles because the surface is uneven” Date Autodesk Maya? Another important term, “materials” – cite the definition. To create a realistic, computer-generated image of a shiny surface, it is often necessary to simulate surface reflections. In the 1990s, ray tracing could provide accurate reflections, but required a lot of CPU time. There were a few less time-consuming ways to simulate reflections using PRMan at the time. However, none of the methods were both effective and efficient in all situations. To achieve the best results, it was important that you chose the most appropriate method for your application. The author will now describe a list of different methods that would have been used to simulate the reflections. The first method uses a texture map and requires a rendering stepadditional to create the texture map from the scene. There were cheaper methods of simulating reflections, but they had a lower level of realism. The sky is often the main source of reflections in exterior scenes. A simple shader that selects sky and ground colors based on the "top" component of the reflected vector would give the impression of reflections without requiring additional rendering steps or texture files. This method worked well for curved surfaces, but may have given less realistic results for large flat surfaces. If the reflective surfaces were not flat, the technique described would not have worked. In such a case, the reflections could have been simulated using environment textures. Additional rendering steps are required to create the environment texture, and rendering the final image took longer. Reflections on curved surfaces may have been simulated quite accurately using environment maps, particularly if the reflected objects were not too close to the reflecting object. The environment map technique was much more realistic than the simple “sky and ground” reflection technique, but it was much more expensive. Reflections in a plane: Simulating reflections was particularly simple when the reflecting surface was flat (planar). Imagine pointing a camera at a mirror and taking a photo of the image reflected in the mirror. Now imagine that the mirror is replaced with a clear glass window and the camera is moved to the exact opposite position on the other side of the window. Take the second photo from the new point of view with the camera looking at the room through the window. It is notable that when you compare the two images, one is the “mirror image” of the other, that is, the same image with the left and right reversed. This thought experiment suggests a technique for simulating reflections in a mirror or other flat surfaces in a computer-generated image. In the mathematical world of computer graphics, we could exactly simulate a reflection (including left-right flipping) by reflecting the camera through the mirror, instead of just moving it to the other side of the mirror. Mirroring the camera. The camera used to render the reflected image was simply the scene camera reflected through the reflection plane. An example of this, the mirror is in the plane 'z=-0.05'. If the reflection plane was "z=0" in world space, the camera could be reflected by adding the command: "RiScale (1., 1., -1.); This scaling operation would do nothing other than cancel all z coordinates from the camera coordinate system. If the camera was positioned at (x, y, z) before the scaling operation, it will be positioned at (x, y, -z) after scaling; it is a reflection of the original position. The case of reflection in the 'z=-0.05' plane is only slightly more difficult. First, we would translate the plane "z=0" to the position of the actual reflection plane using a "translate" call, then perform the scale operation, which reflects through "z=0" 0”, then translate the “z = 0”. ' returns to its original position.'RiTranslate (0., 0, -0.5);''RiScale (1., 1., -1.);''RiTranslate (0., 0., 0.05);' Note that points that lie on the "z=-0.05" plane in world space are not affected by this sequence of transformations. There is nothing special about z in the above procedure. Reflection through an 'x=k' or ''y=k' plane (for some number k) is very similar, simply canceling out the x or y coordinates using a call.