Topic > Reflectivity in the architectural visualization of materials

In this article, the author will investigate reflectivity in architectural visualization. The author will focus on implementing the results in a 3D environment within Autodesk Maya. The structure of this document will consist of two main parts; a qualitative and quantitative study. The qualitative element will be created from information gathered from the literature review from journal articles and Internet sources. The second element; a quantitative study will be formed by carrying out technical tests that will be shown to the public to collect opinions and data in order to form opinions. 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 Shouldn't Be Banned"? Get an original essay. These two elements will then be compared and evaluated to draw conclusions. These conclusions will be applied to a BSc CGI 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 information to find insights and conclusions to the research questions. The author will review and analyze the current literature and previous studies that have been conducted in this field and this article will identify key findings and findings. The author will cross-reference information prior to and contemporary with areas of greatest interest. The second section of this paper will use quantitative research mechanisms to specifically test and evaluate key findings from the qualitative study. The author will then summarize the findings and conclusions, and areas for future research will be highlighted. As stated, this research will investigate the reflectivity of materials in the field of 3D CGI architectural visualization animations. Before proceeding 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, especially reflectance measured independently of the thickness of a material”. Oxford Dictionary 2017. Date? Autodesk Maya has released 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 not uniform" Autodesk Maya date? Another important term "materials" in the interior – mentions the definition. To create a realistic computer-generated image of a shiny surface it is often necessary to simulate reflections on the surface. In the 90s, ray tracing could provide accurate reflections, but it required a lot of CPU time. Back then there were some less time-consuming ways to simulate reflections using PRMan. However, none of the methods have proven to be effective and efficient in all situations. To achieve the best results, it was important to choose the most appropriate method for your application. The author will now describe a list of different methods that would be used to simulate the reflections. The first method uses a texture map and requires an additional rendering pass to create the texture map from the scene. There were less expensive methods for simulating reflections, however they had a lower degree of realism. The sky is often the main source ofreflections, in outdoor scenes. A simple shader that selects sky and ground colors based on the "up" component of the reflection vector would give an impression of reflections without the need for additional rendering passes 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 described technique would not have worked. If so, reflections could have been simulated using environmental textures. Additional rendering passes are required to create the environment texture, and the final image took longer to render. Reflections in curved surfaces can be simulated quite accurately using environmental maps, particularly if the reflected objects were not too close to the reflecting object. The environmental map technique was much more realistic than the simple "heaven and earth" reflection technique, but was much more expensive. Reflections on a Plane: Simulating reflections was particularly easy 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 that the camera is moved to an exact opposite position, on the other side of the window. Take the second photo from the new vantage point with the camera looking into the room through the window. Interestingly, when comparing the two images, one is the "mirror image" of the other, i.e. the same image with 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 reversal) by reflecting the camera through the mirror, rather than simply moving it to the other side of the mirror. Reflecting the camera. The camera used to reproduce the reflected image was simply the camera of the scene reflected through the reflection plane. An example of this, the mirror is in the 'z=-0.05' plane. 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 simply negate all the z coordinates of the camera coordinate system. If the camera was positioned at (x, y, z) before the scale operation, it will be positioned at (x, y, -z) after the scale; this is the reflection of the original position. The case of reflection in the plane 'z=-0.05' is only slightly more difficult. First, we will translate the plane 'z=0' to the location of the actual reflection plane using a 'translate' call, then we will perform the scale operation, which reflects through 'z=0', and then we will translate 'z=0' returns to its original position.'RiTranslate (0., 0, -0.5);''RiScale (1., 1., -1.);''RiTranslate (0., 0., 0.05);' Note that points lying 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 negating the x or y coordinates using a special RiScale call. If the reflection plane was not aligned with the axes of the coordinate system, it would be a little more difficult to reflect the camera through the reflection plane. Instead of just using a 'translate' call to move the plane 'z=0' (or 'x=02' or 'y=0') so that.