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Simulating the Physics of Pool using RenerMan

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

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Simulating the Physics of Pool using RenerMan

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  1. 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

  2. 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

  3. 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

  4. Light Shaders (cont’d) • Light Shaders used in project include: • ambient light • three point light sources

  5. 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

  6. Surface Shaders (cont’d) • Surface Shaders used in project include: • felt • wood • pool ball texture map

  7. 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

  8. Spherical Texture Maps (cont’d) • The original image has the size of 2h x h. • Then scale the image’s x-axis by half

  9. 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

  10. How Shaders All Come Together • Draw Picture

  11. 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.)

  12. 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

  13. 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)

  14. Physics (cont’d)Angular Velocity • To make the billiard balls roll correctly, the angular velocity is needed. • The equation for angular velocity is:

  15. 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...)

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