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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

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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
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 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 (cont’d)
  • Light Shaders used in project include:
    • ambient light
    • three point light sources
surface shaders
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 (cont’d)
  • Surface Shaders used in project include:
    • felt
    • wood
    • pool ball texture map
spherical texture maps
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
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
  • 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
physics equations
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
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
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)
physics cont d angular velocity
Physics (cont’d)Angular Velocity
  • To make the billiard balls roll correctly, the angular velocity is needed.
  • The equation for angular velocity is:
functions yet to be implemented
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...)