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reality
Introduction
Special Effects
Fog
Particle Systems
Virtual Reality
Virtual reality comprises more than just displaying a scene or a
sequence of scenes on a computer screen. Stereoscopic viewing
which is necessary for real 3D effects belongs to virtual reality.
Sound effects
Stereoscopic Viewing
Fog
Fog has a similar, but not the same effect as atmospheric
attenuation.
In the case of atmospheric attenuation, light is absorbed by
dust particles in the air.
Fog does not consist of dust particles but of extremely small
drops of water that do not absorb the light, but disperse it in
all directions.
Because of this dispersion or diffuse reflection of the light, fog
tends to have an almost white colour.
Fog
As in the case of atmospheric attenuation, the visibility of
objects decreases with increasing distance in the presence of
fog.
In contrast to atmospheric attenuation, fog also causes a
white or grey background colour.
The colour of an object is blended with the colour of the fog.
Attenuation corresponds to black fog.
Fog on the scene
Fog Computation Model
Fog is based on an increasing blending function b:
Given the distance d of an object to the viewer, the colour intensity
Iobject of the object and the colour intensity Ifog of the fog, the intensity
of the object in the fog is computed in a similar way as in the case of
interpolated transparency.
Fog Types
The blending function has usually either a linear or an
exponential slope. Based on the slope there are two types of
Fogs.
Linear Fog
Exponential Fog
Fog Types
Linear Fog:
Linear fog does not reduce the sight up to the distance d = d0,
i.e., no blending with the fog takes place.
For distances larger than d = d , the fog dominates completely
1
Distance
Types of Sound
There are different categories of sound effects.
Background Sound
Point Sound
Cone Sound
The sounds are usually stored as sound files in Wave or MP3
format.
They can then be triggered by events. The volume of the
sound must be adapted depending on the distance to the
viewer, and also the distribution of sound to the channels
depends on the position of the viewer.
Sound Effects
Background Sound
A sound can be background music or background noise like wind or
rain.
Background noise does not seem to come from a source with a well-
defined position.
It is present everywhere in the scene or a part of the scene.
Background is similar to ambient light which also does not have a
specific source and location or direction.
It is simply present everywhere in the scene.
Sound Effects
Point Sound
Point Sound is the sound equivalent of a point light source.
A Point Sound has a specific location in the scene and its volume
decreases with increasing distance.
When more than one channel is available, the Point Sound can also
be distributed to the channels depending on the direction it comes
from.
Sound Effects
Cone Sound
The Cone Sound is the spotlight among the sounds.
Like a Point Sound it has a location, but it spreads only in one
direction within a cone of sound.
A pure Cone Sound is not realistic, since noise cannot be directed in
the same way as light.
A Cone Sound in connection with a Point Sound at the same
position leads to more realistic effects.
Stereoscopic viewing
Stereoscopic viewing, the ability to extract 3D information
from what the two eyes see, is based on a variety and
combination of factors.
Monocular Viewing
Seeing with one eye only, will still provide some 3D information based on
monocular factors.
Binocular Viewing
Binocular factors exploit the richer information combining the images
coming from both eyes
Stereoscopic viewing
Monocular Viewing Factors are:
The monocular factors aggregate the information coming from only one eye.
eyes for stereoscopic viewing.
The focus (accommodation):
When the eye views an object, the lens has to be adjusted by muscle
contractions in the eye so that the object is in focus. Objects in the far
background get out of focus. This provides a certain information
about distances.
Parallax of movements: