From 2cd3c0b3992b92cc426da4641767dda6d2549034 Mon Sep 17 00:00:00 2001 From: TheNumbat Date: Sat, 19 Dec 2020 19:53:11 -0800 Subject: [PATCH] more doc updates --- docs/animation/generate_videos.md | 15 --------------- docs/animation/overview.md | 14 ++++++++++++-- docs/meshedit/overview.md | 2 +- docs/pathtracer/overview.md | 4 ++-- 4 files changed, 15 insertions(+), 20 deletions(-) delete mode 100644 docs/animation/generate_videos.md diff --git a/docs/animation/generate_videos.md b/docs/animation/generate_videos.md deleted file mode 100644 index afbaffd..0000000 --- a/docs/animation/generate_videos.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -layout: default -title: "Generating Videos" -permalink: /generate_videos/ ---- - -# Generating Videos - -## Converting frames to video with ffmpeg - -Once you've rendered all the frames of your video, you can combine them into a video by using: - -`ffmpeg -r 60 -f image2 -s 800x600 -i ./%4d.png -vcodec libx264 out.mp4` - -If you don't have ffmpeg installed on your system, you can get it through most package managers, or you can [download it directly](https://ffmpeg.org/download.html), or use your own video creation program. diff --git a/docs/animation/overview.md b/docs/animation/overview.md index 9b6620a..0f10b7f 100644 --- a/docs/animation/overview.md +++ b/docs/animation/overview.md @@ -15,9 +15,19 @@ There are four primary components that must be implemented to support Animation **A4.5** - [(Task 3) Linear Blend Skinning](skinning.md) +- [(Task 4) Particle Simulation]() (coming soon) +Each task is described at the linked page. + +## Converting Frames to Video + +Additionally, we will ask you to create your own animation. Once you've rendered out each frame of your animation, you can combine them into a video by using: + +`ffmpeg -r 30 -f image2 -s 640x360 -pix_fmt yuv420p -i ./%4d.png -vcodec libx264 out.mp4` + +You may want to change the default `30` and `640x360` to the frame rate and resolution you chose to render at. + +If you don't have ffmpeg installed on your system, you can get it through most package managers, or you can [download it directly](https://ffmpeg.org/download.html). Alternatively, you may use your preferred video editing tool. -Each of these components is described at the linked page. -Additionally, the assignment specification asks you to create a video of your animation. Some brief technical notes on creating videos from images are [here](generate_videos.md). diff --git a/docs/meshedit/overview.md b/docs/meshedit/overview.md index c19ebd0..e6aae4a 100644 --- a/docs/meshedit/overview.md +++ b/docs/meshedit/overview.md @@ -24,4 +24,4 @@ The following sections contain guidelines for implementing the functionality of - [Isotropic Remeshing](global/remesh) - [Simplification](global/simplify) -As always, be mindful of the [project philosophy](../philosophy). +As always, be mindful of the [project philosophy](..). diff --git a/docs/pathtracer/overview.md b/docs/pathtracer/overview.md index 8f81c80..cac72f3 100644 --- a/docs/pathtracer/overview.md +++ b/docs/pathtracer/overview.md @@ -6,7 +6,7 @@ permalink: /pathtracer/ # PathTracer Overview -PathTrace is (as the name suggests) a simple path tracer that can render pictures with global illumination effects. The first part of the assignment will focus on providing an efficient implementation of **ray-scene geometry queries**. In the second half of the assignment you will **add the ability to simulate how light bounces around the scene**, which will allow your renderer to synthesize much higher-quality images. Much like in MeshEdit, input scenes are defined in COLLADA files, so you can create your own scenes for your scenes to render using free software like [Blender](https://www.blender.org/).) +PathTracer is (as the name suggests) a simple path tracer that can render scenes with global illumination. The first part of the assignment will focus on providing an efficient implementation of **ray-scene geometry queries**. In the second half of the assignment you will **add the ability to simulate how light bounces around the scene**, which will allow your renderer to synthesize much higher-quality images. Much like in MeshEdit, input scenes are defined in COLLADA files, so you can create your own scenes to render using Scotty3D or other free software like [Blender](https://www.blender.org/). ![CBsphere](new_results/32k_large.png) @@ -21,7 +21,7 @@ Implementing the functionality of PathTracer is split in to 7 tasks, and here ar The files that you will work with for PathTracer are all under `src/student` directory. Some of the particularly important ones are outlined below. Methods that we expect you to implement are marked with "TODO (PathTracer)", which you may search for. -We have also provided you very powerful debugging tool in `src/student/debug.h` and `src/student/debug.cpp`. Please see the comments in those two files in order to use them effectively. :-) +You are also provided with some very useful debugging tool in `src/student/debug.h` and `src/student/debug.cpp`. Please read the comments in those two files to learn how to use them effectively. | File(s) | Purpose | Need to modify? | |----------|-------------------|------------------| -- GitLab