Computer Graphics IS F311 BITS Pilani Pilani | Dubai | Goa | Hyderabad Sundaresan Raman Illumina9on and Shading • To determine color for pixels so that the image looks realis9c • Model interac9on of light with objects • Many physical processes too complex for prac9cal purposes or not accurately known • Using “hacks” or empirical models that makes it work and efficient 4 Illumina9on and Shading • Two different yet closely related issues • Ligh9ng/illumina9on model – Express factors related to light, which determines a surface color at a given point • Shading model – Determine when an illumina9on model will be invoked and with which arguments. – Some shading model invokes an illumina9on model for each pixel, whereas others use interpola9on 5 Illumina9on models • Ambient light • Diffuse reflec9on (lamber9an) – Light sources aVenua9on – Colored light and surfaces • Atmospheric aVenua9on • Specular reflec9on – The Phong illumina9on model • Improving the point source model • Mul9ple light sources 6 Ambient light • • • • Simplest case is self-‐luminous objects I = Ki I = resul9ng intensity Ki is the object’s intrinsic intensity • Can compute once per object and is independent of posi9on of the point being shaded 7 Ambient light • Consider adding a light to the scene • Imagine a diffuse, non-‐direc9onal light source whose light has bounced around the scene many 9mes. We consider this to be ambient light. • Intensity = (Ambient light Intensity) * (coefficient of ambient reflec9on) 8 Ambient light • Constant color for every object independent of posi9ons, angles etc. • I = Ia Ka • I = resul9ng intensity • Ia = intensity of ambient light • Ka = ambient reflec9on coefficient, between 0 and 1 • Not very useful by itself 9 Diffuse reflec9on • Consider illumina9ng an object with a point light source • Object’s brightness varies from one point to another based on direc9on of and distance to light source 11 Diffuse reflec9on • Lamber9an reflec9on (for dull, maVe surface): These surfaces appear equally bright from all viewing angles as they reflect light with equal intensity in all direc9ons For a given surface, brightness depends only on angle q between L and N 13 Example Beam that intercepts a surface covers an area whose size is inversely propor9onal to the cosine of the angle the beam makes with N 14 Lambert’s law Lambert’s law: Amount of light reflected from a unit differen9al area dA toward the viewer is directly propor9onal to the cosine of the angle between the direc9on to the viewer and N. 15 Lamber9an reflec9on [cont] • Intensity = (Point light intensity) * (coefficient of diffuse reflec9on) * cosine (angle of light incidence) 16 Lamber9an reflec9on [cont] • Intensity = (ambient light intensity) * (coefficient of ambient reflec9on) + (point light intensity) * (coefficient of diffuse reflec9on) * cosine (angle of light incidence) 17 Light source aVenua9on • Intensity = (ambient light intensity) * (coefficient of ambient reflec9on) + [light source aVenua9on factor * (point light intensity) * (coefficient of diffuse reflec9on) * cosine (angle of light incidence)] • faV = 1 / dL2 • faV = min(1 / [a + bdL +cdL2] , 1) for prac9cal purposes 18 Light source aVenua9on 19 Colored Lights, Surfaces • Separate equa9ons for each component of the color model Atmoshperic aVenua9on – Depth cueing 21 Depth cueing 22 Specular reflec9on • Shiny surfaces exhibit o Specular reflec9on o Highlight is of the color of incident light rather than object color o Reflect light unequally in different direc9ons 23 Specular reflec9on • Shiny surfaces exhibit o Specular reflec9on o Highlight is of the color of incident light rather than object color o Reflect light unequally in different direc9ons 24 The Phong Illumina9on Model A popular illumina9on model for non-‐perfect reflectors with maximum specular reflectance at a=0 and falls off as a increases 26 The Phong Illumina9on Model Sphere illuminated with different values of Ks and n 27 Calcula9ng the reflec9on vector R = 2N (N . L) -‐ L 28 The halfway vector • Using (N.H)n instead of (R.V)n in the specular reflec9on term • H is constant when light source and viewer both at infinity 29 Improving the point light source model Warn’s model • Model direc9onality of the light • Hypothe9cal specular reflec9ng surface with specular coefficient = 1 30 Warn light source 31 Flaps and cones • Flaps restrict light’s effect to a limited area of the scene in x, y and z • Cones restrict light source’s effect by evalua9ng illumina9on model only when g < d 32 Cube and plane illuminated using Warn ligh9ng controls 33 Mul9ple light sources 34 Shading models for polygons • • • • • Constant shading Interpolated shading Polygon mesh shading Gouraud shading Phong shading 35 Shading models for polygons • Constant shading – Apply illumina9on model once for a polygon – Only if both light source and viewer at infinity (so that N.L and N.V remain constant) • Interpolated shading – Shading informa9on linearly interpolated across triangle from vertex values 36 Interpolated shading • Bilinear interpola9on – Easy for scan line algorithm – interpolate vertex colors along each edge of the polygon to get colors for start and end of scan-‐ line – Interpolated shading only approximates the evalua9on of illumina9on model at each point 37 Shading models for polygons • Polygon mesh shading – Shade each of the facet of a mesh that approximates a curved surface – Mach band effect 38 Mach Band Human visual system exaggerates the intensity change at any edge where there is a discon9nuity in magnitude or slope of intensity 39 Gouraud shading • Intensity interpola9on shading / Color interpola9on shading • Extends interpolated shading applied to each polygon • Assumes normal known for each vertex of the mesh or averages the adjacent facets normal for each vertex • Compute ligh9ng equa9on at every vertex • Interpolate colors across polygon 40 Gouraud shading 41 Gouraud shading Can be easily integrated with scan line visible surface algorithm 42 Phong shading • Normal-‐vector interpola9on shading • Interpolate normal, normalize, apply illumina9on model to that pixel • Eliminates ar9facts • BeVer shading and highlights 44 Phong shading model Gouraud Shading Phong Shading Gouraud Shading Phong Shading 46 Problems with interpolated shading • • • • • Polygonal silhoueVe Perspec9ve distor9on Orienta9on dependence Problems at shared ver9ces Unrepresenta9ve vertex normals 47 Orienta9on dependence 48 Problems at shared ver9ces 49 Unrepresenta9ve vertex normals 50 Surface Detail • Surface Detail Polygon • Texture • Bump Mapping 51 Shadows 52 Shadows • Visible surface algorithms • Mul9ple light source – Surface must be classified rela9ve to each of them • Point light source and Extended light source • Visibility from point light source – visibility from a view point 53 Shadows • We need to change illumina9on model – Need to add one more parameter Si 54 Shadows • What happens to the areas in the shadow of all point light sources ? • Early shadow algorithms [Blinn] – Throwing shadows onto a flat plane – Only works when objects don’t cast shadows on each other 55 Compu9ng shadows • • • • Scan-‐line genera9on of shadows Two-‐pass object precision shadow algorithm Shadow volume Two-‐pass Z-‐buffer shadow algorithm 56 Scan line genera9on of shadows • Brute Force – Projec9on of every polygon on every other polygon – How to improve? – Bouknight and Kelly approach 57 Two-‐pass object-‐precision shadow algorithm • Shadow determina9on before visible surface determina9on • Sectoring • Transform lit polygons into modeling coordinates and store as surface detail polygons • Perform hidden surface removal with arbitrary view point 58 Two-‐pass object-‐precision shadow algorithm 59 Shadow Volumes • • • • Defined by light source and object Only for polygons facing the light Sphere of influence Mul9ple light sources 60 Two-‐pass Z-‐buffer shadow algorithm • Two-‐pass – For light source – For observer’s view posi9on • Image precision algorithm • Calculate and store Z-‐buffer for the image • Transforma9on from observer’s view to light source’s view to check if the pixel is in shadow • Shadow Maps 61
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