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Shading

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Shading Shading Document Transcript

  • Shading and Lighting Why we need shading• Shade objects so their images • Suppose we build a model of a appear three-dimensional sphere using many polygons and• Light-material interactions color it with glColor. We get• Phong model something like • But we want Shading Scattering• Why does the image of a real sphere look • Light strikes A like – Some scattered – Some absorbed • Some of scattered light strikes B – Some scattered• Light-material interactions cause each – Some absorbed point to have a different color or shade• Need to consider • Some of this scattered – Light sources light strikes A – Material properties and so on – Location of viewer – Surface orientation 1
  • Rendering Equation Global Effects• The infinite scattering and absorption shadow of light can be described by the rendering equation – Cannot be solved in general – Ray tracing is a special case for perfectly reflecting surfaces multiple reflection• Rendering equation is global and translucent surface includes – Shadows – Multiple scattering from object to object Ray Tracing Scene Local vs Global Rendering • Correct shading requires a global calculation involving all objects and light sources – Incompatible with pipeline model which shades each polygon independently (local rendering) • However, in computer graphics, especially real time graphics, we are happy if things “look right” – Exist many techniques for approximating global effects 2
  • Light-Material Interaction Light Sources• Light that strikes an object is partially absorbed and partially scattered General light sources are difficult to (reflected) or refracted work with because we must integrate• The amount reflected determines the light coming from all points on the color and brightness of the object source – A surface appears red under white light because the red component of the light is reflected and the rest is absorbed• The reflected light is scattered in a manner that depends on the smoothness and orientation of the surface Simple Light Sources Surface Types• Point source • The smoother a surface, the more – Model with position and color reflected light is concentrated in the – Distant source = infinite distance away direction a perfect mirror would reflected (parallel) the light• Spotlight • A very rough surface scatters light in all directions – Restrict light from ideal point source• Ambient light – Same amount of light everywhere in scene – Can model contribution of many sources smooth surface rough surface and reflecting surfaces 3
  • Phong Model Ideal Reflector• A simple model that can be computed • Normal is determined by local rapidly orientation• Has three components – Diffuse • Angle of incidence = angle of – Specular reflection – Ambient • The three vectors must be coplanar• Uses four vectors r = 2 (l · n ) n - l – To source – To viewer – Normal – Perfect reflector Lambertian Surface• Perfectly diffuse reflector Specular Surfaces• Light scattered equally in all • Most surfaces are neither ideal diffusers directions nor perfectly specular (ideal reflectors)• Amount of light reflected is • Smooth surfaces show specular highlights due to incoming light being reflected in proportional to the vertical directions concentrated close to the component of incoming light direction of a perfect reflection – reflected light ~cos θi – cos θi = l · n if vectors normalized – There are also three coefficients, kr, kb, kg specular that show how much of each color highlight component is reflected 4
  • Modeling Specular Reflections The Shininess Coefficient • Phong proposed using a term that • Values of α between 100 and 200 dropped off as the angle between the correspond to metals viewer and the ideal reflection • Values between 5 and 10 give surface that increased look like plastic Ir ~ ks I cosαφ cosα φ φreflected shininess coefintensity incoming intensity absorption coef -90 φ 90 Ambient Light Light Sources• Ambient light is the result of multiple • In the Phong Model, we add the interactions between (large) light results from each light source sources and the objects in the • Each light source has separate environment diffuse, specular, and ambient• Amount and color depend on both terms to allow for maximum the color of the light(s) and the flexibility even though this form material properties of the object does not have a physical• Add ka Ia to diffuse and specular justification terms • Separate red, green and blue reflection coef intensity of ambient light components 5
  • Adding up the Components Material Properties For each light source and each color• Hence, 9 coefficients for each point component, the Phong model can be source written as – Idr, Idg, Idb, Isr, Isg, Isb, Iar, Iag, Iab I =kd Id l · n + ks Is (v · r )α + ka Ia For each color component• Material properties match light source properties we add contributions from – Nine absorbtion coefficients all sources • kdr, kdg, kdb, ksr, ksg, ksb, kar, kag, kab – Shininess coefficient α Modified Phong Model The Halfway Vector• The specular term in the Phong • h is normalized vector halfway model is problematic because it between l and v requires the calculation of a new h = ( l + v )/ | l + v | reflection vector and view vector for each vertex• Blinn suggested an approximation using the halfway vector that is more efficient 6
  • Using the halfway angle Example• Replace (v · r )α by (n · h )β• β is chosen to match shineness• Note that halfway angle is half of Only differences in angle between r and v if vectors are these teapots are the parameters coplanar in the modified• Resulting model is known as the Phong model modified Phong or Blinn lighting model – Specified in OpenGL standard Computation of Vectors Ray Tracing Algorithm• l and v are specified by the application • References• Can compute r from l and n – Glassner, Andrew (Ed.) (1989). An Introduction to Ray Tracing. Academic Press• Problem is determining n – Shirley, Peter and Morley Keith, R. (2001) Realistic Ray• For simple surfaces n is can be determined Tracing,2nd edition. A.K. Peters – Free ray tracing program POV-Ray at but how we determine n differs depending http://www.povray.org on underlying representation of surface – Siggraph 2005 course notes• OpenGL leaves determination of normal to • Introduction to Real-Time Ray Tracing application – Many graphics books… – Exception for GLU quadrics and Bezier surfaces 7