Shading CS 465 Lecture 4 © 2004 Steve Marschner • 1.

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Presentation transcript:

Shading CS 465 Lecture 4 © 2004 Steve Marschner • 1

Visual cues to 3D geometry size (perspective) occlusion shading © 2004 Steve Marschner • 2

Shading Variation in observed color across an object strongly affected by lighting present even for homogeneous material caused by how a material reflects light depends on geometry lighting material therefore gives cues to all 3 [Philip Greenspun] © 2004 Steve Marschner • 3

Recognizing materials Human visual system is quite good at understanding shading [Dror, Adelson, & Willsky] © 2004 Steve Marschner • 4

Shading for Computer Graphics Need to compute an image of particular geometry under particular illumination from a particular viewpoint Basic question: how much light reflects from an object toward the viewer? © 2004 Steve Marschner • 5

metal dielectric Simple materials © 2004 Steve Marschner • 6 Materials - physics -> conductors and insulators (mirrors and glass) - complex interface -> glossy behavior - complex subsurface -> diffuse © 2004 Steve Marschner • 6

Adding microgeometry © 2004 Steve Marschner • 7

Classic reflection behavior ideal specular (Fresnel) rough specular Lambertian © 2004 Steve Marschner • 8

Basics of local lighting Diffuse reflection light goes everywhere colored by object color Specular reflection happens only near mirror configurations needs to be spread out some for point lights usually white (except colored metals: e.g. copper, gold) Ambient reflection don’t worry about where light comes from just add a constant amount of light to account for other sources of illumination © 2004 Steve Marschner • 9

Shading: diffuse reflection Assume light reflects equally in all directions therefore surface looks same color from all views: “view independent” Illumination on an oblique surface is less than on a normal one generally: illumination falls off as cos q © 2004 Steve Marschner • 10

Diffuse reflection Light is scattered uniformly in all directions the surface color is the same for all viewing directions Lambert’s cosine law Top face of cube receives a certain amount of light Top face of 60º rotated cube intercepts half the light In general, light per unit area is proportional to cos q = L . N © 2004 Steve Marschner • 11

Lambertian shading Shading independent of view direction illumination from source diffuse coefficient diffusely reflected light © 2004 Steve Marschner • 12

Lambertian shading Produces matte appearance [Foley et al.] © 2004 Steve Marschner • 13

Diffuse shading © 2004 Steve Marschner • 14

Specular shading (Phong model) Intensity depends on view direction bright near mirror configuration © 2004 Steve Marschner • 15

Specular shading (Phong model) Intensity depends on view direction bright near mirror configuration © 2004 Steve Marschner • 16

Specular shading (Phong model) Intensity depends on view direction bright near mirror configuration specularly reflected light specular coefficient © 2004 Steve Marschner • 17

Phong model—plots Increasing n narrows the lobe [Foley et al.] © 2004 Steve Marschner • 18

Phong variant: Blinn-Phong Rather than computing reflection directly, just compare to normal bisection property © 2004 Steve Marschner • 19

Specular shading Phong and Blinn-Phong [Foley et al.] © 2004 Steve Marschner • 20

Diffuse + Phong shading © 2004 Steve Marschner • 21

reflected ambient light Ambient shading Shading does not depend on anything add constant color to account for disregarded illumination and fill in black shadows ambient coefficient reflected ambient light © 2004 Steve Marschner • 22

Putting it together Usually include ambient, diffuse, Phong in one model The final result is the sum over many lights © 2004 Steve Marschner • 23

Mirror reflection Consider perfectly shiny surface there isn’t a highlight instead there’s a reflection of other objects Can render this using recursive ray tracing to find out mirror reflection color, ask what color is seen from surface point in reflection direction already computing reflection direction for Phong… “Glazed” surface has mirror reflection and diffuse where Lm is evaluated by tracing a new ray © 2004 Steve Marschner • 24

Diffuse + mirror reflection (glazed) (glazed material on floor) © 2004 Steve Marschner • 25