Prof. Harriet Fell Fall 2011 Lecture 24 – November 2, 2011

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Presentation transcript:

Prof. Harriet Fell Fall 2011 Lecture 24 – November 2, 2011 CS U540 Computer Graphics Prof. Harriet Fell Fall 2011 Lecture 24 – November 2, 2011 November 14, 2018

Today’s Topics Ray Casting November 14, 2018

Ray Tracing a World of Spheres November 14, 2018

What is a Sphere Vector3D center; // 3 doubles double radius; double R, G, B; // for RGB colors between 0 and 1 double kd; // diffuse coeficient double ks; // specular coeficient (double ka; // ambient light coefficient) November 14, 2018

-.01 .01 500 800 // transform theta phi mu distance 1 // antialias 1 // numlights 100 500 800 // Lx, Ly, Lz 9 // numspheres //cx cy cz radius R G B ka kd ks specExp kgr kt pic -100 -100 0 40 .9 0 0 .2 .9 .0 4 0 0 0 -100 0 0 40 .9 0 0 .2 .8 .1 8 .1 0 0 -100 100 0 40 .9 0 0 .2 .7 .2 12 .2 0 0 0 -100 0 40 .9 0 0 .2 .6 .3 16 .3 0 0 0 0 0 40 .9 0 0 .2 .5 .4 20 .4 0 0 0 100 0 40 .9 0 0 .2 .4 .5 24 .5 0 0 100 -100 0 40 .9 0 0 .2 .3 .6 28 .6 0 0 100 0 0 40 .9 0 0 .2 .2 .7 32 .7 0 0 100 100 0 40 .9 0 0 .2 .1 .8 36 .8 0 0 November 14, 2018

World of Spheres Vector3D VP; // the viewpoint int numLights; Vector3D theLights[5]; // up to 5 white lights double ka; // ambient light coefficient int numSpheres; Sphere theSpheres[20]; // 20 sphere max int ppmT[3]; // ppm texture files View sceneView; // transform data double distance; // view plane to VP bool antialias; // if true antialias November 14, 2018

Simple Ray Tracing for Detecting Visible Surfaces select window on viewplane and center of projection for (each scanline in image) { for (each pixel in the scanline) { determine ray from center of projection through pixel; for (each object in scene) { if (object is intersected and is closest considered thus far) record intersection and object name; } set pixel’s color to that of closest object intersected; November 14, 2018

Ray Trace 1 Finding Visible Surfaces November 14, 2018

Ray-Sphere Intersection Given Sphere Center (cx, cy, cz) Radius, R Ray from P0 to P1 P0 = (x0, y0, z0) and P1 = (x1, y1, z1) View Point (Vx, Vy, Vz) Project to window from (0,0,0) to (w,h,0) November 14, 2018

Sphere Equation y Center C = (cx, cy, cz) Radius R (x, y, z) x November 14, 2018

Ray Equation P0 = (x0, y0, z0) and P1 = (x1, y1, z1) P1 The ray from P0 to P1 is given by: P(t) = (1 - t)P0 + tP1 0 <= t <= 1 = P0 + t(P1 - P0) P0 P1 t November 14, 2018

Intersection Equation P(t) = P0 + t(P1 - P0) 0 <= t <= 1 is really three equations x(t) = x0 + t(x1 - x0) y(t) = y0 + t(y1 - y0) z(t) = z0 + t(z1 - z0) 0 <= t <= 1 Substitute x(t), y(t), and z(t) for x, y, z, respectively in November 14, 2018

Solving the Intersection Equation is a quadratic equation in variable t. For a fixed pixel, VP, and sphere, x0, y0, z0, x1, y1, z1, cx, cy, cz, and R eye pixel sphere are all constants. We solve for t using the quadratic formula. November 14, 2018

The Quadratic Coefficients Set dx = x1 - x0 dy = y1 - y0 dz = z1 - z0 Now find the the coefficients: November 14, 2018

November 14, 2018

Computing Coefficients November 14, 2018

The Coefficients November 14, 2018

Solving the Equation November 14, 2018

The intersection nearest P0 is given by: To find the coordinates of the intersection point: November 14, 2018

First Lighting Model Ambient light is a global constant. Ambient Light = ka (AR, AG, AB) ka is in the “World of Spheres” 0 ≤ ka ≤ 1 (AR, AG, AB) = average of the light sources (AR, AG, AB) = (1, 1, 1) for white light Color of object S = (SR, SG, SB) Visible Color of an object S with only ambient light CS= ka (AR SR, AG SG, AB SB) For white light CS= ka (SR, SG, SB) November 14, 2018

Visible Surfaces Ambient Light November 14, 2018

Second Lighting Model Point source light L = (LR, LG, LB) at (Lx, Ly, Lz) Ambient light is also present. Color at point p on an object S with ambient & diffuse reflection Cp= ka (AR SR, AG SG, AB SB)+ kd kp(LR SR, LG SG, LB SB) For white light, L = (1, 1, 1) Cp= ka (SR, SG, SB) + kd kp(SR, SG, SB) kp depends on the point p on the object and (Lx, Ly, Lz) kd depends on the object (sphere) ka is global ka + kd ≤ 1 November 14, 2018

Diffuse Light November 14, 2018

Lambertian Reflection Model Diffuse Shading For matte (non-shiny) objects Examples Matte paper, newsprint Unpolished wood Unpolished stones Color at a point on a matte object does not change with viewpoint. November 14, 2018

Physics of Lambertian Reflection Incoming light is partially absorbed and partially transmitted equally in all directions November 14, 2018

Geometry of Lambert’s Law N L θ L 90 - θ dA dA θ dAcos(θ) 90 - θ Surface 1 Surface 2 November 14, 2018

cos(θ)=NL Cp= ka (SR, SG, SB) + kd NL (SR, SG, SB) Surface 2 N dA 90 - θ θ dAcos(θ) L N Cp= ka (SR, SG, SB) + kd NL (SR, SG, SB) November 14, 2018

Finding N N = (x-cx, y-cy, z-cz) |(x-cx, y-cy, z-cz)| normal (x, y, z) radius (cx, cy, cz) November 14, 2018

Diffuse Light 2 November 14, 2018

Shadows on Spheres November 14, 2018

More Shadows November 14, 2018

Finding Shadows Shadow Ray P Pixel gets shadow color November 14, 2018

Shadow Color Given Ray from P (point on sphere S) to L (light) P= P0 = (x0, y0, z0) and L = P1 = (x1, y1, z1) Find out whether the ray intersects any other object (sphere). If it does, P is in shadow. Use only ambient light for pixel. November 14, 2018

Shape of Shadows November 14, 2018

Different Views November 14, 2018

Planets November 14, 2018

Starry Skies November 14, 2018

Shadows on the Plane November 14, 2018

Finding Shadows on the Back Plane Shadow Ray P Pixel in Shadow November 14, 2018

Close up November 14, 2018

On the Table November 14, 2018

Phong Highlight November 14, 2018

Phong Lighting Model Light The viewer only sees the light when α is 0. Normal Reflected View The viewer only sees the light when α is 0. N L R V θ θ α We make the highlight maximal when α is 0, but have it fade off gradually. Surface November 14, 2018

Cp= ka (SR, SG, SB) + kd NL (SR, SG, SB) + ks (RV)n(1, 1, 1) Phong Lighting Model cos(θ) = RV We use cosn(θ). The higher n is, the faster the drop off. N L R V For white light θ θ α Surface Cp= ka (SR, SG, SB) + kd NL (SR, SG, SB) + ks (RV)n(1, 1, 1) November 14, 2018

Powers of cos(θ) cos10(θ) cos20(θ) cos40(θ) cos80(θ) November 14, 2018

Computing R L + R = (2 LN) N R = (2 LN) N - L LN LN R L N L+R R L θ θ November 14, 2018

Cp= ka (SR, SG, SB) + kd NL (SR, SG, SB) + ks (HN)n (1, 1, 1) The Halfway Vector From the picture θ + φ = θ - φ + α So φ = α/2. H = L+ V |L+ V| Use HN instead of RV. H is less expensive to compute than R. N H This is not generally true. Why? L R φ V θ θ α Surface Cp= ka (SR, SG, SB) + kd NL (SR, SG, SB) + ks (HN)n (1, 1, 1) November 14, 2018

Varied Phong Highlights November 14, 2018

Varying Reflectivity November 14, 2018