Lighting/Shading III Week 7, Wed Mar 3

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Presentation transcript:

Lighting/Shading III Week 7, Wed Mar 3 http://www.ugrad.cs.ubc.ca/~cs314/Vjan2010

News reminders don't need to tell us you're taking grace days, they're assumed if you turn in late separate for written homework and project exception: HW2 not accepted after 11am Fri solutions posted then so you can use them when studying for midterm

Midterm Monday 3/8, 1-1:50 topics format logistics all material through Rasterization (Wed Feb 10 lecture) format closed book you may have simple (nongraphing) calculators you may have notes on one side of 8.5"x11" sheet of paper must be handwritten by you, cannot be xeroxed/printed you'll keep these notes. for final, can use back side of page as well. logistics must have UBC ID face up backpacks/coats at front of room phones off

Review: Phong Lighting most common lighting model in computer graphics (Phong Bui-Tuong, 1975) v nshiny : purely empirical constant, varies rate of falloff ks: specular coefficient, highlight color no physical basis, works ok in practice

Calculating Phong Lighting compute cosine term of Phong lighting with vectors v: unit vector towards viewer/eye r: ideal reflectance direction (unit vector) ks: specular component highlight color Ilight: incoming light intensity how to efficiently calculate r ? v

Calculating R Vector P = N cos q = projection of L onto N N P L q

Calculating R Vector P = N cos q = projection of L onto N P = N ( N · L ) N P L q

Calculating R Vector P = N cos q |L| |N| projection of L onto N P = N cos q L, N are unit length P = N ( N · L ) N P L q

Calculating R Vector P = N cos q |L| |N| projection of L onto N P = N cos q L, N are unit length P = N ( N · L ) 2 P = R + L 2 P – L = R 2 (N ( N · L )) - L = R L P N P L R q

Phong Lighting Model combine ambient, diffuse, specular components commonly called Phong lighting once per light once per color component reminder: normalize your vectors when calculating! normalize all vectors: n,l,r,v

Phong Lighting: Intensity Plots

Blinn-Phong Model variation with better physical interpretation n h v Jim Blinn, 1977 h: halfway vector h must also be explicitly normalized: h / |h| highlight occurs when h near n n h v l

Light Source Falloff quadratic falloff brightness of objects depends on power per unit area that hits the object the power per unit area for a point or spot light decreases quadratically with distance Area 4r2 Area 4(2r)2

Light Source Falloff non-quadratic falloff many systems allow for other falloffs allows for faking effect of area light sources OpenGL / graphics hardware Io: intensity of light source x: object point r: distance of light from x

Lighting Review lighting models ambient Lambert/diffuse Phong/specular normals don’t matter Lambert/diffuse angle between surface normal and light Phong/specular surface normal, light, and viewpoint

Lighting in OpenGL light source: amount of RGB light emitted value represents percentage of full intensity e.g., (1.0,0.5,0.5) every light source emits ambient, diffuse, and specular light materials: amount of RGB light reflected value represents percentage reflected e.g., (0.0,1.0,0.5) interaction: multiply components red light (1,0,0) x green surface (0,1,0) = black (0,0,0)

Lighting in OpenGL warning: glMaterial is expensive and tricky glLightfv(GL_LIGHT0, GL_AMBIENT, amb_light_rgba ); glLightfv(GL_LIGHT0, GL_DIFFUSE, dif_light_rgba ); glLightfv(GL_LIGHT0, GL_SPECULAR, spec_light_rgba ); glLightfv(GL_LIGHT0, GL_POSITION, position); glEnable(GL_LIGHT0); glMaterialfv( GL_FRONT, GL_AMBIENT, ambient_rgba ); glMaterialfv( GL_FRONT, GL_DIFFUSE, diffuse_rgba ); glMaterialfv( GL_FRONT, GL_SPECULAR, specular_rgba ); glMaterialfv( GL_FRONT, GL_SHININESS, n ); warning: glMaterial is expensive and tricky use cheap and simple glColor when possible see OpenGL Pitfall #14 from Kilgard’s list http://www.opengl.org/resources/features/KilgardTechniques/oglpitfall/

Shading

Lighting vs. Shading lighting shading process of computing the luminous intensity (i.e., outgoing light) at a particular 3-D point, usually on a surface shading the process of assigning colors to pixels (why the distinction?)

Applying Illumination we now have an illumination model for a point on a surface if surface defined as mesh of polygonal facets, which points should we use? fairly expensive calculation several possible answers, each with different implications for visual quality of result

Applying Illumination polygonal/triangular models each facet has a constant surface normal if light is directional, diffuse reflectance is constant across the facet why?

Flat Shading simplest approach calculates illumination at a single point for each polygon obviously inaccurate for smooth surfaces

Flat Shading Approximations if an object really is faceted, is this accurate? no! for point sources, the direction to light varies across the facet for specular reflectance, direction to eye varies across the facet

Improving Flat Shading what if evaluate Phong lighting model at each pixel of the polygon? better, but result still clearly faceted for smoother-looking surfaces we introduce vertex normals at each vertex usually different from facet normal used only for shading think of as a better approximation of the real surface that the polygons approximate

Vertex Normals vertex normals may be provided with the model computed from first principles approximated by averaging the normals of the facets that share the vertex

Gouraud Shading does this eliminate the facets? most common approach, and what OpenGL does perform Phong lighting at the vertices linearly interpolate the resulting colors over faces along edges along scanlines edge: mix of c1, c2 C1 does this eliminate the facets? C3 C2 interior: mix of c1, c2, c3 edge: mix of c1, c3

Gouraud Shading Artifacts often appears dull, chalky lacks accurate specular component if included, will be averaged over entire polygon C1 C1 C3 C3 C2 this vertex shading spread over too much area C2 this interior shading missed!

Gouraud Shading Artifacts Mach bands eye enhances discontinuity in first derivative very disturbing, especially for highlights

Gouraud Shading Artifacts Mach bands C1 C2 C3 C4 Discontinuity in rate of color change occurs here

Gouraud Shading Artifacts perspective transformations affine combinations only invariant under affine, not under perspective transformations thus, perspective projection alters the linear interpolation! Image plane Z – into the scene

Gouraud Shading Artifacts perspective transformation problem colors slightly “swim” on the surface as objects move relative to the camera usually ignored since often only small difference usually smaller than changes from lighting variations to do it right either shading in object space or correction for perspective foreshortening expensive – thus hardly ever done for colors

Phong Shading linearly interpolating surface normal across the facet, applying Phong lighting model at every pixel same input as Gouraud shading pro: much smoother results con: considerably more expensive not the same as Phong lighting common confusion Phong lighting: empirical model to calculate illumination at a point on a surface

Phong Shading linearly interpolate the vertex normals compute lighting equations at each pixel can use specular component N1 remember: normals used in diffuse and specular terms discontinuity in normal’s rate of change harder to detect N4 N3 N2

Phong Shading Difficulties computationally expensive per-pixel vector normalization and lighting computation! floating point operations required lighting after perspective projection messes up the angles between vectors have to keep eye-space vectors around no direct support in pipeline hardware but can be simulated with texture mapping stay tuned for modern hardware: shaders

Shading Artifacts: Silhouettes polygonal silhouettes remain Gouraud Phong

Shading Artifacts: Orientation interpolation dependent on polygon orientation view dependence! A Rotate -90o and color same point i B C B A D D C Interpolate between AB and AD Interpolate between CD and AD

Shading Artifacts: Shared Vertices vertex B shared by two rectangles on the right, but not by the one on the left C H D first portion of the scanline is interpolated between DE and AC second portion of the scanline is interpolated between BC and GH a large discontinuity could arise B G F E A

Shading Models Summary flat shading compute Phong lighting once for entire polygon Gouraud shading compute Phong lighting at the vertices and interpolate lighting values across polygon Phong shading compute averaged vertex normals interpolate normals across polygon and perform Phong lighting across polygon

Shutterbug: Flat Shading

Shutterbug: Gouraud Shading

Shutterbug: Phong Shading

Non-Photorealistic Shading cool-to-warm shading http://www.cs.utah.edu/~gooch/SIG98/paper/drawing.html

Non-Photorealistic Shading draw silhouettes: if , e=edge-eye vector draw creases: if http://www.cs.utah.edu/~gooch/SIG98/paper/drawing.html

Computing Normals per-vertex normals by interpolating per-facet normals OpenGL supports both computing normal for a polygon c b a

Computing Normals per-vertex normals by interpolating per-facet normals OpenGL supports both computing normal for a polygon three points form two vectors c b a c-b a-b

Computing Normals per-vertex normals by interpolating per-facet normals OpenGL supports both computing normal for a polygon three points form two vectors cross: normal of plane gives direction normalize to unit length! which side is up? convention: points in counterclockwise order b (a-b) x (c-b) c c-b a-b a

Specifying Normals OpenGL state machine uses last normal specified if no normals specified, assumes all identical per-vertex normals glNormal3f(1,1,1); glVertex3f(3,4,5); glNormal3f(1,1,0); glVertex3f(10,5,2); per-face normals