Introduction to Computer Graphics with WebGL

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Presentation transcript:

Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Polygonal Shading Ed Angel Professor Emeritus of Computer Science University of New Mexico Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Polygonal Shading In per vertex shading, shading calculations are done for each vertex Vertex colors become vertex shades and can be sent to the vertex shader as a vertex attribute Alternately, we can send the parameters to the vertex shader and have it compute the shade By default, vertex shades are interpolated across an object if passed to the fragment shader as a varying variable (smooth shading) We can also use uniform variables to shade with a single shade (flat shading) Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Polygon Normals Triangles have a single normal Shades at the vertices as computed by the modified Phong model can be almost same Identical for a distant viewer (default) or if there is no specular component Consider model of sphere Want different normals at each vertex even though this concept is not quite correct mathematically Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Smooth Shading We can set a new normal at each vertex Easy for sphere model If centered at origin n = p Now smooth shading works Note silhouette edge Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Mesh Shading The previous example is not general because we knew the normal at each vertex analytically For polygonal models, Gouraud proposed we use the average of the normals around a mesh vertex n = (n1+n2+n3+n4)/ |n1+n2+n3+n4| Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Gouraud and Phong Shading Gouraud Shading Find average normal at each vertex (vertex normals) Apply modified Phong model at each vertex Interpolate vertex shades across each polygon Phong shading Find vertex normals Interpolate vertex normals across edges Interpolate edge normals across polygon Apply modified Phong model at each fragment Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Comparison If the polygon mesh approximates surfaces with a high curvatures, Phong shading may look smooth while Gouraud shading may show edges Phong shading requires much more work than Gouraud shading Until recently not available in real time systems Now can be done using fragment shaders Both need data structures to represent meshes so we can obtain vertex normals Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015