Illumination Model How to compute color to represent a scene As in taking a photo in real life: – Camera – Lighting – Object Geometry Material Illumination.

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Presentation transcript:

Illumination Model How to compute color to represent a scene As in taking a photo in real life: – Camera – Lighting – Object Geometry Material Illumination model: – Combine all to produce a color Camera Light source Object geometry (shape, size, location) material property

Ambient Light Simplest model: when all lights are off! Still sees color! – Why? – How to model? is the “ambient” light is the object’s “ambient” material property! A “Vector” equation: RGB Blend, flat, no 3D features

Diffuse Reflection Intensity of paper in relation with light source In coming energy: is scattered uniformly in all directions according to the “facing” of the paper Normal Vector of the paper

Model Diffuse Reflection θ

Diffuse Lighting θ

Combine: Ambient and Diffuse kd(1,1,1)kd(0.8)kd(0.6)kd(0.4)kd(0.2)

Look at my White Board Marker! Reflection of Light Sources!! Image credit: Some random site selling random stuff What are these? “shinning” white stuff? In coming energy: is scattered mainly in the mirror reflection direction Visible: scattered energy is a function of how far from mirror reflection direction

Model Specular Reflection θ α

θ α Specular Reflection

θ α Need to control drop off rate α Drops off too slowly

Combine all: Scene Composition n=2 n=10 n=50 n=20

θ α The Reflection Halfway Vector

The Phong Illumination Model

Evaluating the Phong Model Question: – How to improve the model? Non-physically based – Based on “observation” – E.g., specularity: as n increase the area under the curve decreases Large n => less energy in the scene! – E.g., “Ambient” term Color bleeding

Recently : describe/simulate physics Radiance: Light energy in a direction – Think river: flow of energy over cross section area Irradiance: Radiance received from fixed incoming area BRDF: (material properties) – Bi-directional Reflectance Distribution Function – How energy reflect across surfaces – Angular and Spectrum dependencies Challenges: – Difficult to model correctly – Computationally costly – What is the ultimate goal? looks good vs. looks real

Recently: physics only if.. As long as it looks good, who cares? – Games, Movies, etc. Physics: Looks real – But: does it look “good”?