IMGD 1001: Illumination by Mark Claypool

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Presentation transcript:

IMGD 1001: Illumination by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu)

3D Illumination and Shading Problem: Model light/surface point interactions to determine final color and brightness Actual light computation is too costly! Apply the lighting model at a set of points across the entire surface Shading lighting Claypool and Lindeman, WPI, CS and IMGD

Illumination Model An illumination model usually considers Light attributes (intensity, color, position, direction, shape) Object surface attributes (color, reflectivity, transparency, etc.) Interaction among lights and objects Claypool and Lindeman, WPI, CS and IMGD

Basic Light Sources Light intensity can be independent or dependent of the distance between object and the light source Point light Spot light Directional light Area light Claypool and Lindeman, WPI, CS and IMGD

Local Illumination Only consider the light, the observer position, and the object material properties q Claypool and Lindeman, WPI, CS and IMGD

Global Illumination Take into account the interaction of light from all the surfaces in the scene Example: Ray Tracing Model light rays bouncing around object 1 object 2 object 3 object 4 Claypool and Lindeman, WPI, CS and IMGD

Global Illumination (cont.) Example: Radiosity Model energy moving from emitters (e.g., lights) into the scene View independent Claypool and Lindeman, WPI, CS and IMGD

Simple Local Illumination Reduce the complex workings of light to three components Ambient Diffuse Specular Final illumination at a point (vertex) = ambient + diffuse + specular Materials reflect each component differently Use different material reflection coefficients Ka, Kd, Ks Claypool and Lindeman, WPI, CS and IMGD

Ambient Light Contribution Ambient light = background light Light that is scattered by the environment It's just there Frequently assumed to be constant Very simple approximation of global illumination No direction: independent of light position, object orientation, observer’s position/orientation object 1 object 2 object 3 object 4 constant Ambient = I x Ka Claypool and Lindeman, WPI, CS and IMGD

Diffuse Light Contribution Diffuse light: The illumination that a surface receives from a light source that reflects equally in all direction Eye point does not matter Claypool and Lindeman, WPI, CS and IMGD

Diffuse Light Calculation Need to decide how much light the object point receives from the light source Based on Lambert’s Law Receive more light Receive less light Claypool and Lindeman, WPI, CS and IMGD

Diffuse Light Calculation (cont.) Lambert’s law: the radiant energy D that a small surface patch receives from a light source is: Diffuse = Kd x I x cos(q) Kd: diffuse reflection coefficient I: light intensity q: angle between the light vector and the surface normal N : surface normal light vector (vector from object to light) q Claypool and Lindeman, WPI, CS and IMGD

Diffuse Light Examples Kd = 0.0 0.2 0.4 0.6 0.8 1.0 Claypool and Lindeman, WPI, CS and IMGD

Specular Light Contribution The bright spot on the object The result of total reflection of the incident light in a concentrate region Sees lots of specular Sees no specular Claypool and Lindeman, WPI, CS and IMGD

Specular Light Calculation How much reflection you can see depends on where you are But for non-perfect surface you will still see specular highlight when you move a little bit away from the ideal reflection direction is deviation of view angle from mirror direction When f is small, you see more specular highlight Claypool and Lindeman, WPI, CS and IMGD

Specular Light Calculation (cont.) Phong lighting model Not Phong shading model The effect of 'f' in the Phong model Specular = Ks x I x cosf(f) f = 10 f = 90 f = 30 f = 270 Claypool and Lindeman, WPI, CS and IMGD

Specular Light Examples Ks = 0.25 Ks = 0.5 Ks = 0.75 f = 3 f = 6 f = 9 f = 25 f = 200 Claypool and Lindeman, WPI, CS and IMGD

Putting It All Together Illumination from a light Illum = ambient + diffuse + specular = Ka x I + Kd x I x cos(q) + Ks x I x cosf(f) If there are N lights Total illumination for a point P = S (Illum) Some more terms to be added Self emission Global ambient Light distance attenuation and spot light effect Claypool and Lindeman, WPI, CS and IMGD

Putting It All Together (cont.) Illum = ambient + diffuse + specular Claypool and Lindeman, WPI, CS and IMGD

Ambient Lighting Example Claypool and Lindeman, WPI, CS and IMGD

Diffuse Lighting Example Claypool and Lindeman, WPI, CS and IMGD

Specular Lighting Example Claypool and Lindeman, WPI, CS and IMGD

Polygon Shading Models Flat shading Compute lighting once and assign the color to the whole polygon (or mesh) Claypool and Lindeman, WPI, CS and IMGD

Gouraud Shading Lighting is calculated for each of the polygon vertices Colors are interpolated for interior pixels Claypool and Lindeman, WPI, CS and IMGD

Colored Wireframe Claypool and Lindeman, WPI, CS and IMGD

Colored Hidden-Line Removal Claypool and Lindeman, WPI, CS and IMGD

Ambient Term Only Claypool and Lindeman, WPI, CS and IMGD

Flat Shading Claypool and Lindeman, WPI, CS and IMGD

Diffuse Shading + Interp. Normals Claypool and Lindeman, WPI, CS and IMGD

Gouraud Shading Claypool and Lindeman, WPI, CS and IMGD

Ambient + Diffuse + Specular Claypool and Lindeman, WPI, CS and IMGD

Ambient + Diffuse + Specular + Interpolated Normals Claypool and Lindeman, WPI, CS and IMGD

Radiosity Claypool and Lindeman, WPI, CS and IMGD

Texture Mapping Claypool and Lindeman, WPI, CS and IMGD

Texture Mapping + Ray Tracing Claypool and Lindeman, WPI, CS and IMGD