Compositing and Blending

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Presentation transcript:

Compositing and Blending

Objectives Learn to use the A component in RGBA color for Blending for translucent surfaces Compositing images Antialiasing

Opacity and Transparency Opaque surfaces permit no light to pass through Transparent surfaces permit all light to pass Translucent surfaces pass some light translucency = 1 – opacity (a) opaque surface a =1

Physical Models Dealing with translucency in a physically correct manner is difficult due to the complexity of the internal interactions of light and matter Using a pipeline renderer

Writing Model Use A component of RGBA (or RGBa) color to store opacity During rendering we can expand our writing model to use RGBA values blend source blending factor destination component source component destination blending factor Color Buffer

Blending Equation We can define source and destination blending factors for each RGBA component s = [sr, sg, sb, sa] d = [dr, dg, db, da] Suppose that the source and destination colors are b = [br, bg, bb, ba] c = [cr, cg, cb, ca] Blend as c’ = [br sr+ cr dr, bg sg+ cg dg , bb sb+ cb db , ba sa+ ca da ]

OpenGL Blending and Compositing Must enable blending and pick source and destination factors glEnable(GL_BLEND) glBlendFunc(source_factor, destination_factor) Only certain factors supported GL_ZERO, GL_ONE GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA See Redbook for complete list

Example Suppose that we start with the opaque background color (R0,G0,B0,1) This color becomes the initial destination color We now want to blend in a translucent polygon with color (R1,G1,B1,a1) Select GL_SRC_ALPHA and GL_ONE_MINUS_SRC_ALPHA as the source and destination blending factors R’1 = a1 R1 +(1- a1) R0, …… Note this formula is correct if polygon is either opaque or transparent

Clamping and Accuracy All the components (RGBA) are clamped and stay in the range (0,1) However, in a typical system, RGBA values are only stored to 8 bits Can easily loose accuracy if we add many components together Example: add together n images Divide all color components by n to avoid clamping Blend with source factor = 1, destination factor = 1 But division by n loses bits

Order Dependency Is this image correct? Probably not Polygons are rendered in the order they pass down the pipeline Blending functions are order dependent

Opaque and Translucent Polygons Suppose that we have a group of polygons some of which are opaque and some translucent How do we use hidden-surface removal? Opaque polygons block all polygons behind them and affect the depth buffer Translucent polygons should not affect depth buffer Render with glDepthMask(GL_FALSE) which makes depth buffer read-only Sort polygons first to remove order dependency

Fog We can composite with a fixed color and have the blending factors depend on depth Simulates a fog effect Blend source color Cs and fog color Cf by Cs’=f Cs + (1-f) Cf f is the fog factor Exponential Gaussian Linear (depth cueing)

Fog Functions

OpenGL Fog Functions GLfloat fcolor[4] = {……}: glEnable(GL_FOG); glFogf(GL_FOG_MODE, GL_EXP); glFogf(GL_FOG_DENSITY, 0.5); glFOgv(GL_FOG, fcolor);

Line Aliasing Ideal raster line is one pixel wide All line segments, other than vertical and horizontal segments, partially cover pixels Simple algorithms color only whole pixels Lead to the “jaggies” or aliasing Similar issue for polygons

Antialiasing Can try to color a pixel by adding a fraction of its color to the frame buffer Fraction depends on percentage of pixel covered by fragment Fraction depends on whether there is overlap no overlap overlap

Area Averaging Use average area a1+a2-a1a2 as blending factor

OpenGL Antialiasing Can enable separately for points, lines, or polygons glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

Accumulation Buffer Compositing and blending are limited by resolution of the frame buffer Typically 8 bits per color component The accumulation buffer is a high resolution buffer (16 or more bits per component) that avoids this problem Write into it or read from it with a scale factor Slower than direct compositing into the frame buffer

Applications Compositing Image Filtering (convolution) Whole scene anti-aliasing Motion effects