Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 1 Shading CS 465 Lecture 4.

Slides:



Advertisements
Similar presentations
5.1 si31_2001 SI31 Advanced Computer Graphics AGR Lecture 5 A Simple Reflection Model.
Advertisements

1 Graphics CSCI 343, Fall 2013 Lecture 18 Lighting and Shading.
Lecture 14 Illumination II – Global Models
Virtual Realism LIGHTING AND SHADING. Lighting & Shading Approximate physical reality Ray tracing: Follow light rays through a scene Accurate, but expensive.
Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 21: Radiometry Many slides courtesy Pat Hanrahan.
Physically Based Illumination Models
Advanced Computer Graphics (Spring 2013) CS 283, Lecture 8: Illumination and Reflection Many slides courtesy.
1 Computer Graphics By : Mohammed abu Lamdy ITGD3107 University of Palestine Supervision: Assistant Professor Dr. Sana’a Wafa Al-Sayegh.
Lighting and Illumination Lighting is the major problem in computer graphics, for either realism or real-time compositions- harder than modeling Consider.
Light Issues in Computer Graphics Presented by Saleema Amershi.
Torrance Sparrow Model of Reflectance + Oren Nayar Model of Reflectance.
1. What is Lighting? 2 Example 1. Find the cubic polynomial or that passes through the four points and satisfies 1.As a photon Metal Insulator.
Based on slides created by Edward Angel
1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Shading I.
University of New Mexico
Computer Graphics - Class 10
Rendering (彩現 渲染).
IMGD 1001: Illumination by Mark Claypool
Computer Graphics (Fall 2005) COMS 4160, Lecture 16: Illumination and Shading 1
Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2
1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.
7M836 Animation & Rendering
Objectives Learn to shade objects so their images appear three- dimensional Learn to shade objects so their images appear three- dimensional Introduce.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2005 Tamara Munzner Lighting and Shading Week.
Computer Graphics (Fall 2004) COMS 4160, Lecture 16: Illumination and Shading 2 Lecture includes number of slides from.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Shading I Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
Course Website: Computer Graphics 16: Illumination.
Lighting affects appearance. Light Source emits photons Photons travel in a straight line When they hit an object they: bounce off in a new direction.
Lighting & Shading.
LIGHTING Part One - Theory based on Chapter 6. Lights in the real world Lights bounce off surfaces and reflect colors, scattering light in many directions.
Shading Surface can either (both) 1.Emit light. E.g. light bult 2.Reflect light. E.g. Mirror.
CS 480/680 Computer Graphics Shading I Dr. Frederick C Harris, Jr.
Illumination.
Fundamentals of Computer Graphics Part 6 Shading prof.ing.Václav Skala, CSc. University of West Bohemia Plzeň, Czech Republic ©2002 Prepared with Angel,E.:
CS 445 / 645: Introductory Computer Graphics
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Shading (introduction to rendering). Rendering  We know how to specify the geometry but how is the color calculated.
COMPUTER GRAPHICS CS 482 – FALL 2014 AUGUST 27, 2014 FIXED-FUNCTION 3D GRAPHICS MESH SPECIFICATION LIGHTING SPECIFICATION REFLECTION SHADING HIERARCHICAL.
MIT EECS 6.837, Durand and Cutler Local Illumination.
CSC418 Computer Graphics n Illumination n Lights n Lightinging models.
David Luebke 1 10/26/2015 Lighting CS 445/645 Introduction to Computer Graphics David Luebke, Spring 2003.
Taku KomuraComputer Graphics Local Illumination and Shading Computer Graphics – Lecture 10 Taku Komura Institute for Perception, Action.
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology Basic Rendering Pipeline and Shading Spring 2012.
CS 325 Introduction to Computer Graphics 03 / 24 / 2010 Instructor: Michael Eckmann.
Announcements Office hours today 2:30-3:30 Graded midterms will be returned at the end of the class.
Illumination and Shading
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
Lecture Fall 2001 Illumination and Shading in OpenGL Light Sources Empirical Illumination Shading Transforming Normals Tong-Yee Lee.
UV Mapping After a 3D object has been modeled it must be prepared for texturing. 3D surfaces can be “unwrapped” into a 2D representation with. This process.
Specular Reflection Lecture 27 Mon, Nov 10, 2003.
Local Illumination and Shading
Chris Mayer & Nic Shulver Shading Definitions Light emanating from small surfaces is called a Point light sourcee.g. the sun (not really small though!)
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
OpenGL Shading. 2 Objectives Learn to shade objects so their images appear three-dimensional Introduce the types of light-material interactions Build.
Lighting and Reflection Angel Angel: Interactive Computer Graphics5E © Addison-Wesley
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
David Luebke3/16/2016 CS 551 / 645: Introductory Computer Graphics David Luebke
Computer Graphics Lecture 25 Fasih ur Rehman. Last Class Shading.
CS552: Computer Graphics Lecture 33: Illumination and Shading.
Computer Graphics Lecture 30 Mathematics of Lighting and Shading - IV Taqdees A. Siddiqi
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
Computer Graphics: Illumination
Shading CS 465 Lecture 4 © 2004 Steve Marschner • 1.
© University of Wisconsin, CS559 Spring 2004
Shading Variation in observed color across an object
Isaac Gang University of Mary Hardin-Baylor
Chapter IX Lighting.
Computer Graphics Material Colours and Lighting
CS 480/680 Computer Graphics Shading.
Presentation transcript:

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 1 Shading CS 465 Lecture 4

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 2 Visual cues to 3D geometry size (perspective) occlusion shading

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 3 Shading Variation in observed color across an object –strongly affected by lighting –present even for homogeneous material caused by how a material reflects light –depends on geometry lighting material –therefore gives cues to all 3 [Philip Greenspun]

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 4 Recognizing materials [Dror, Adelson, & Willsky] Human visual system is quite good at understanding shading

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 5 Shading for Computer Graphics Need to compute an image –of particular geometry –under particular illumination –from a particular viewpoint Basic question: how much light reflects from an object toward the viewer?

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 6 Simple materials metaldielectric

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 7 Adding microgeometry

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 8 Classic reflection behavior Lambertianrough specular ideal specular (Fresnel)

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 9 Basics of local lighting Diffuse reflection –light goes everywhere –colored by object color Specular reflection –happens only near mirror configurations –needs to be spread out some for point lights –usually white (except colored metals: e.g. copper, gold) Ambient reflection –don’t worry about where light comes from –just add a constant amount of light to account for other sources of illumination

Cornell CS465 Fall 2004 Lecture 3© 2004 Steve Marschner 10 Shading: diffuse reflection Assume light reflects equally in all directions –therefore surface looks same color from all views: “view independent” Illumination on an oblique surface is less than on a normal one –generally: illumination falls off as cos 

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 11 Diffuse reflection Top face of cube receives a certain amount of light Top face of 60º rotated cube intercepts half the light Light is scattered uniformly in all directions –the surface color is the same for all viewing directions Lambert’s cosine law In general, light per unit area is proportional to cos  = L. N

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 12 Lambertian shading Shading independent of view direction diffuse coefficient diffusely reflected light illumination from source

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 13 Lambertian shading Produces matte appearance [Foley et al.]

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 14 Diffuse shading

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 15 Specular shading (Phong model) Intensity depends on view direction –bright near mirror configuration

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 16 Specular shading (Phong model) Intensity depends on view direction –bright near mirror configuration

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 17 Specular shading (Phong model) Intensity depends on view direction –bright near mirror configuration specular coefficient specularly reflected light

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 18 Phong model—plots Increasing n narrows the lobe [Foley et al.]

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 19 Phong variant: Blinn-Phong Rather than computing reflection directly, just compare to normal bisection property

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 20 Specular shading Phong and Blinn-Phong [Foley et al.]

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 21 Diffuse + Phong shading

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 22 Ambient shading Shading does not depend on anything –add constant color to account for disregarded illumination and fill in black shadows ambient coefficient reflected ambient light

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 23 Putting it together Usually include ambient, diffuse, Phong in one model The final result is the sum over many lights

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 24 Mirror reflection Consider perfectly shiny surface –there isn’t a highlight –instead there’s a reflection of other objects Can render this using recursive ray tracing –to find out mirror reflection color, ask what color is seen from surface point in reflection direction –already computing reflection direction for Phong… “Glazed” surface has mirror reflection and diffuse –where L m is evaluated by tracing a new ray

Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 25 Diffuse + mirror reflection (glazed) (glazed material on floor)