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”?

Lighting/Illumination vs Shading Lighting and Illumination – Probably means the same thing – scene lit/illiuminated by light sources Shading: usually mean Gouraud Shading – Color interpolation from vertices vs Flat Shading Should have nothing to do with lights – D3D example (General Cylinder Example) – Maya example (Shading -> Flat shading)

Review questions …

Ambient Light T/F: – Changing the ambient light position will affect the illumination computation – Ambient light source color must be a number between 0 to 1

Diffuse Reflection

Specular Reflection The three elements that must participate are: – The object, to provide what vector(s)? – The light, to provide what vector(s)? – The eye (camera), to provide what vector(s)? Of these vectors, which is the most expensive to compute? What are the effects of increasing n?

Phong model The 3D feature of Phong illuminated object is main a result of which component? T/F: – Specularity models reflection of objects. – Shadow is properly modeled by the Phong model we have learned. – The RGB components of colors must be within the range of 0 to 1