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Illumination and Shading Prof. Lizhuang Ma Shanghai Jiao Tong University
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Contents Illumination Models Shading Models for Polygons Surface Detail Shadows Transparency Global Illumination Recursive Ray Tracing Radiosity The Rendering Pipeline
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Ambient Light: :intensity of the ambient light :ambient-reflection coefficient: 0~1 Diffuse reflection: :point light source’s intensity :diffuse-reflection coefficient: 0~1 :angle: Illumination Models
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Diffuse Reflection
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Examples
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– :light-source attenuation factor –If the light is a point source –Diffuse reflection: where is the distance the light travels from the point source to the surface Illumination Models
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Examples
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If an object’s diffuse color is where for the red component however, it should be generally where is the wavelength Colored Lights and Surfaces then
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Specular Reflection
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– : specular-reflection coefficient: 0~1 So, the Eq. can be rewritten as: Consider the object’s specular color: – : specular color The Phong Illumination Model
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The Phong Model
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The Phong Illumination Model
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Examples
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Calculating the Reflection Vector
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The Halfway Vector
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Multiple Light Sources If there are m light sources, then
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Shading Models for Polygons Constant Shading –Faceted Shading –Flat Shading Gouraud Shading –Intensity Interpolation Shading –Color Interpolation Shading Phong Shading –Normal-Vector Interpolation Shading
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Constant Shading Assumption –The light source is at infinity –The viewer is at infinity –The polygon represents the actual surface being modeled and is not an approximation to a curved surface: –Note that N.L,N.V are constant across the polygon face
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Gouraud Shading
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Gouraud v.s. Phong Shading
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Phong Shading
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Texture Mapping = Pattern Mapping
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Bump Mapping & Displacement Mapping
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Shadows If light I is blocked at this point If light I is not blocked at this point
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Shadows If light I is blocked at this point If light I is not blocked at this point
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Scan-Line Generation of Shadows
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Shadow Volumes
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Shadow
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Transparency Interpolated transparency : transparency: 0~1 Filtered transparency :transparency color
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Global Illumination Direct & indirect (reflected) light sources
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The Rendering Equation – : intensity passing from to – : emitted light intensity from to – : intensity of light reflected from to from the surface at ( indirect light sources ) – : the distance between and – : all surfaces if is invisible from if is visible from
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Recursive Ray Tracing surface normal reflected ray shadow ray transmitted ray
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Recursive Ray Tracing surface normal reflected ray shadow ray transmitted ray
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Traditional Ray Tracing
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Ray Tracing + Soft Shadows
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The Ray Tree Intensity of reflected ray Transmission coefficient :0~1 Intensity of transmitted ray
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– : radiosity of patch i – : rate at which light is emitted form patch i – : reflectivity of patch i – : form factor (configuration factor) – : area of patch i Since Thus The Radiosity Equation
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Rearranging terms Therefore Progressive refinement The Radiosity Equation
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Radiosity vs. Ray Tracing Ray traced image. Original Image rendered with radiosity.
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Computing Form Factors
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Hemisphere
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Hemicube
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The Rendering Pipeline Local Illumination Pipelines –z-buffer and Gouraud shading –z-buffer and Phong shading –List-priority algorithm and Phong shading Global Illumination Pipelines –Radiosity –Ray tracing
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Rendering Pipeline for z-buffer & Gouraud Shading
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Rendering Pipeline for z-buffer & Phone shading
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Rendering Pipeline for List-priority Algorithm & Gouraud Shading
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Rendering Pipeline for List-priority Algorithm & Phong Shading
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Rendering Pipeline for Ray Tracing
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