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Published byAlaina Fields Modified over 6 years ago
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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] © 2004 Steve Marschner • 1
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Recognizing materials
Human visual system is quite good at understanding shading [Dror, Adelson, & Willsky] © 2004 Steve Marschner • 2
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metal dielectric Simple materials © 2004 Steve Marschner • 3 Materials
- physics -> conductors and insulators (mirrors and glass) - complex interface -> glossy behavior - complex subsurface -> diffuse © 2004 Steve Marschner • 3
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Adding microgeometry © 2004 Steve Marschner • 4
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Classic reflection behavior
ideal specular (Fresnel) rough specular Lambertian © 2004 Steve Marschner • 5
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Diffuse reflection Light is scattered uniformly in all directions
the surface color is the same for all viewing directions Lambert’s cosine law Top face of cube receives a certain amount of light Top face of 60º rotated cube intercepts half the light In general, light per unit area is proportional to cos = L . N © 2004 Steve Marschner • 7
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Lambertian shading Shading independent of view direction
illumination from source diffuse coefficient diffusely reflected light © 2004 Steve Marschner • 8
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Lambertian shading Produces matte appearance [Foley et al.]
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Diffuse shading © 2004 Steve Marschner • 10
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Q Lambertian Shading In which configuration does the Lambertian
surface appear brightest? (A) (B) (C) (D) © 2004 Steve Marschner • 11
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Specular shading (Phong model)
Intensity depends on view direction bright near mirror configuration © 2004 Steve Marschner • 12
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Specular shading (Phong model)
Intensity depends on view direction bright near mirror configuration © 2004 Steve Marschner • 13
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Specular shading (Phong model)
Intensity depends on view direction bright near mirror configuration specularly reflected light specular coefficient © 2004 Steve Marschner • 14
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Phong model—plots Increasing n narrows the lobe [Foley et al.]
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Phong variant: Blinn-Phong
Rather than computing reflection directly, just compare to normal bisection property © 2004 Steve Marschner • 16
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Specular shading Phong and Blinn-Phong [Foley et al.]
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Diffuse + Phong shading
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Q Specular Shading In which configuration does the
specular surface appear brightest? (A) (B) (C) (D) © 2004 Steve Marschner • 19
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reflected ambient light
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 © 2004 Steve Marschner • 20
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Putting it together Usually include ambient, diffuse, Phong in one model The final result is the sum over many lights © 2004 Steve Marschner • 21
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Lighting Coefficients Q
What are the coefficients for this rendering? kAmbient = 0, kDiffuse = 0, kSpecular = 0 kAmbient = 0, kDiffuse = 0.5, kSpecular = 0.5 kAmbient = 0.5, kDiffuse = 0.5, kSpecular = 0 kAmbient = 0.5, kDiffuse = 0, kSpecular = 0.5 kAmbient = 0, kDiffuse = 0, kSpecular = 0.5
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Diffuse + mirror reflection (glazed)
(glazed material on floor) © 2004 Steve Marschner • 23
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[levoy] © 2004 Steve Marschner • 26
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Isotropic vs anisotropic
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BRDF Q (A) (B) (C) (D)
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