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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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Illumination Models 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:
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Diffuse Reflection
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Examples
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Illumination Models :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
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Examples
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Colored Lights and Surfaces
If an object’s diffuse color is where for the red component however, it should be generally where is the wavelength then
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Specular Reflection
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The Phong Illumination Model
: specular-reflection coefficient: 0~1 So, the Eq. can be rewritten as: Consider the object’s specular color: : specular color
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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 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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The Radiosity Equation
: 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
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The Radiosity Equation
Rearranging terms Therefore Progressive refinement
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Radiosity vs. Ray Tracing
Ray traced image. Image rendered with radiosity. Original
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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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