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Shading
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Adding Color
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Lambert’s law n L Light a point in any direction varies as the cosine of the angle between a vector from the point to the light source and the normal vector of the surface at the point
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Warnock (Flat) Shading Flat shading Decrease intensity with distance from light and object Highlights
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Gouraud Shading Compute shading at each vertex Interpolate shading
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Problem with Gouraud Shading Highlights across polygons
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Phong Shading
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Diffuse Shading n L eye I diffuse = k d I light cos
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Specular Shading n L e r Add specular by looking at reflection, r Shiny surfaces, such as a mirror
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Phong Shading n L e r i = 1 lights I total = k a I ambient + I i ( k d (N. L) + k s (V. R) n shiney )
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Phong Shading n L e r
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Review: Surface Properties Perfectly Specular: “Mirror” “infinite gloss” Phong Specular Model: L R cos ( ) Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics” Incident Light Ray Surface Normal Reflected Light
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Review: Surface Properties Slightly scattered Specular: “high gloss” Phong Specular Model: L R cos 15 ( ) L R cos 15 ( ) Incident Light Ray Surface Normal Reflected Light Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”
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Review: Surface Properties More Scattered Specular: “medium gloss” Phong Specular Model: L R cos 5 ( ) L R cos 5 ( ) Incident Light Ray Surface Normal Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”
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Review: Surface Properties Perfectly Diffuse “flat”, “chalky”,… Incident Light Ray Surface Normal Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”
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Review: Surface Properties Most Materials: Combination of Diffuse and Specular Incident Light Ray Surface Normal Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”
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OpenGL Lighting Equation vertex color = emission material + ambient light model * ambient_ material + i=0 (1/(k c + k i *d + k q d 2 ) * (spotlight effect) i * [ ambient light *ambient material + (max { L · n, 0} ) * diffuse light * diffuse material + (max { s · n, 0} )shininess * specular light * specular material ] i n-1
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Rendering Realism Cornel Measurement Lab
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Rendering Realism Real Synthetic Shirley, et. al., cornell
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Is this real? m fajaro, usc
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Terrain Modeling: Snow and Trees Added s premoze, et.al., utah
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Rendering Realism Morning Evening a preetham, et. al., utah
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Humans Final Fantasy (Sony) Jensen et al.
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Artistic Shading
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Is Photorealism Everything?
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Enough Information…?
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Just a bit more…
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Or did we mean this…?
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Diffuse shaded model I = c r ( c a + c l max(0, L. n)) with c r =c l =1 and c a = 0.
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Just Highlights and Edge Lines
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Hand-tuned Phong shading
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From Jose Parramon, 1993
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Shading used by Artists Complementary ShadingFinal Image From “The Book of Color” by Jose Parramon, 1993
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Tints, Tones, and Shades Hue White Black Gray tint tone shade From Birren (1976)
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Creating Tones Green to Gray (tone)
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Model Shaded using Tones
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Using Color Temperature Warm to Cool Hue Shift
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Constant Luminance Tone Rendering
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Creating Undertones Warm to Cool Hue Shift Green with Warm to Cool Hue Shift
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Model tone shaded with cool to warm undertones
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Combining Tones with Undertones Green with Tone and Undertone
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Model shaded with tones and undertones
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Phong Shaded Spheres
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Spheres with New Shading
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Phong Shading Formula c = c r (c a + c l max(0, L. n ) ) + c l c p cos ( h. n ) n
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New Shading Formula I = k w c warm + (1 - k w ) c cool where k w = (1 + (L. n) )*.5)
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New Shading
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OpenGL Approximation Without Highlights Light RGB Intensities L 1 = (0.5, 0.5, 0.0) L 2 = (-0.5, -0.5, 0)
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OpenGL Approximation With highlights Without Highlights
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Warm to Cool Shading Phong Shaded New Shading Without Edge Lines New Shading With Edge Lines
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Toon Shading Intel: http://www.intel.com/labs/media/3dsoftware/nonphoto.htm
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Toon Shading Nvidia: developer.nvidia.com/object/Toon_Shading.html
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Toon Shading Blender: w3imagis.imag.fr/Membres/Jean-Dominique.Gascuel/DEAIVR/ Cours2002/17%20janvier/Blender-tutorial80.pdf
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Non-Photorealistic Rendering b gooch, et.al., utah
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NonPhotorealistic Rendering
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Shading in Maya
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Hypershade Shading models = Materials
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Material Types Lambert –Flat, matte, diffuse, rough surface –Reflection greatest where surface orientation is coincident with light direction
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Material Types
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Phong –Shiny, glossy, smooth surface –Lambert + highlight
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Material Types PhongE –Similar to Phong, but with softer highlight –Renders slightly faster than Phong
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Material Types Blin –Simulating metallic surfaces –More control over highlight
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Material Types Anisotropic –Simulates small, invisible grooves
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Material Attributes Color
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Material Attributes Transparency
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Material Attributes Ambient color – adds color to all parts of the object Add deep purple
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Material Attribute Incadenscence –Simulate light being reflect from object itself Does not actually affect other objects Adding slight dark green incandescence:
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Material Attribute Translucence –Light pass thru opaque material 0.00.6
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Ray Tracing http://www.cs.berkeley.edu/~efros/java/tracer/tracer.h tmlhttp://www.cs.berkeley.edu/~efros/java/tracer/tracer.h tml http://www.siggraph.org/education/materials/HyperGr aph/raytrace/rt_java/raytrace.htmlhttp://www.siggraph.org/education/materials/HyperGr aph/raytrace/rt_java/raytrace.html
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Shadows Shadows are created with…. 1) Shadow casting light(s) –Depth Map Shadows or Ray Trace Shadows on/off (attribute) 2) Surface(s) that cast shadows –Render Stats attribute -> Casts Shadows (checked/unchecked) 3) Surface(s) that receive shadows –Render Stats attribute -> Receive Shadows (checked/unchecked)
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Shadow Properties Color Softness: Gradiation/blurring of shadow edges Graininess: smoothness of shadow edge
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Depth Map shadows Per light, shadows section, attribute editor > Use Depth Map
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Depth map Properties: Graininess Shadows attribute > Dmap resolution (on light) Higher resolution increases rendering time Dmap resolution 256 512
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Depth map properties: Softness Shadows attribute – Dmap Filter Size (on light) Tip: drop Dmap resolution size, increase filter size Higher filter size increases rendering time Dmap res = 128, filter size = 3, 5, 7
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Trouble Shooting Dmap http://woodall.ncsa.uiuc.edu/dbock/Class/cs c187/Lecture/LightingAndShadows.html
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Ray-traced shadows Per light, shadows section, attribute editor – Use Ray Trace Shadows Window->Render Globals, Raytracing quality, turn on raytracing
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Ray-traced shadow properties Softness/Graininess – smoothness of shadow edges Shadows attribute – Light radius (point, spot) or light angle (directional) Shadows attribute – Shadow Rays (on light) Tip – time consuming for soft edges w/ ray-tracing Light radius = 0.5, Shadow Rays = 10 (similar to area light)
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Compare Depth map shadows create soft edges by blurring Ray-traced shadows simulate a more natural softening with distance Point light, depth-mapped shadow Point light, ray-traced shadow
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Area lights & Ray Traced shadows Increase number of shadow rays (1, 5, 20)
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Depth Map Shadows
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Surface mapping Texture mapping Bump Mapping Displacement mapping –Actually moving geometry –ie Create screw from cylinder, Terrain, etc
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What does a pixel see? From Tomas Akenine-Moller
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Controlling Filtering
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From Tomas Akenine-Moller Repeat, Mirror, Clamp, Border
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Mipmapping Image pyramid Half height and width Compute d –Gives 2 images Bilinear Interpolate in each image From Tomas Akenine-Moller
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MipMapping Memory Requirements
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Environment Mapping Assume environment infinitely far away Sphere mapping Cube mapping (now norm) –No singularities –Much less distortion –Better result –Not dependent on view position
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Cube Mapping Simple math: –Compute reflection vector r –Largest abs-value of component determines which cube face Example: r = (5, -1, 2) give POS_X face Divide r by 5 gives (u,v) =-1/5, 2/5) –Hardware often does all the work
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Bump Mapping + = GeometryBump mapBump mapped geometry
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Bump Mapping Example
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