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Illumination & Reflectance Dr. Amy Zhang
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Outline 2 Illumination and Reflectance The Phong Reflectance Model Shading in OpenGL
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Two Components of Illumination Light sources with: Emittance spectrum (color) Geometry (position and direction) Directional attenuation (falloff) Surface properties with: Reflectance spectrum (color) Geometry (position, orientation, and micro-structure) Absorption 3
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Computer Graphics Jargon 4 Illumination: the transport of energy from light sources between points via direct and indirect paths Lighting: the process of computing the light intensity reflected from a specific 3 ‐ D point Shading: the process of assigning a color to a pixel based on the illumination in the scene
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Direct and Global Illumination 5 Direct illumination: A surface point receives light directly from all light sources in the scene Computed by the local illumination model Determine which light sources are visible Global illumination: A surface point receives light after the light rays interact with other objects in the scene I = I direct + I reflected + Itransmitted
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Directional Light Sources 6 All of the rays from a directional light source have a common direction (parallel) The direction is a constant at every point in the scene It is as if the light source was infinitely far away from the surface that it is illuminating
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Point Light Sources 7 The rays emitted from a point light radially diverge from the source Direction to the light changes at each point
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Other Light Sources 8 Spotlights Area light sources Light source occupies a 2D area (polygon) Generates soft shadows.
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Linearity of Light 9 = + + Paul Haeberli, Grafica Obscura
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Outline 11 Illumination and Reflectance The Phong Reflectance Model Shading in OpenGL
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OpenGL Reflectance Model A simple model that can be computed rapidly Has three components Diffuse Specular Ambient Uses four vectors To source To viewer Normal Perfect reflector
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Ideal Diffuse Reflectance 13 Surface reflects light equally in all directions Why? Examples?
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Lambert’s Cosine Law 14 Diffuse reflectance scales with cosine of angle
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Ideal Diffuse Reflectance 15 Lambertian reflection model I L : The incoming light intensity k d : The diffuse reflection coefficient N: Surface normal cos i = N · L if vectors normalized There are also three coefficients, k dr, k dg, k db that show how much of each color component is reflected
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Ideal Specular Reflectance 16 Normal is determined by local orientation Angle of incidence = angle of reflection The three vectors must be coplanar Ideal Specular Reflectance Surface reflects light only at mirror angle
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Reflection Vector R 17 The vector R can be computed from the incident ray direction L and the surface normal N Note that all vectors have unit length
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18 How much light is seen? Depends on: Angle of incident light Angle to the viewer k s is the absorption coef
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Non-ideal Reflectors 19 Real materials tend to deviate significantly from ideal mirror reflectors Introduce an empirical model that is consistent with our experience The amount of reflected light is greatest in the direction of the perfect mirror reflection The reflected light forms a “beam” pattern around this mirror direction
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Phong Specular Reflection 20 Phong proposed using a term that dropped off as the angle between the viewer and the ideal reflection increased. n is the shininess coefficient The cosine lobe gets more narrow with increasing n. Values of between 100 and 200 correspond to metals Values between 5 and 10 give surface that look like plastic
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Blinn & Torrance Variation 21 The specular term in the Phong model is problematic because it requires the calculation of R and V for each vertex Blinn suggested an more efficient approximation using the halfway vector halfway vector H between L and V H is the normal to the (imaginary) surface that maximally reflects light in the V direction
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22 No need to compute reflection vector R at every point Is is a function only of N, if: the viewer is very far away and V does not change for all points on the object (e.g., orthographic projection) L does not change for all points on the object (e.g., directional lights) Resulting model is known as the modified Phong or Blinn lighting model Specified in OpenGL standard
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Ambient Light Ambient light is the result of multiple interactions between (large) light sources and the objects in the environment It represents the reflection of all indirect illumination Amount and color depend on both the color of the light(s) and the material properties of the object Add k a I a to diffuse and specular terms reflection coef intensity of ambient light
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Distance Terms The light from a point source that reaches a surface is inversely proportional to the square of the distance between them We can add a factor of the form 1/(a + bd +cd 2 ) to the diffuse and specular terms The constant and linear terms soften the effect of the point source
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The Phong Illumination Model 25 Sum of three components: diffuse reflection + specular reflection + ambient Ambient represents the reflection of all indirect illumination
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27 Each light source has separate diffuse, specular, and ambient terms to allow for maximum flexibility even though this form does not have a physical justification Separate red, green and blue components. Hence, 9 coefficients for each point source I dr, I dg, I db, I sr, I sg, I sb, I ar, I ag, I ab Material properties match light source properties Nine absorption coefficients k dr, k dg, k db, k sr, k sg, k sb, k ar, k ag, k ab Shininess coefficient
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Phong Reflectance Model 28
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Phong Examples 29 The direction of the light source and the n are varied
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The Plastic Look 30 The Phong illumination model is an approximation of a surface with a specular and a diffuse layer E.g., shiny plastic, varnished wood, gloss paint
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Phong Reflectance Model 31 Single light source:
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Phong Reflectance Model 32 Multiple light sources:
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Computation of Vectors L and V are specified by the application Can compute R from L and N Problem is determining N OpenGL leaves determination of normal to application Exception for GLU quadrics and Bezier surfaces
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Plane Normals Equation of plane: ax+by+cz+d = 0 we know that plane is determined by three points p 0, p 1, p 2 or normal n and p 0 Normal can be obtained by n = ( p 1 - p 0 ) × ( p 2 - p 0 ) p0p0 p2p2 p1p1
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Normal to Sphere Surface implicit function f(x, y, z) = 0 Normal given by gradient vector Unit sphere f(p)=p·p-1 n = [ ∂ f/ ∂ x, ∂ f /∂ y, ∂ f/ ∂ z] T =p
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Parametric Form For unit sphere Tangent plane determined by vectors Normal given by cross product x=x(u,v)=cos u cos v y=y(u,v)=cos u sin v z= z(u,v)=sin u ∂p/∂u = [∂x/∂u, ∂y/∂u, ∂z/∂u]T ∂p/∂v = [∂x/∂v, ∂y/∂v, ∂z/∂v]T n = ∂p/∂u × ∂p/∂v
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General Case We can compute parametric normals for other simple cases Quadrics Parametric polynomial surfaces Bezier surface patches
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Outline 38 Illumination and Reflectance The Phong Reflectance Model Shading in OpenGL
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Objectives Introduce the OpenGL shading functions Discuss polygonal shading Flat Smooth Gouraud
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Steps in OpenGL shading 1. Specify normals 2. Enable shading and select model 3. Specify lights 4. Specify material properties
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Normals In OpenGL the normal vector is part of the state Set by glNormal*() glNormal3f(x, y, z); glNormal3fv(p); Usually we want to set the normal to have unit length so cosine calculations are correct Length can be affected by transformations Note that scaling does not preserved length glEnable(GL_NORMALIZE) allows for autonormalization at a performance penalty
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Normal for Triangle p1p1 p0p0 p2p2 n plane n ·(p - p 0 ) = 0 n = (p 2 - p 0 ) ×(p 1 - p 0 ) normalize n n/ |n| p Note that right-hand rule determines outward face
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Enabling Shading Shading calculations are enabled by glEnable(GL_LIGHTING) Once lighting is enabled, glColor() ignored Must enable each light source individually glEnable(GL_LIGHTi) i=0,1….. At least 8 light sources Can choose light model parameters glLightModeli(parameter, GL_TRUE) GL_LIGHT_MODEL_LOCAL_VIEWER do not use simplifying distant viewer assumption in calculation GL_LIGHT_MODEL_TWO_SIDED shades both sides of polygons independently Time consuming
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Defining a Point Light Source For each light source, we can set an RGBA for the diffuse, specular, and ambient components, and for the position GL float diffuse0[]={1.0, 0.0, 0.0, 1.0}; GL float ambient0[]={1.0, 0.0, 0.0, 1.0}; GL float specular0[]={1.0, 0.0, 0.0, 1.0}; Glfloat light0_pos[]={1.0, 2.0, 3,0, 1.0}; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightv(GL_LIGHT0, GL_POSITION, light0_pos); glLightv(GL_LIGHT0, GL_AMBIENT, ambient0); glLightv(GL_LIGHT0, GL_DIFFUSE, diffuse0); glLightv(GL_LIGHT0, GL_SPECULAR, specular0);
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Distance and Direction The source colors are specified in RGBA The position is given in homogeneous coordinates If w =1.0, a finite location If w =0.0, a parallel source with the given direction vector The coefficients in the distance terms (1/(a+bd+cd 2 )) by default a=1.0 ( GL_CONSTANT_ATTENUATION ), b=c=0.0 ( GL_LINEAR_ATTENUATION, GL_QUADRATIC_ATTENUATION ). Change by a= 0.80; glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, a);
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Spotlights Use glLightv to set Direction GL_SPOT_DIRECTION Cutoff GL_SPOT_CUTOFF Attenuation GL_SPOT_EXPONENT Proportional to cos
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Global Ambient Light Ambient light depends on color of light sources A red light in a white room will cause a red ambient term that disappears when the light is turned off OpenGL also allows a global ambient term that is often helpful for testing glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient)
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Moving Light Sources Light sources are geometric objects whose positions or directions are affected by the model-view matrix Depending on where we place the position (direction) setting function, we can Move the light source(s) with the object(s) Fix the object(s) and move the light source(s) Fix the light source(s) and move the object(s) Move the light source(s) and object(s) independently
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Material Properties Material properties are also part of the OpenGL state and match the terms in the modified Phong model Set by glMaterialv() GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0}; GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0}; GLfloat specular[] = {1.0, 1.0, 1.0, 1.0}; GLfloat shine = 100.0 glMaterialf(GL_FRONT, GL_AMBIENT, ambient); glMaterialf(GL_FRONT, GL_DIFFUSE, diffuse); glMaterialf(GL_FRONT, GL_SPECULAR, specular); glMaterialf(GL_FRONT, GL_SHININESS, shine);
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Front and Back Faces The default is shade only front faces which works correctly for convex objects If we set two sided lighting, OpenGL will shade both sides of a surface Each side can have its own properties which are set by using GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK in glMaterialf back faces not visibleback faces visible
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Emissive Term We can simulate a light source in OpenGL by giving a material an emissive component This component is unaffected by any sources or transformations GLfloat emission[] = 0.0, 0.3, 0.3, 1.0); glMaterialf(GL_FRONT, GL_EMISSION, emission);
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Transparency Material properties are specified as RGBA values The A value can be used to make the surface translucent The default is that all surfaces are opaque regardless of A Later we will enable blending and use this feature
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Efficiency Because material properties are part of the state, if we change materials for many surfaces, we can affect performance We can make the code cleaner by defining a material structure and setting all materials during initialization We can then select a material by a pointer typedef struct materialStruct { GLfloat ambient[4]; GLfloat diffuse[4]; GLfloat specular[4]; GLfloat shineness; } MaterialStruct;
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Polygonal Shading Shading calculations are done for each vertex Vertex colors become vertex shades By default, vertex shades are interpolated across the polygon glShadeModel(GL_SMOOTH); If we use glShadeModel(GL_FLAT); the color at the first vertex will determine the shade of the whole polygon
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Polygon Normals Polygons have a single normal Shades at the vertices as computed by the Phong model can be almost same Identical for a distant viewer (default) or if there is no specular component Consider model of sphere Want different normals at each vertex even though this concept is not quite correct mathematically
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Smooth Shading We can set a new normal at each vertex Easy for sphere model If centered at origin, n = p Now smooth shading works Note silhouette edge
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Mesh Shading The previous example is not general because we knew the normal at each vertex analytically For polygonal models, Gouraud proposed we use the average of the normals around a mesh vertex n = (n 1 +n 2 +n 3 +n 4 )/ |n 1 +n 2 +n 3 +n 4 |
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Gouraud and Phong Shading Gouraud Shading Find average normal at each vertex (vertex normals) Apply modified Phong model at each vertex Interpolate vertex shades across each polygon Phong shading Find vertex normals Interpolate vertex normals across edges Interpolate edge normals across polygon Apply modified Phong model at each fragment
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Comparison If the polygon mesh approximates surfaces with a high curvatures, Phong shading may look smooth while Gouraud shading may show edges Phong shading requires much more work than Gouraud shading Until recently not available in real time systems Now can be done using fragment shaders Both need data structures to represent meshes so we can obtain vertex normals
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The end 60 Questions and answers
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