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RENDERING Introduction to Shading models – Flat and Smooth shading – Adding texture to faces – Adding shadows of objects – Building a camera in a program.

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Presentation on theme: "RENDERING Introduction to Shading models – Flat and Smooth shading – Adding texture to faces – Adding shadows of objects – Building a camera in a program."— Presentation transcript:

1 RENDERING Introduction to Shading models – Flat and Smooth shading – Adding texture to faces – Adding shadows of objects – Building a camera in a program Creating shaded objects – Rendering texture – Drawing Shadows.

2 Introduction to Shading models Mechanism of light reflection – based on many factor geometric & characteristics of the surface Shading model : dictates how light is scattered or reflected from a surface –Focuses on achromatic light –brightness and no color (Gray) –single value its intensity

3 DEMO

4 ACHROMATIC LIGHT

5 Two types of light source point light sources Ambient Light

6 POINT LIGHT SOURCES

7 AMBIENT LIGHT

8 LIGHT INTERACTS WITH THE SURFACE Three different ways Some is absorbed by the surface and is converted to heat. Some is reflected from the surface Some is transmitted into the interior of the object

9 If all incident light is absorbed the object appears black and is known as a black body. If all of the incident light is transmitted the object is visible only through the effects of reflection. Some amount of the reflected light travels in the right direction to reach the eye causing the object to be seen.

10 The amount of light that reaches the eye depends on the orientation of the surface, light and the observer.

11 REFLECTION OF INCIDENT LIGHT Diffuse scattering Specular reflections

12 GEOMETRIC INGREDIENTS FOR FINDING REFLECTED LIGHT To compute the diffuse and specular components. –To find three components vectors ( s, m and v) –To find the amount of light that reaches the eye from a point P Important directions in computing the reflected light 1. The normal vector, m, to the surface at P. 2. The vector v from P to the viewer ‟ s eye. 3. The vector s from P to the light source.

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14 How to Compute the Diffuse Component omnidirectional scattering Lambert’s law.

15 Specular Reflection Phong model plasticlike appearance shinny plastic or glass.

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17 The Role of Ambient Light and Exploiting Human Perception To overcome the problem of totally dark shadows we imagine that a uniform background glow called ambient light exists in the environment. The ambient light source spreads in all directions uniformly. Too little ambient light makes shadows appear too deep and harsh., too much makes the picture look washed out and bland.

18 HOW TO COMBINE LIGHT CONTRIBUTIONS I = ambient + diffuse + specular I= I a ρ a + I d ρ d × lambert + I sp ρ s × phong f

19 TO ADD COLOR Colored light can be constructed by adding certain amounts of red, green and blue light. I r = I ar ρ ar + I dr ρ dr × lambert + I spr ρ sr × phong f I g = I ag ρ ag + I dg ρ dg × lambert + I spg ρ sg × phong f I b = I ab ρ ab + I db ρ db × lambert + I spb ρ sb × phong f

20 SHADING AND THE GRAPHICS PIPELINE

21 TO USE LIGHT SOURCES IN OPENGL Create a Light Source –eight sources : GL_LIGHT0, GL_LIGHT1… GLfloat myLightPosition[]={3.0, 6.0,5.0,1.0 }; glLightfv(GL_LIGHT0, GL-POSITION, myLightPosition); glEnable(GL_LIGHTING); //enable lighting in general glEnable(GL_LIGHT0); //enable source GL_LIGHT0

22 hold the colors emitted by light sources GLfloat amb0[]={ 0.2, 0.4, 0.6, 1.0 }; // define some colors GLfloat diff0[]= { 0.8,0.9, 0.5,1.0 }; GLfloat spec0[]= { 1.0, 0.8, 1.0, 1.0 }; glLightfv(GL_LIGHT0, GL_AMBIENT, amb0); //attach them to LIGHT0 glLightfv(GL_LIGHT0, GL_DIFFUSE, diff0); glLightfv(GL_LIGHT0, GL_SPECULAR, spec0); Colors are specified in RGBA format meaning red, green, blue and alpha. The alpha value is sometimes used for blending two colors on the screen.

23 SPOTLIGHTS glLightf(GL_LIGHT0, GL_SPOT_CUTOFF,45.0); //a cutoff angle 45degree glLightf(GL_LIGHT0, GL_SPOT_EXPONENT,4.0); //ε=4.0 GLfloat dir[]={2.0, 1.0, -4.0}; // the spotlight ‟ s direction glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION,dir);

24 THE COLOR OF GLOBAL AMBIENT LIGHT GLfloat amb[]={ 0.2, 0.3, 0.1, 1.0}; glLightModelfv(GL_LIGHT_MODEL_AMBIENT,amb); Is the Viewpoint local or remote? glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); Are both sides of a Polygon Shaded Properly? glLightModeli (GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);

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26 Moving Light Sources Lights can be repositioned by suitable uses of glRotated() and glTranslated(). The array position, specified by using glLightfv(GL_LIGHT0,GL_POSITION,position) Sample

27 Working With Material Properties In OpenGL Shading of Scenes specified by SDL


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