Download presentation
Presentation is loading. Please wait.
Published byCorey Fox Modified over 9 years ago
1
Visual Appearance Chapter 4 Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology
2
Tomas Akenine-Mőller © 2002 Overview of today’s lecture Refresher on simple lighting models – Plus some new stuff Fog Gamma correction Transparency and alpha
3
Tomas Akenine-Mőller © 2002 Compute lighting at vertices, then interpolate over triangle How compute lighting? We could set colors per vertex manually For a little more realism, compute lighting from – Light sources – Material properties – Geometrical relationships light Geometry blue red green Rasterizer
4
Tomas Akenine-Mőller © 2002 Refresher on lighting Diffuse component : i diff i=i amb +i diff +i spec Diffuse is Lambert’s law: Photons are scattered equally in all directions
5
Tomas Akenine-Mőller © 2002 Lighting Specular component : i spec Diffuse is dull (left) Specular: simulates a highlight
6
Tomas Akenine-Mőller © 2002 Specular component: Phong Phong specular highlight model Reflect l around n: n l r -l-l Read about Blinns highlight formula: (n. h) m
7
Tomas Akenine-Mőller © 2002 Ambient component: i amb Ad-hoc – tries to account for light coming from other surfaces Just add a constant color:
8
Tomas Akenine-Mőller © 2002 Lighting i=i amb +i diff +i spec This is just a hack! Has little to do with how reality works! ++ = DEMO
9
Tomas Akenine-Mőller © 2002 Additions to the lighting equation Depends on distance: 1/(a+bt+ct ) Can have more lights: just sum their respective contributions Different light types: 2
10
Tomas Akenine-Mőller © 2002 What’s lighting and what’s shading? Lighting: the interaction between light and matter Shading: do lighting (at vertices) and determine pixel’s colors from these Three types of shading: – Flat, Goraud, and Phong
11
Tomas Akenine-Mőller © 2002 Fog Simple atmospheric effect – A little better realism – Help in determining distances Color of fog: color of surface: How to compute f ? 3 ways: linear, exponential, exponential-squared Linear:
12
Tomas Akenine-Mőller © 2002 Fog example Often just a matter of – Choosing fog color – Choosing fog model – Turning it on
13
Tomas Akenine-Mőller © 2002 Gamma correction If input to gun is 0.5, then you don’t get 0.5 as output in intensity Instead, gamma correct that signal: gives linear relationship
14
Tomas Akenine-Mőller © 2002 Gamma correction I =intensity on screen V =input voltage (electron gun) a, and are constants for each system Common gamma values: 2.3-2.6 Assuming =0, gamma correction is:
15
Tomas Akenine-Mőller © 2002 Why is it important to care about gamma correction? Portability across platforms Image quality – Texturing – Interpolation One solution is to put gamma correction in hardware…
16
Tomas Akenine-Mőller © 2002 Transparency and alpha Transparency – Very simple in real-time contexts The tool: alpha blending (mix two colors) Alpha ( ) is another component in the frame buffer, or on triangle – Represents the opacity – 1.0 is totally opaque – 0.0 is totally transparent The over operator: Rendered object
17
Tomas Akenine-Mőller © 2002 Transparency Need to sort the transparent objects – Render back to front Lots of different other blending modes Can store RGB in textures as well Two ways: – Unmultiplied – Premultiplied
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.