1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

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1 CSCE 641: Computer Graphics Lighting Jinxiang Chai
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Transcript of 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Page 1: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

1

CSCE 641: Computer GraphicsLighting

Jinxiang Chai

Page 2: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Scan conversion

3D Rendering pipeline

Modeling transformation

lighting

Viewing transformation

Project transformation

Clipping

Image

Transform into 3D world system

Illuminate according to lighting and reflectance

Transform into 3D camera coordinate system

Transform into 2D camera system

Clip primitives outside camera’s view

Draw pixels (includes texturing, hidden surface, etc.)

Page 3: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Scan conversion

3D Rendering pipeline

Modeling transformation

lighting

Viewing transformation

Project transformation

Clipping

Image

Transform into 3D world system

Illuminate according to lighting and reflectance

Transform into 3D camera coordinate system

Transform into 2D camera system

Clip primitives outside camera’s view

Draw pixels (includes texturing, hidden surface, etc.)

Page 4: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Outline

Ambient, diffuse and specular light

Light attenuation & spot lights

Page 5: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Lighting/Illumination

Color is a function of how light reflects from surfaces to the eye

Global illumination accounts for light from all sources as it is transmitted throughout the environment

Local illumination only accounts for light that directly hits a surface and is transmitted to the eye

Page 6: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Direct and Indirect Light

Page 7: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Global Illumination II

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Global Illumination II

Page 9: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Lighting/Illumination

Color is a function of how light reflects from surfaces to the eye

Global illumination accounts for light from all sources as it is transmitted throughout the environment

Local illumination only accounts for light that directly hits a surface and is transmitted to the eye

Page 10: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Reflection Models

Definition: Reflection is the process by which light incident on a surface interacts with the surface such that it leaves on the incident side without change in frequency.

Page 11: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Reflection Models

Definition: Reflection is the process by which light incident on a surface interacts with the surface such that it leaves on the incident side without change in frequency.

Page 12: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Reflection Models

Definition: Reflection is the process by which light incident on a surface interacts with the surface such that it leaves on the incident side without change in frequency.

Page 13: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Reflection Models

Definition: Reflection is the process by which light incident on a surface interacts with the surface such that it leaves on the incident side without change in frequency.

Page 14: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Types of Reflection Functions

Ideal Specular Reflection Law Mirror

Page 15: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Types of Reflection Functions

Ideal Specular Reflection Law Mirror

Ideal Diffuse Lambert’s Law Matte

Page 16: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Types of Reflection Functions

Ideal Specular Reflection Law Mirror

Ideal Diffuse Lambert’s Law Matte

Specular Glossy Directional diffuse

Page 17: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Materials

Plastic Metal Matte

From Apodaca and Gritz, Advanced RenderMan

Page 18: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Illumination Model

Ambient LightUniform light caused by secondary

reflections Diffuse Light

Light scattered equally in all directions Specular Light

Highlights on shiny surfaces

Page 19: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Ambient Light

A =intensity of ambient light ka= ambient reflection coefficient

Really 3 equations! (Red, Green, Blue) Accounts for indirect illumination Determines color of shadows

AkI a

Page 20: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Total Illumination

AkI a

Page 21: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Diffuse Light

Assumes that light is reflected equally in all directions

Handles both local and infinite light sources Infinite distance: L doesn’t changeFinite distance: must calculate L for each

point on surface

LN

Surface

Page 22: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Diffuse Light

C = intensity of point light source kd = diffuse reflection coefficient

= angle between normal and direction to light

)()cos( NLkCkCI dd

LN

Surface

NL)cos(

Page 23: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Total Illumination

AkI a

Page 24: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Total Illumination

)( NLCkAkI da

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Materials

Plastic Metal Matte

From Apodaca and Gritz, Advanced RenderMan

Page 26: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Specular Light

Perfect, mirror-like reflection of light from surface

Forms highlights on shiny objects (metal, plastic)

LN

Surface

R

E

Page 27: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Specular Light

C = intensity of point light source ks = specular reflection coefficient

= angle between reflected vector (R) and eye (E)

n = specular coefficient

ns

ns ERkCkCI )()(cos

LN

Surface

ER)cos(

R

E

Page 28: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Finding the Reflected Vector

L

N

Surface

R

Page 29: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Finding the Reflected Vector

L

N

Surface

R||L

L

Page 30: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Finding the Reflected Vector

L

N

Surface

R||L

L

)()cos(|| NLNNL

||LLL

Page 31: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Finding the Reflected Vector

L

N

Surface

R||L

L

LLR ||

Page 32: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Finding the Reflected Vector

L

N

Surface

R||L

L

LLLLR |||| 2

Page 33: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Finding the Reflected Vector

L

N

Surface

R||L

L

LNNLR )(2

Page 34: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Total Illumination

)( NLCkAkI da

Page 35: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Total Illumination

nsda ERkNLkCAkI )()(

5n

Page 36: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Total Illumination

nsda ERkNLkCAkI )()(

50n

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Total Illumination

nsda ERkNLkCAkI )()(

500n

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Multiple Light Sources

Only one ambient term no matter how many lights

Light is additive; add contribution of multiple lights (diffuse/specular components)

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Total Illumination

nsda ERkNLkCAkI )()(

Page 40: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Total Illumination

i

nisidia ERkNLkCAkI )()(

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Other Lights

Attenuation caused by fog, smoke

Spot lights

Page 42: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Attenuation

Decrease intensity with distance from light

d = distance to light r = radius of attenuation for light

)1,0max(),( rdrdatt

)1,0max(),( 2

2

rdrdatt

22

21,0max),(r

drdatt 2

2

),( rd

erdatt

Page 43: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Attenuation

i

in

isidia rdattERkNLkCAkI ),()()(

Page 44: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Attenuation

i

in

isidia rdattERkNLkCAkI ),()()(

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Spot Lights

Eliminate light contribution outside of a cone

A

L

Surface

Page 46: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Spot Lights

Eliminate light contribution outside of a cone

A

L

Surface

ALAL

ALspotCoeff

),cos(

0),cos(

Page 47: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Attenuation

i

in

isidia spotCoeffERkNLkCAkI )()(

Page 48: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Spot Lights

i

in

isidia spotCoeffERkNLkCAkI )()(

Page 49: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Spot Lights

i

in

isidia spotCoeffERkNLkCAkI )()(

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Implementation Considerations

L

N

Surface

nsda ERkNLkCAkI )()(

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Implementation Considerations

Typically choose Clamp each color component to [0,1]

i

nisidia ERkNLkCAkI )()(

1 sda kkk

Page 52: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Opengl Functions

how to set up light sources (light source pos

- light source position and type

- light source colors

- radial-intensity attenuation

- spotlights

how to specify global lighting parameters how to specify surface properties

Page 53: 1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.

Next Lecture

Shading

Texture mapping & others