3/23/2005 © Dr. Zachary Wartell 1 Illumination Models and Surface- Rendering Methods.

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3/23/2005 © Dr. Zachary Wartell 1 Illumination Models and Surface-Rendering Methods

Transcript of 3/23/2005 © Dr. Zachary Wartell 1 Illumination Models and Surface- Rendering Methods.

Page 1: 3/23/2005 © Dr. Zachary Wartell 1 Illumination Models and Surface- Rendering Methods.

3/23/2005 © Dr. Zachary Wartell 1

Illumination Models and Surface-Rendering Methods

Page 2: 3/23/2005 © Dr. Zachary Wartell 1 Illumination Models and Surface- Rendering Methods.

3/23/2005 © Dr. Zachary Wartell 2

light models and surface rendering

• light model – model for calculating the light intensity at a single surface point

• surface rendering – procedure for applying a lighting model to obtain pixel colors for each pixel on a projected surface. Options:– compute light model at every pixel

• ray-tracing, scan-line graphics hardware circa 2000 (but more computation→lower framerate)

– compute light model at few surface locations and interpolate color of other pixels

• older scan-line graphics hardware, modern hardware must still balance realism vs framerate.

Page 3: 3/23/2005 © Dr. Zachary Wartell 1 Illumination Models and Surface- Rendering Methods.

3/23/2005 © Dr. Zachary Wartell 3

Light in real world

medium

emission spectrum

reflection spectrum

phototopic curve(eye sensitivity)

Page 4: 3/23/2005 © Dr. Zachary Wartell 1 Illumination Models and Surface- Rendering Methods.

3/23/2005 © Dr. Zachary Wartell 4

Light in graphics

medium

emission spectrum

reflection spectrum

Display

RGB

RGB

RGB

RGBRGB

RGBpixels

space “outside”display typically

not computationallymodeled

Page 5: 3/23/2005 © Dr. Zachary Wartell 1 Illumination Models and Surface- Rendering Methods.

3/23/2005 © Dr. Zachary Wartell 5

Light interactions

Light interacts with a surface in some combination of:

• emission• reflection

– on surface : mirror, specular or diffuse– suspended particles: random scattering

• transmission– transparent, translucent, refraction

• absorption

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Distance Attenuationemission spectrum

Display

RGB

RGBpixel

At farther distances same amount of energy is

spread over a larger area (section of sphere). In

particular:

energy/area = 1 / distance2

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Directional Light Sources

PointLight Source

Vlight

θl

Vobj

α

If α < θl then P is illuminatedby light; otherwise it is not.

Vobj Vlight = cos α, so test

Vobj Vlight ≥ cos θl

P

assumes vectorsare normalized and 0 ≤ θl ≤ 90◦

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Surface Lighting Effects: Diffuse Reflection

• diffuse reflection – reflection intensity equal in all outgoing directions. Reflected light color is due to combination of incoming spectrum and surface absorption spectrum

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3/23/2005 © Dr. Zachary Wartell 9

Surface Lighting Effects: Specular Reflection

• Specular reflection – reflected light is concentration in a particular outgoing direction. It appears as a highlight or bright spot on surface. In physical world reflected light is primarily due to incoming light spectrum, but graphics models usually include surface reflection spectrum also.

Page 10: 3/23/2005 © Dr. Zachary Wartell 1 Illumination Models and Surface- Rendering Methods.

3/23/2005 © Dr. Zachary Wartell 10

Surface Lighting Effects: Ambient Light

• ambient light – approximates all the combined light that a surface receives from all other non-emitting surfaces. Light is not direct from light source but reflected off an intermediate surface.

This is a very coarse approximation to reality. Doesn’t model “color bleeding”.

Page 11: 3/23/2005 © Dr. Zachary Wartell 1 Illumination Models and Surface- Rendering Methods.

3/23/2005 © Dr. Zachary Wartell 11

Diffuse reflection of Point Light Source

CGwOG, Hearn&Baker

Page 12: 3/23/2005 © Dr. Zachary Wartell 1 Illumination Models and Surface- Rendering Methods.

3/23/2005 © Dr. Zachary Wartell 12

Diffuse Reflection of Ambient and Point Light

CGwOG, Hearn & Baker

Page 13: 3/23/2005 © Dr. Zachary Wartell 1 Illumination Models and Surface- Rendering Methods.

3/23/2005 © Dr. Zachary Wartell 13

Specular Reflection

• incident angle = reflection angle = θ• mirror reflection – all reflected light follows R• specular reflection – reflected light distributed in

“reflection” cone around R

NL

V

Rθ θ Φ

mirror shiny specular dull specular

NL

V

NL

V

NL

V

NL

V

NL

V

NL

V

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Combined Illumination Model

, , , ,1

,

,

,

is radial/distance attenuation equation

is angular attenuation equation (spotlight)

0.0, if 0.0 (lig

n

surfemission ambdiff l radatten l angatten l diff l specl

l radatten

l angatten

l

l diff

I I I f f I I

f

f

I

N L

,

ht source behind object)

, otherwise

0.0, if 0.0 (light source behind object)

max{0, }, otherwises

d l l

l

l spec n

s l

k I

Ik I

l

N L

N L

N H

●to keep I in [0,1] range: clamp final result, normalizeindividual terms, or scale based on maximum of all pixels