SlideShare a Scribd company logo
1 of 42
Lighting and Shading
Comp 770 Lecture Notes
Spring 2009
Overview
Last time, we covered light-matter interaction.
Now, apply it to rendering.
Outline:
 Lighting and shading.
 Lighting models.
 Shading methods.
Those Were the Days
(Or: how not to motivate a 21st
century computer
graphics paper.)
 “In trying to improve the quality of the synthetic images,
we do not expect to be able to display the object exactly
as it would appear in reality, with texture, overcast
shadows, etc. We hope only to display an image that
approximates the real object closely enough to provide a
certain degree of realism.”
– Bui Tuong Phong, 1975
Lighting vs. Shading
Commonly misused terms.
What’s the difference?
Lighting vs. Shading
Commonly misused terms.
What’s the difference?
Lighting designates the interaction between
materials and light sources, as in last lecture
( i.e. Physics).
Shading is the process of determining the color
of a pixel (i.e. Computer Graphics).
 Usually determined by lighting.
 Could use other methods: random color, NPR, etc.
Lighting Models
Will discuss 3:
 Lambert.
 Purely diffuse surfaces.
 Phong.
 Adds perceptually-based specular term.
 Torrance-sparrow:
 Provides a physical approximation.
Lambert Lighting Model
Sometimes mistakenly attributed to Gouraud.
 Gouraud didn’t introduce a new lighting model, just a
shading method.
 Used approximations from Warnock and Romney.
 Both based on Lambert’s cosine law.
Lambert’s Cosine Law
 The reflected luminous intensity in any direction from a
perfectly diffusing surface varies as the cosine of the
angle between the direction of incident light and the
normal vector of the surface.
 Intuitively: cross-sectional area of
the “beam” intersecting an element
of surface area is smaller for greater
angles with the normal.
Lambert’s Cosine Law
Ideally diffuse surfaces obey cosine law.
 Often called Lambertian surfaces.
Id = kdIincidentcos θ
= kdIincident(N·L).
 kd is the diffuse reflectance
of the material.
 Wavelength dependent, so usually specified as a color.
I
N
θ
Phong Lighting Model
 Phong adds specular highlights.
 His original formula for the specular term:
 W(i)[cos s ]n
 s is the angle between the view and specular reflection directions.
 “W(i) is a function which gives the ratio of the specular reflected light
and the incident light as a function of the the incident angle i.”
• Ranges from 10 to 80 percent.
 “n is a power which models the specular reflected light for each
material.”
• Ranges from 1 to 10.
Phong Lighting Model
More recent formulations are slightly different.
 Replace W(i) with a constant ks, independent of the
incident direction.
 What do we lose when we do this?
 Is= ksIincidentcosn
φ
= ksIincident (V·R)n
.
 V is the view direction.
 R is the specular reflection direction.
Blinn-Phong Model
Popular variation of Phong model.
Uses the halfway vector, H.
Is = ksIincident (N·H)n
.
 H = L+V / | L+V |
What are the advantages?
L
N
φ φ
H
V
Blinn-Phong Model
Popular variation of Phong model.
Uses the halfway vector, H.
Is = ksIincident (N·H)n
.
 H = L+V / | L+V |
Faster to compute than reflection vector.
Still view-dependent since H depends on V.
L
N
φ φ
H
V
Blinn-Phong Highlights
Does using N.H vs. R.V affect highlights?
 Yes, the highlights “spread”.
 Why?
Is this bad?
Blinn-Phong Highlights
Does using N.H vs. R.V affect highlights?
 Yes, the highlights “spread”.
 Why?
Is this bad?
 Not really, for two reasons.
 Can always just adjust the exponent.
 Phong and Blinn-Phong are not physically based, so it
doesn’t really matter!
Torrance-Sparrow Model
 Introduced by Torrance and Sparrow in 1967 as a
theoretical model.
 Introduced to CG community by Blinn in 1977.
 same paper as “Halfway Vector” (Blinn-Phong).
 Attempts to provide a more physical model for specular
reflections from real surfaces.
 Points out that intensity of specular highlights is dependent
on the incident direction relative to normal.
 Phong attempted to model this with w(i) factor?
Torrance-Sparrow Model
Back to micro facets.
Assumptions:
 Diffuse component comes from multiple reflections
between facets and from internal scattering.
 Specular component of surface comes from facets
oriented in direction of H.
Torrance-Sparrow Model
Is= DGF / (N·V)
 D is the distribution function of the micro facet
directions on the surface.
 G is the amount that facets shadow and mask each
other.
 F is the Fresnel reflection law.
D: Micro Facet Distribution
T-S used simple Gaussian distribution:
 D = e -(ασ)
2
 α = deviation angle from halfway vector, H.
 σ = standard deviation.
 Large values = dull, small values = shiny
Denominator
Intensity proportional to number of facets in H
direction.
 So, must account for fact that observer sees more
surface area when surface is tilted.
 Change in area proportional to cosine of tilt angle.
 Hence, N·V in denominator.
G: Geometrical Attenuation Factor
Remember micro facet shadowing and masking?
Blinn derives this factor for symmetrical v-
shaped groove facets. (See paper).
shadow shadow
Masked Light
F: Fresnel Reflection
Fraction of light incident on a facet that is
actually reflected rather than absorbed.
Function of angle of incidence and index of
refraction.
 F(φ, η).
 For metals (large η), F(φ, η) nearly constant at 1.
 For non-metals (small η), F(φ, η) has exponential
appearance. Near zero for φ = 0, to 1 at φ = π / 2.
Shading
Have seen some methods for computing
lighting.
 Given normal, light direction, material properties.
 Non-diffuse models need view direction.
Now explore methods of applying that lighting
(or other color) to pixels of rasterized surface.
Types of Shading
In polygonal rendering, there are 3 main types:
 Flat shading.
 Gouraud shading.
 Phong shading.
These roughly correspond to:
 Per-polygon shading.
 Per-vertex shading.
 Per-pixel shading.
Flat Shading
Fast and simple.
Compute the color of a polygon.
Use that color on every pixel of the polygon.
Gouraud Shading
Still pretty fast and simple.
Gives better sense of form than flat shading for
many applications.
Basic Idea:
 Compute color at each vertex.
 Bi-linearly interpolate color for each interior pixel.
Gouraud Shading
Compute SA, SB, SC for triangle ABC.
 Si = shade of point i.
For a scanline XY, compute SX, SY by lerping.
 e.g. tAB = |AX| / |AB|.
 SA= tAB* SA + (1-tAB)*SB
Compute SP
 By lerping between SX and SY.
scanline
A
B
C
SX
X Y
SY
P
SP
Linear Interpolation Concerns
 Perspective projection complicates linear interpolation.
 Relationship between screen space distance and eye space
distance is nonlinear.
 Therefore, relationship between
interpolation in the two spaces is also
nonlinear.
 Thus, screen space linear interpolation
of colors (and texture coordinates)
results in incorrect values.
 Note: potential homework / test problem!
Perspectively-correct Interpolation
Could interpolate in eye space, then project
every interpolated point.
 Way too much work!
Can we interpolate in screen space and correct
for perspective nonlinearity?
 Yes!
Perspectively-correct Interpolation
For a detailed derivation, see:
 http://www.cs.unc.edu/~hoff/techrep/persp/persp.html
Here, we skip to the punch line:
 Given two eye space points, E1 and E2.
 Can lerp in eye space: E(T) = E1(1-T) + E2(T).
 T is eye space parameter, t is screen space parameter.
 To see relationship, express in terms of screen
space t:
 E(t)= [ (E1/Z1)*(1-t) + (E2/Z2)*t ] / [ (1/Z1)*(1-t) + (1/Z2)*t ]
Perspectively-correct Interpolation
 E(t)= [ (E1/Z1)*(1-t) + (E2/Z2)*t ] / [ (1/Z1)*(1-t) + (1/Z2)*t ]
 E1/Z1, E2/Z2are projected points.
 Because Z1, Z2 are depths corresponding to E1, E2.
 Looking closely, can see that interpolation along an eye
space edge = interpolation along projected edge in
screen space divided by the interpolation of 1/Z.
Gouraud Example
Mach Bands
Gouraud discusses “artifact” of lerping.
Mach bands:
 Caused by interaction of neighboring retinal neurons.
 Acts as a sort of high-pass filter, accentuating
discontinuities in first derivative.
 Linear interpolation causes first deriv. Discontinuities
at polygon edges.
Mach Bands
Simple examples
Improvements
Gouraud suggests higher-order interpolation
would alleviate mach banding.
 But stresses the performance cost.
 Probably not worth it.
Phong shading helps the problem.
Phong Shading
Phong shading is not what earlier graphics
hardware implemented.
 APIs (D3D, OGL) employ Blinn-Phong lighting and
Gouraud shading.
Phong shading applies lighting computation per-
pixel.
 Uses linear interpolation of normal vectors, rather
than colors.
Phong Shading
Interpolation just as with colors in Gouraud
shading.
 Interpolate scan line endpoint normals Na, Nb from
endpoints of intercepted edges.
 Interpolate normal Np at each pixel from Na, Nb.
 Normalize Np.
 (Interpolation of unit vectors does not preserve length).
 Back-transform Npto eye space, compute lighting.
Phong Shading
Results are much improved over Gouraud.
 Harder to tell low- from high-polygon models.
 Still some indicators and problems:
 Silhouette still has a low tessellation.
 Shared vs. Unshared vertices.
 Mach banding.
• Yep, can still get first derivative discontinuities.
Other Types of Per-pixel Shading
Ray tracing.
 Doesn’t use Gouraud or Phong shading.
 Each pixel uses own ray to determine color.
 Can apply arbitrary lighting model.
 Classical (Whitted) ray tracing uses Phong model.
 Since ray tracing determines colors based on
intersections, don’t have to use polygonal geometry.
 Thus, can potentially use exact normals, rather than
interpolation.
Other Types of Per-pixel Shading.
New hardware provides per-pixel capabilities.
 E.G. NVIDIA pixel shaders.
 Allow (somewhat) arbitrary programs on each pixel.
 So new hardware can implement Phong shading.
Also, vertex programs.
 Allow (somewhat) arbitrary programs on each vertex.
References
Gouraud, Phong, Blinn papers I handed out.
 Available in Seminal Graphics, ACM press.
Glassner, Principles of Digital Image Synthesis,
volume two.
 Highly detailed and low level.
Möller and Haines, Real-Time Rendering.
 A great book, with the best bibliography you can find.
References
Rogers, Procedural Elements for Computer
Graphics.
 One of my favorites.
Foley, van dam, et al. Computer Graphics,
Principles and Practice.
 Not the best treatment, but it covers everything.

More Related Content

What's hot

Window to viewport transformation&matrix representation of homogeneous co...
Window to viewport transformation&matrix representation of homogeneous co...Window to viewport transformation&matrix representation of homogeneous co...
Window to viewport transformation&matrix representation of homogeneous co...
Mani Kanth
 
Visible surface detection in computer graphic
Visible surface detection in computer graphicVisible surface detection in computer graphic
Visible surface detection in computer graphic
anku2266
 
Image pre processing - local processing
Image pre processing - local processingImage pre processing - local processing
Image pre processing - local processing
Ashish Kumar
 

What's hot (20)

3D Display
3D Display3D Display
3D Display
 
Chain code in dip
Chain code in dipChain code in dip
Chain code in dip
 
Window to viewport transformation&matrix representation of homogeneous co...
Window to viewport transformation&matrix representation of homogeneous co...Window to viewport transformation&matrix representation of homogeneous co...
Window to viewport transformation&matrix representation of homogeneous co...
 
Color models
Color modelsColor models
Color models
 
Visible Surface Detection
Visible Surface DetectionVisible Surface Detection
Visible Surface Detection
 
3D transformation
3D transformation3D transformation
3D transformation
 
Windows to viewport transformation
Windows to viewport transformationWindows to viewport transformation
Windows to viewport transformation
 
3 d viewing
3 d viewing3 d viewing
3 d viewing
 
Color Models
Color ModelsColor Models
Color Models
 
Visible surface detection in computer graphic
Visible surface detection in computer graphicVisible surface detection in computer graphic
Visible surface detection in computer graphic
 
Image pre processing - local processing
Image pre processing - local processingImage pre processing - local processing
Image pre processing - local processing
 
Ray tracing
 Ray tracing Ray tracing
Ray tracing
 
Texture mapping
Texture mapping Texture mapping
Texture mapping
 
Graphics Lecture 7
Graphics Lecture 7Graphics Lecture 7
Graphics Lecture 7
 
Hidden surface removal
Hidden surface removalHidden surface removal
Hidden surface removal
 
Weiler atherton
Weiler athertonWeiler atherton
Weiler atherton
 
Lecture 11 Perspective Projection
Lecture 11 Perspective ProjectionLecture 11 Perspective Projection
Lecture 11 Perspective Projection
 
Halftoning in Computer Graphics
Halftoning  in Computer GraphicsHalftoning  in Computer Graphics
Halftoning in Computer Graphics
 
Illumination model
Illumination modelIllumination model
Illumination model
 
COMP 4010: Lecture2 VR Technology
COMP 4010: Lecture2 VR TechnologyCOMP 4010: Lecture2 VR Technology
COMP 4010: Lecture2 VR Technology
 

Viewers also liked

03 Shading
03 Shading03 Shading
03 Shading
njoubert
 
Hidden surfaces
Hidden surfacesHidden surfaces
Hidden surfaces
Mohd Arif
 
Parts and Function of Computer
Parts and Function of ComputerParts and Function of Computer
Parts and Function of Computer
Rhenan Belisario
 

Viewers also liked (18)

Shading
ShadingShading
Shading
 
03 Shading
03 Shading03 Shading
03 Shading
 
Ray tracing
Ray tracingRay tracing
Ray tracing
 
Halftone QR Codes
Halftone QR CodesHalftone QR Codes
Halftone QR Codes
 
Phong Shading over any Polygonal Surface
Phong Shading over any Polygonal Surface Phong Shading over any Polygonal Surface
Phong Shading over any Polygonal Surface
 
Computer graphics
Computer graphicsComputer graphics
Computer graphics
 
Hidden Surface Removal using Z-buffer
Hidden Surface Removal using Z-bufferHidden Surface Removal using Z-buffer
Hidden Surface Removal using Z-buffer
 
Ray tracing
Ray tracingRay tracing
Ray tracing
 
Halftone
HalftoneHalftone
Halftone
 
Hidden lines & surfaces
Hidden lines & surfacesHidden lines & surfaces
Hidden lines & surfaces
 
Lecture on graphics
Lecture on graphicsLecture on graphics
Lecture on graphics
 
Four Functions Of A Computer
Four Functions Of A ComputerFour Functions Of A Computer
Four Functions Of A Computer
 
Hidden surfaces
Hidden surfacesHidden surfaces
Hidden surfaces
 
Computer Graphics: Visible surface detection methods
Computer Graphics: Visible surface detection methodsComputer Graphics: Visible surface detection methods
Computer Graphics: Visible surface detection methods
 
Lesson 3.0 basic parts and functions of computer
Lesson 3.0   basic parts and functions of computerLesson 3.0   basic parts and functions of computer
Lesson 3.0 basic parts and functions of computer
 
computer graphics
computer graphicscomputer graphics
computer graphics
 
Parts and Function of Computer
Parts and Function of ComputerParts and Function of Computer
Parts and Function of Computer
 
Computer Graphics - Hidden Line Removal Algorithm
Computer Graphics - Hidden Line Removal AlgorithmComputer Graphics - Hidden Line Removal Algorithm
Computer Graphics - Hidden Line Removal Algorithm
 

Similar to Lighting and shading

Computer Vision: Reflectance Analysis for Image Understanding
Computer Vision: Reflectance Analysis for Image UnderstandingComputer Vision: Reflectance Analysis for Image Understanding
Computer Vision: Reflectance Analysis for Image Understanding
Damian T. Gordon
 
lose of illumination
lose of illuminationlose of illumination
lose of illumination
2461998
 

Similar to Lighting and shading (20)

CS 354 Lighting
CS 354 LightingCS 354 Lighting
CS 354 Lighting
 
graphics notes
graphics notesgraphics notes
graphics notes
 
PapersWeLove - Rendering Synthetic Objects Into Real Scenes - Paul Debevec.pdf
PapersWeLove - Rendering Synthetic Objects Into Real Scenes - Paul Debevec.pdfPapersWeLove - Rendering Synthetic Objects Into Real Scenes - Paul Debevec.pdf
PapersWeLove - Rendering Synthetic Objects Into Real Scenes - Paul Debevec.pdf
 
Slides Hair Rendering
Slides Hair RenderingSlides Hair Rendering
Slides Hair Rendering
 
GRPHICS06 - Shading
GRPHICS06 - ShadingGRPHICS06 - Shading
GRPHICS06 - Shading
 
Light and sight
Light and  sightLight and  sight
Light and sight
 
Interactive Volumetric Lighting Simulating Scattering and Shadowing
Interactive Volumetric Lighting Simulating Scattering and ShadowingInteractive Volumetric Lighting Simulating Scattering and Shadowing
Interactive Volumetric Lighting Simulating Scattering and Shadowing
 
Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3
 
Ray Tracing.pdf
Ray Tracing.pdfRay Tracing.pdf
Ray Tracing.pdf
 
GRPHICS08 - Raytracing and Radiosity
GRPHICS08 - Raytracing and RadiosityGRPHICS08 - Raytracing and Radiosity
GRPHICS08 - Raytracing and Radiosity
 
LIGHT_final.pptx
LIGHT_final.pptxLIGHT_final.pptx
LIGHT_final.pptx
 
Light effect
Light effectLight effect
Light effect
 
Computer Vision: Reflectance Analysis for Image Understanding
Computer Vision: Reflectance Analysis for Image UnderstandingComputer Vision: Reflectance Analysis for Image Understanding
Computer Vision: Reflectance Analysis for Image Understanding
 
Class 12 Project PRISM AND NATURE OF LIGHT
Class 12 Project PRISM AND NATURE OF LIGHTClass 12 Project PRISM AND NATURE OF LIGHT
Class 12 Project PRISM AND NATURE OF LIGHT
 
GRPHICS04 - Rendering (1)
GRPHICS04 - Rendering (1)GRPHICS04 - Rendering (1)
GRPHICS04 - Rendering (1)
 
7 illumination and-shading computer graphics
7 illumination and-shading computer graphics7 illumination and-shading computer graphics
7 illumination and-shading computer graphics
 
Visual realism
Visual realismVisual realism
Visual realism
 
Visual realism
Visual realismVisual realism
Visual realism
 
Light and sight
Light and  sightLight and  sight
Light and sight
 
lose of illumination
lose of illuminationlose of illumination
lose of illumination
 

Recently uploaded

Salient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functionsSalient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functions
KarakKing
 

Recently uploaded (20)

Google Gemini An AI Revolution in Education.pptx
Google Gemini An AI Revolution in Education.pptxGoogle Gemini An AI Revolution in Education.pptx
Google Gemini An AI Revolution in Education.pptx
 
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
 
latest AZ-104 Exam Questions and Answers
latest AZ-104 Exam Questions and Answerslatest AZ-104 Exam Questions and Answers
latest AZ-104 Exam Questions and Answers
 
Philosophy of china and it's charactistics
Philosophy of china and it's charactisticsPhilosophy of china and it's charactistics
Philosophy of china and it's charactistics
 
Single or Multiple melodic lines structure
Single or Multiple melodic lines structureSingle or Multiple melodic lines structure
Single or Multiple melodic lines structure
 
Accessible Digital Futures project (20/03/2024)
Accessible Digital Futures project (20/03/2024)Accessible Digital Futures project (20/03/2024)
Accessible Digital Futures project (20/03/2024)
 
Kodo Millet PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
Kodo Millet  PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...Kodo Millet  PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
Kodo Millet PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
 
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptxHMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
 
Wellbeing inclusion and digital dystopias.pptx
Wellbeing inclusion and digital dystopias.pptxWellbeing inclusion and digital dystopias.pptx
Wellbeing inclusion and digital dystopias.pptx
 
Towards a code of practice for AI in AT.pptx
Towards a code of practice for AI in AT.pptxTowards a code of practice for AI in AT.pptx
Towards a code of practice for AI in AT.pptx
 
NO1 Top Black Magic Specialist In Lahore Black magic In Pakistan Kala Ilam Ex...
NO1 Top Black Magic Specialist In Lahore Black magic In Pakistan Kala Ilam Ex...NO1 Top Black Magic Specialist In Lahore Black magic In Pakistan Kala Ilam Ex...
NO1 Top Black Magic Specialist In Lahore Black magic In Pakistan Kala Ilam Ex...
 
Fostering Friendships - Enhancing Social Bonds in the Classroom
Fostering Friendships - Enhancing Social Bonds  in the ClassroomFostering Friendships - Enhancing Social Bonds  in the Classroom
Fostering Friendships - Enhancing Social Bonds in the Classroom
 
Tatlong Kwento ni Lola basyang-1.pdf arts
Tatlong Kwento ni Lola basyang-1.pdf artsTatlong Kwento ni Lola basyang-1.pdf arts
Tatlong Kwento ni Lola basyang-1.pdf arts
 
General Principles of Intellectual Property: Concepts of Intellectual Proper...
General Principles of Intellectual Property: Concepts of Intellectual  Proper...General Principles of Intellectual Property: Concepts of Intellectual  Proper...
General Principles of Intellectual Property: Concepts of Intellectual Proper...
 
21st_Century_Skills_Framework_Final_Presentation_2.pptx
21st_Century_Skills_Framework_Final_Presentation_2.pptx21st_Century_Skills_Framework_Final_Presentation_2.pptx
21st_Century_Skills_Framework_Final_Presentation_2.pptx
 
Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024
 
Python Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docxPython Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docx
 
SOC 101 Demonstration of Learning Presentation
SOC 101 Demonstration of Learning PresentationSOC 101 Demonstration of Learning Presentation
SOC 101 Demonstration of Learning Presentation
 
Salient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functionsSalient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functions
 
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
Basic Civil Engineering first year Notes- Chapter 4 Building.pptxBasic Civil Engineering first year Notes- Chapter 4 Building.pptx
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
 

Lighting and shading

  • 1. Lighting and Shading Comp 770 Lecture Notes Spring 2009
  • 2. Overview Last time, we covered light-matter interaction. Now, apply it to rendering. Outline:  Lighting and shading.  Lighting models.  Shading methods.
  • 3. Those Were the Days (Or: how not to motivate a 21st century computer graphics paper.)  “In trying to improve the quality of the synthetic images, we do not expect to be able to display the object exactly as it would appear in reality, with texture, overcast shadows, etc. We hope only to display an image that approximates the real object closely enough to provide a certain degree of realism.” – Bui Tuong Phong, 1975
  • 4. Lighting vs. Shading Commonly misused terms. What’s the difference?
  • 5. Lighting vs. Shading Commonly misused terms. What’s the difference? Lighting designates the interaction between materials and light sources, as in last lecture ( i.e. Physics). Shading is the process of determining the color of a pixel (i.e. Computer Graphics).  Usually determined by lighting.  Could use other methods: random color, NPR, etc.
  • 6. Lighting Models Will discuss 3:  Lambert.  Purely diffuse surfaces.  Phong.  Adds perceptually-based specular term.  Torrance-sparrow:  Provides a physical approximation.
  • 7. Lambert Lighting Model Sometimes mistakenly attributed to Gouraud.  Gouraud didn’t introduce a new lighting model, just a shading method.  Used approximations from Warnock and Romney.  Both based on Lambert’s cosine law.
  • 8. Lambert’s Cosine Law  The reflected luminous intensity in any direction from a perfectly diffusing surface varies as the cosine of the angle between the direction of incident light and the normal vector of the surface.  Intuitively: cross-sectional area of the “beam” intersecting an element of surface area is smaller for greater angles with the normal.
  • 9. Lambert’s Cosine Law Ideally diffuse surfaces obey cosine law.  Often called Lambertian surfaces. Id = kdIincidentcos θ = kdIincident(N·L).  kd is the diffuse reflectance of the material.  Wavelength dependent, so usually specified as a color. I N θ
  • 10. Phong Lighting Model  Phong adds specular highlights.  His original formula for the specular term:  W(i)[cos s ]n  s is the angle between the view and specular reflection directions.  “W(i) is a function which gives the ratio of the specular reflected light and the incident light as a function of the the incident angle i.” • Ranges from 10 to 80 percent.  “n is a power which models the specular reflected light for each material.” • Ranges from 1 to 10.
  • 11. Phong Lighting Model More recent formulations are slightly different.  Replace W(i) with a constant ks, independent of the incident direction.  What do we lose when we do this?  Is= ksIincidentcosn φ = ksIincident (V·R)n .  V is the view direction.  R is the specular reflection direction.
  • 12. Blinn-Phong Model Popular variation of Phong model. Uses the halfway vector, H. Is = ksIincident (N·H)n .  H = L+V / | L+V | What are the advantages? L N φ φ H V
  • 13. Blinn-Phong Model Popular variation of Phong model. Uses the halfway vector, H. Is = ksIincident (N·H)n .  H = L+V / | L+V | Faster to compute than reflection vector. Still view-dependent since H depends on V. L N φ φ H V
  • 14. Blinn-Phong Highlights Does using N.H vs. R.V affect highlights?  Yes, the highlights “spread”.  Why? Is this bad?
  • 15. Blinn-Phong Highlights Does using N.H vs. R.V affect highlights?  Yes, the highlights “spread”.  Why? Is this bad?  Not really, for two reasons.  Can always just adjust the exponent.  Phong and Blinn-Phong are not physically based, so it doesn’t really matter!
  • 16. Torrance-Sparrow Model  Introduced by Torrance and Sparrow in 1967 as a theoretical model.  Introduced to CG community by Blinn in 1977.  same paper as “Halfway Vector” (Blinn-Phong).  Attempts to provide a more physical model for specular reflections from real surfaces.  Points out that intensity of specular highlights is dependent on the incident direction relative to normal.  Phong attempted to model this with w(i) factor?
  • 17. Torrance-Sparrow Model Back to micro facets. Assumptions:  Diffuse component comes from multiple reflections between facets and from internal scattering.  Specular component of surface comes from facets oriented in direction of H.
  • 18. Torrance-Sparrow Model Is= DGF / (N·V)  D is the distribution function of the micro facet directions on the surface.  G is the amount that facets shadow and mask each other.  F is the Fresnel reflection law.
  • 19. D: Micro Facet Distribution T-S used simple Gaussian distribution:  D = e -(ασ) 2  α = deviation angle from halfway vector, H.  σ = standard deviation.  Large values = dull, small values = shiny
  • 20. Denominator Intensity proportional to number of facets in H direction.  So, must account for fact that observer sees more surface area when surface is tilted.  Change in area proportional to cosine of tilt angle.  Hence, N·V in denominator.
  • 21. G: Geometrical Attenuation Factor Remember micro facet shadowing and masking? Blinn derives this factor for symmetrical v- shaped groove facets. (See paper). shadow shadow Masked Light
  • 22. F: Fresnel Reflection Fraction of light incident on a facet that is actually reflected rather than absorbed. Function of angle of incidence and index of refraction.  F(φ, η).  For metals (large η), F(φ, η) nearly constant at 1.  For non-metals (small η), F(φ, η) has exponential appearance. Near zero for φ = 0, to 1 at φ = π / 2.
  • 23. Shading Have seen some methods for computing lighting.  Given normal, light direction, material properties.  Non-diffuse models need view direction. Now explore methods of applying that lighting (or other color) to pixels of rasterized surface.
  • 24. Types of Shading In polygonal rendering, there are 3 main types:  Flat shading.  Gouraud shading.  Phong shading. These roughly correspond to:  Per-polygon shading.  Per-vertex shading.  Per-pixel shading.
  • 25. Flat Shading Fast and simple. Compute the color of a polygon. Use that color on every pixel of the polygon.
  • 26. Gouraud Shading Still pretty fast and simple. Gives better sense of form than flat shading for many applications. Basic Idea:  Compute color at each vertex.  Bi-linearly interpolate color for each interior pixel.
  • 27. Gouraud Shading Compute SA, SB, SC for triangle ABC.  Si = shade of point i. For a scanline XY, compute SX, SY by lerping.  e.g. tAB = |AX| / |AB|.  SA= tAB* SA + (1-tAB)*SB Compute SP  By lerping between SX and SY. scanline A B C SX X Y SY P SP
  • 28. Linear Interpolation Concerns  Perspective projection complicates linear interpolation.  Relationship between screen space distance and eye space distance is nonlinear.  Therefore, relationship between interpolation in the two spaces is also nonlinear.  Thus, screen space linear interpolation of colors (and texture coordinates) results in incorrect values.  Note: potential homework / test problem!
  • 29. Perspectively-correct Interpolation Could interpolate in eye space, then project every interpolated point.  Way too much work! Can we interpolate in screen space and correct for perspective nonlinearity?  Yes!
  • 30. Perspectively-correct Interpolation For a detailed derivation, see:  http://www.cs.unc.edu/~hoff/techrep/persp/persp.html Here, we skip to the punch line:  Given two eye space points, E1 and E2.  Can lerp in eye space: E(T) = E1(1-T) + E2(T).  T is eye space parameter, t is screen space parameter.  To see relationship, express in terms of screen space t:  E(t)= [ (E1/Z1)*(1-t) + (E2/Z2)*t ] / [ (1/Z1)*(1-t) + (1/Z2)*t ]
  • 31. Perspectively-correct Interpolation  E(t)= [ (E1/Z1)*(1-t) + (E2/Z2)*t ] / [ (1/Z1)*(1-t) + (1/Z2)*t ]  E1/Z1, E2/Z2are projected points.  Because Z1, Z2 are depths corresponding to E1, E2.  Looking closely, can see that interpolation along an eye space edge = interpolation along projected edge in screen space divided by the interpolation of 1/Z.
  • 33. Mach Bands Gouraud discusses “artifact” of lerping. Mach bands:  Caused by interaction of neighboring retinal neurons.  Acts as a sort of high-pass filter, accentuating discontinuities in first derivative.  Linear interpolation causes first deriv. Discontinuities at polygon edges.
  • 35. Improvements Gouraud suggests higher-order interpolation would alleviate mach banding.  But stresses the performance cost.  Probably not worth it. Phong shading helps the problem.
  • 36. Phong Shading Phong shading is not what earlier graphics hardware implemented.  APIs (D3D, OGL) employ Blinn-Phong lighting and Gouraud shading. Phong shading applies lighting computation per- pixel.  Uses linear interpolation of normal vectors, rather than colors.
  • 37. Phong Shading Interpolation just as with colors in Gouraud shading.  Interpolate scan line endpoint normals Na, Nb from endpoints of intercepted edges.  Interpolate normal Np at each pixel from Na, Nb.  Normalize Np.  (Interpolation of unit vectors does not preserve length).  Back-transform Npto eye space, compute lighting.
  • 38. Phong Shading Results are much improved over Gouraud.  Harder to tell low- from high-polygon models.  Still some indicators and problems:  Silhouette still has a low tessellation.  Shared vs. Unshared vertices.  Mach banding. • Yep, can still get first derivative discontinuities.
  • 39. Other Types of Per-pixel Shading Ray tracing.  Doesn’t use Gouraud or Phong shading.  Each pixel uses own ray to determine color.  Can apply arbitrary lighting model.  Classical (Whitted) ray tracing uses Phong model.  Since ray tracing determines colors based on intersections, don’t have to use polygonal geometry.  Thus, can potentially use exact normals, rather than interpolation.
  • 40. Other Types of Per-pixel Shading. New hardware provides per-pixel capabilities.  E.G. NVIDIA pixel shaders.  Allow (somewhat) arbitrary programs on each pixel.  So new hardware can implement Phong shading. Also, vertex programs.  Allow (somewhat) arbitrary programs on each vertex.
  • 41. References Gouraud, Phong, Blinn papers I handed out.  Available in Seminal Graphics, ACM press. Glassner, Principles of Digital Image Synthesis, volume two.  Highly detailed and low level. Möller and Haines, Real-Time Rendering.  A great book, with the best bibliography you can find.
  • 42. References Rogers, Procedural Elements for Computer Graphics.  One of my favorites. Foley, van dam, et al. Computer Graphics, Principles and Practice.  Not the best treatment, but it covers everything.