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Visual Realism

                           Shading and Illumination




                           Illumination (Shading)
                           (Lighting)
        Modeling               •   Vertices lit (shaded) according to material
     Transformations               properties, surface properties (normal) and light
       Illumination            •   Local lighting model
         (Shading)                 (Diffuse, Ambient, Phong, etc.)

  Viewing Transformation
(Perspective / Orthographic)
                                                   (
                                   L(ωr ) = k a + k d (n ⋅ l) + k s (v ⋅ r ) q   ) 4π d
                                                                                    Φs
                                                                                          2



         Clipping

         Projection
     (to Screen Space)

     Scan Conversion
      (Rasterization)

    Visibility / Display




                                                                                              1
Photorealistic
Illumination




                 [electricimage.com]
                  electricimage.com]




Photorealistic
Illumination




                 [electricimage.com]
                  electricimage.com]




                                       2
Lighting vs. Shading

• lighting
– simulating the interaction of light with surface
• shading
– deciding pixel color
– continuum of realism: when do we do lighting
  calculation?




              Modeling Light
              Sources
• IL(x,y,z,θ,φ,λ) ...
   – describes the intensity of energy,
   – leaving a light source, …
   – arriving at location(x,y,z), ...
                                               (x,y,z)
   – from direction (θ,φ), ...
   – with wavelength λ



                          Light




                                                         3
Empirical Models

• Ideally measure irradiant energy for “all”
  situations
  – Too much storage
  – Difficult in practice
                                     λ




                Light Sources

• directional/parallel lights
   • point at infinity: (x,y,z,0)T


• point lights
   • finite position: (x,y,z,1)T


• spotlights
   • position, direction, angle

• ambient lights




                                               4
Ambient Light Sources
• Objects not directly lit are typically still visible
   – e.g., the ceiling in this room, undersides of desks

• This is the result of indirect illumination from emitters,
  bouncing off intermediate surfaces

• Too expensive to calculate (in real time), so we use a
  hack called an ambient light source
   – No spatial or directional characteristics; illuminates all
     surfaces equally
   – Amount reflected depends on surface properties




                 Ambient Light Sources

• For each sampled wavelength (R, G, B),
  the ambient light reflected from a surface
  depends on
   – The surface properties, kambient
   – The intensity, Iambient, of the ambient light
     source (constant for all points on all surfaces )
                 • Ireflected = kambient Iambient




                                                                  5
Ambient Light Sources

• scene lit only with an ambient light source

                                                    Light Position
                                                    Not Important


                                                   Viewer Position
                                                    Not Important



                                                    Surface Angle
                                                    Not Important




                 Ambient Term

• Represents reflection of all indirect
  illumination




This is a total hack (avoids complexity of global illumination)!




                                                                     6
Directional Light
                  Sources
• For a directional light source we make
  simplifying assumptions
    – Direction is constant for all surfaces in the scene
    – All rays of light from the source are parallel
       • As if the source were infinitely far away
         from the surfaces in the scene
       • A good approximation to sunlight


• The direction from a surface to the light source
  is important in lighting the surface




                  Directional Light
                  Sources
• scene lit with directional and ambient light



                                                     Light Position
                                                     Not Important
Surface Angle
  Important
                                                     Viewer Position
                                                      Not Important




                                                                       7
Point Light Sources

• A point light source emits light equally in
  all directions from a single point
• The direction to the light from a point on a
  surface thus differs for different points:
    – So we need to calculate a          l
      normalized vector to the light
      source for every point we light:


                                     p




                  Point Light Sources

• scene lit with ambient and point light source

Light Position
  Important


Viewer Position
   Important



Surface Angle
  Important




                                                  8
Other Light Sources

• Spotlights are point sources whose
  intensity falls off directionally.
  – Requires color, point
    direction, falloff
    parameters
  – Supported by OpenGL




              Other Light Sources

 • Area light sources define a 2-D emissive
   surface (usually a disc or polygon)
    – Good example: fluorescent light panels
    – Capable of generating soft shadows (why? )




                                                   9
Light Transport Assumptions II


• color approximated by discrete wavelengths
– quantized approx of dispersion (rainbows)
– quantized approx of fluorescence (cycling vests)


• no propagation media (surfaces in vacuum)
– no atmospheric scattering (fog, clouds)
   • some tricks to simulate explicitly
– no refraction (mirages)




               Light Transport Assumptions III


• light travels in straight line
– no gravity lenses


• superposition (lights can be added)
– no nonlinear reflection models
   • nonlinearity handled separately




                                                     10
Illumination

• transport of energy from light sources to
surfaces & points
– includes direct and indirect illumination




                                    Images by Henrik Wann Jensen




                 Components of Illumination

• two components: light sources and surface properties
• light sources (or emitters)
– spectrum of emittance (i.e., color of the light)
– geometric attributes
   • position
   • direction
   • shape
– directional attenuation
– polarization




                                                                   11
Components of
                Illumination
• surface properties
– reflectance spectrum (i.e., color of the surface)
– subsurface reflectance
– geometric attributes
   • position
   • orientation
   • micro-structure




                Modeling Surface
                Reflectance
• Rs(θ,φ,γ,ψ,λ) ...
   – describes the amount of incident energy,
   – arriving from direction (θ,φ), ...
   – leaving in direction (γ,ψ), …       λ
   – with wavelength λ
                                               (θ,φ)

                           (ψ,λ)

                                     Surface




                                                       12
Empirical Models

• Ideally measure radiant energy for “all”
  combinations of incident angles
  – Too much storage
  – Difficult in practice                       λ


                                              (θ,φ)

                            (ψ,λ)

                                    Surface




              Types of Reflection

• specular (a.k.a. mirror or regular)
  reflection causes light to propagate
  without scattering.

• diffuse reflection sends light in all
  directions with equal energy.

• mixed reflection is a weighted
  combination of specular and diffuse.




                                                      13
Types of Reflection

• retro-reflection occurs when incident
  energy reflects in directions close to the
  incident direction, for a wide range of
  incident directions.

• gloss is the property of a material surface
  that involves mixed reflection and is
  responsible for the mirror like appearance
  of rough surfaces.




             Reflectance Distribution
             Model

• most surfaces exhibit complex reflectances
  – vary with incident and reflected directions.
  – model with combination

         +               +              =



 specular + glossy + diffuse =
 reflectance distribution




                                                   14
Surface Roughness

 • at a microscopic scale,
   all real surfaces are
   rough

 • cast shadows on
   themselves                            shadow     shadow



 • “mask” reflected light:
                                                  Masked Light




              Surface Roughness



• notice another effect of roughness:
  – each “microfacet” is treated as a perfect mirror.
  – incident light reflected in different directions by
    different facets.
  – end result is mixed reflectance.
     • smoother surfaces are more specular or glossy.
     • random distribution of facet normals results in diffuse
       reflectance.




                                                                 15
Physics of Reflection

• ideal diffuse reflection
– very rough surface at the microscopic level
    • real-world example: chalk
– microscopic variations mean incoming ray of light
  equally likely to be reflected in any direction over
  the hemisphere




– what does the reflected intensity depend on?




                 Lambert’s Cosine Law

• ideal diffuse surface reflection
   the energy reflected by a small portion of a surface from a light
   source in a given direction is proportional to the cosine of the
   angle between that direction and the surface normal
• reflected intensity
– independent of viewing direction
– depends on surface orientation with respect to
  light
• often called Lambertian surfaces




                                                                       16
Lambert’s Law




 intuitively: cross-sectional area of
 the “beam” intersecting an element
 of surface area is smaller for greater
 angles with the normal.




               Diffuse Reflection

• How much light is reflected?
  – Depends on angle of incident light




                           θ      dL
   dL = dA cos Θ
                           dA

                      Surface




                                          17
Computing Diffuse Reflection

• angle between surface normal and incoming
light is angle of incidence:      k :          d
                       l          n           diffuse component
                                              ”surface color”
                              θ


                 Idiffuse = kd Ilight cos θ

• in practice use vector arithmetic
               Idiffuse = kd Ilight (n • l)




                Diffuse Lighting Examples

• Lambertian sphere from several lighting
angles:



• need only consider angles from 0° to 90°
• why?
– demo: Brown exploratory on reflection




                                                                  18
Specular Reflection
• shiny surfaces exhibit specular reflection
– polished metal                                            diffuse
                                             diffuse
– glossy car finish
                                                              plus
                                                            specular

• specular highlight
– bright spot from light shining on a specular surface
• view dependent
– highlight position is function of the viewer’s position




                   Physics of Reflection

• at the microscopic level a specular
reflecting surface is very smooth

• thus rays of light are likely to bounce off
the microgeometry in a mirror-like fashion

• the smoother the surface, the closer it
becomes to a perfect mirror




                                                                       19
Optics of Reflection

• reflection follows Snell’s Law:
– incoming ray and reflected ray lie in a plane
  with the surface normal
– angle the reflected ray forms with surface
  normal equals angle formed by incoming ray
  and surface normal


                                         θ(l)ight = θ(r)eflection




               Non-Ideal Specular Reflectance


•Snell’s law applies to perfect mirror-like surfaces, but
aside from mirrors (and chrome) few surfaces exhibit
perfect specularity

• how can we capture the “softer”
reflections of surface that are glossy
rather than mirror-like?

• one option: model the microgeometry of the surface
and explicitly bounce rays off of it
• or…




                                                                    20
Empirical
                    Approximation
 • we expect most reflected light to travel in
 direction predicted by Snell’s Law

 • but because of microscopic surface variations,
 some light may be reflected in a direction slightly
 off the ideal reflected ray

 • as angle from ideal reflected ray increases, we
 expect less light to be reflected




                    Empirical
                    Approximation
• angular falloff




• how might we model this falloff?




                                                       21
Phong Lighting

  • most common lighting model in computer graphics
      • (Phong Bui-Tuong, 1975)
                                  nshiny
Ispecular =k s Ilight ( cos φ )

  • The nshiny term is a purely                            v
  empirical constant that
  varies the rate of falloff
  • Though this model has no
  physical basis, it works
  (sort of) in practice




                 Phong Lighting: The nshiny Term


  • Phong reflectance term drops off with divergence of
    viewing angle from ideal reflected ray




                                    Viewing angle – reflected angle
  • what does this term control, visually?




                                                                      22
Phong Examples

                              varying l




                           varying nshiny




                   Calculating Phong
                   Lighting
• The cos term of Phong lighting can be
computed using vector arithmetic:

 Ispecular = ksIlight (v ⋅ r ) shiny
                               n



                                            v
– v: unit vector towards viewer
– r: ideal reflectance direction
– ks: specular component
    • highlight color


• how to efficiently calculate r ?




                                                23
Calculating The R Vector

 P = N cos θ = projection of L onto N
P+S=R                                                              L
                                                           P
N cos θ + S = R
  S = P – L = N cos θ - L                  S           N       S
N cos θ + (N cos θ – L) = R                                P
                                         L
2 ( N cos θ ) – L = R                                  θ           R
  cos θ = N · L                  P=N(N·L)
2 ( N (N · L)) – L = R             2P=R+L
                                  2P–L=R

N and R are unit length!     2 (N ( N · L )) - L = R




                Combining Everything

• Simple analytic model:
   – diffuse reflection +
   – specular reflection +
   – emission +
   – “ambient”




                                     Surface




                                                                       24
Combining Everything

• Simple analytic model:
  – diffuse reflection +
  – specular reflection +
  – emission +
  – “ambient”




                                            Surface




               The Final Combined
               Equation
• Single light source:


                                N
     Viewer            R    θ       θ   L
                       α
                   V




    I = I E + K A I AL + K D ( N • L) I L + K S (V • R ) n I L




                                                                 25
Final Combined
                  Equation
• Multiple light sources:


                                  N
       Viewer             L1
                                         L2

                      V




   I = I E + K A I AL + ∑i ( K D ( N • Li ) I i + K S (V • Ri ) n I i )




                  The Phong Lighting
                  Model
• combine ambient, diffuse, specular components


I = I E + K A I AL + ∑i ( K D ( N • Li ) I i + K S (V • Ri ) n I i )

• commonly called Phong lighting
– once per light
– once per color component




                                                                          26
Phong Lighting: Intensity Plots




              Lighting Review

• lighting models
– ambient
   • normals don’t matter
– Lambert/diffuse
   • angle between surface normal and light
– Phong/specular
   • surface normal, light, and viewpoint




                                               27
Blinn-Phong Model

  • variation with better physical interpretation
      • Jim Blinn, 1977
   – h: halfway vector
   – highlight occurs when h near n
                           nshiny
I out (x) = ks ⋅ (h ⋅ n)            ⋅ I in (x); with h = (l + v ) / 2
                            h        n
                                           v
                  l




                  Light Source Falloff

  • non-quadratic falloff
   – many systems allow for other falloffs
   – allows for faking effect of area light sources
   – OpenGL / graphics hardware
      • Io: intensity of light source
      • x: object point
      • r: distance of light from x

                                    1
                 I in (x) =                 ⋅ I0
                              ar 2 + br + c




                                                                        28
Anisotropy

• so far we’ve been considering isotropic
  materials.
  – reflection and refraction invariant with respect
    to rotation of the surface about the surface
    normal vector.
  – for many materials, reflectance and
    transmission are dependent on this azimuth
    angle: anisotropic reflectance/transmission.
  – examples?




            Activity

            What are the differences?




                                                       29
1                                         2




                                   3




            Lighting vs. Shading

• lighting: process of computing the
luminous intensity (i.e., outgoing light) at a
particular 3-D point, usually on a surface
• shading: the process of assigning colors
to pixels
           (why the distinction?)




                                                 30
Applying Illumination

• we now have an illumination model for a point
  on a surface
• if surface defined as mesh of polygonal facets,
  which points should we use?
  – fairly expensive calculation
  – several possible answers, each with different
    implications for visual quality of result




               Applying Illumination

 • polygonal/triangular models
   – each facet has a constant surface normal
   – if light is directional, diffuse reflectance is
     constant across the facet.
   – why?




                                                       31
Flat Shading

• simplest approach calculates illumination at a
  single point for each polygon




• obviously inaccurate for smooth surfaces




             Flat Shading
             Approximations
• if an object really is
  faceted, is this accurate?
• no!
  – for point sources, the
    direction to light varies
    across the facet

  – for specular reflectance,
    direction to eye varies
    across the facet




                                                   32
Improving Flat Shading

• what if evaluate Phong lighting model at
  each pixel of the polygon?
  – better, but result still clearly faceted

• for smoother-looking surfaces
  we introduce vertex normals at each
  vertex
  – usually different from facet normal
  – used only for shading
  – think of as a better approximation of the real
    surface that the polygons approximate




              Vertex Normals

• vertex normals may be
  – provided with the model
  – computed from first principles
  – approximated by
    averaging the normals
    of the facets that
    share the vertex




                                                     33
Gouraud Shading

• most common approach, and what OpenGL does
   – perform Phong lighting at the vertices
   – linearly interpolate the resulting colors over faces
      • along edges
      • along scanlines
                                 edge: mix of c1, c2      C1

does this eliminate the facets?
                                                               C3


                                             C2
         interior: mix of c1, c2, c3
                                           edge: mix of c1, c3




                Gouraud Shading
                Artifacts
 • often appears dull, chalky
 • lacks accurate specular component
    – if included, will be averaged over entire
      polygon
                          C1



                                  C3


                 C2            Can’t shade that effect!




                                                                    34
Gouraud Shading
                   Artifacts
• Mach bands
– eye enhances discontinuity in first derivative
– very disturbing, especially for highlights




                   Gouraud Shading
                   Artifacts
• Mach bands
              C1


C4
                     C3


     C2

     Discontinuity in rate
       of color change
         occurs here




                                                   35
Gouraud Shading Artifacts
• Gouraud shading can miss specular highlights in specular objects
  because it interpolates vertex colors instead of vertex normals
   – here Na and Nb would cause no appreciable specular
     component, whereas Nc would. Shading by interpolating
     between Ia and Ib , therefore misses the highlight that
     evaluating I at c would catch


• Interpolating the normal
  comes closer to what the
  actual normal of the
  surface being polygonally
  approximated would be




                  Flat vs. Gouraud
                  Shading




  glShadeModel(GL_FLAT)             glShadeModel(GL_SMOOTH)

 Flat - Determine that each face has a single normal, and
    color the entire face a single value, based on that
    normal.
 Gouraud – Determine the color at each vertex, using the
    normal at that vertex, and interpolate linearly for the
    pixels between the vertex locations.




                                                                     36
Phong Shading

• linearly interpolating surface normal
  across the facet, applying Phong lighting
  model at every pixel
  – same input as Gouraud shading
  – pro: much smoother results
  – con: considerably more expensive
• not the same as Phong lighting
  – common confusion
  – Phong lighting: empirical model to calculate
   illumination at a point on a surface




                    Phong Shading

 • linearly interpolate the vertex normals
      – compute lighting equations at each pixel
      – can use specular component

                                               (       ) (              )
                              #lights

                               ∑        I i ⎛ k d N ⋅ Li + k s V ⋅ Ri
                                                  ˆ ˆ           ˆ ˆ              ⎞
                                                                        nshiny
  I total = k a I ambient +                 ⎜                                    ⎟
               N1              i =1         ⎝                                    ⎠
                                          remember: normals used in
                                           diffuse and specular terms
 N4
                       N3
                                        discontinuity in normal’s rate of
                                            change harder to detect
      N2




                                                                                     37
Phong Shading
             Difficulties
• computationally expensive
– per-pixel vector normalization and lighting
  computation!
– floating point operations required

• lighting after perspective projection
– messes up the angles between vectors
– have to keep eye-space vectors around

• no direct support in hardware
– but can be simulated with texture mapping




           Shading Artifacts: Silhouettes

• polygonal silhouettes remain




              Gouraud         Phong




                                                38
Shading Artifacts: Orientation

• interpolation dependent on polygon orientation

              A
                             Rotate -90o
                                                        B
                              and color
              i              same point     C
   B               D                                               A




                                                        i
                                                    D
              C
   Interpolate between                       Interpolate between
        AB and AD                                 CD and AD




                  Shading Artifacts: Shared Vertices


                               vertex B shared by two rectangles
                               on the right, but not by the one on
   D      C              H     the left


                              first portion of the scanline
             B           G    is interpolated between DE and AC

                              second portion of the scanline
                              is interpolated between BC and GH
  E                      F
         A
                              a large discontinuity could arise




                                                                       39
Shading Models
              Summary
• flat shading
  – compute Phong lighting once for entire polygon
• Gouraud shading
  – compute Phong lighting at the vertices and
    interpolate lighting values across polygon
• Phong shading
  – compute averaged vertex normals
  – interpolate normals across polygon and perform
    Phong lighting across polygon




              Shutterbug: Flat
              Shading




                                                     40
Shutterbug: Gouraud
Shading




Shutterbug: Phong
Shading




                      41

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Iluminacion

  • 1. Visual Realism Shading and Illumination Illumination (Shading) (Lighting) Modeling • Vertices lit (shaded) according to material Transformations properties, surface properties (normal) and light Illumination • Local lighting model (Shading) (Diffuse, Ambient, Phong, etc.) Viewing Transformation (Perspective / Orthographic) ( L(ωr ) = k a + k d (n ⋅ l) + k s (v ⋅ r ) q ) 4π d Φs 2 Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display 1
  • 2. Photorealistic Illumination [electricimage.com] electricimage.com] Photorealistic Illumination [electricimage.com] electricimage.com] 2
  • 3. Lighting vs. Shading • lighting – simulating the interaction of light with surface • shading – deciding pixel color – continuum of realism: when do we do lighting calculation? Modeling Light Sources • IL(x,y,z,θ,φ,λ) ... – describes the intensity of energy, – leaving a light source, … – arriving at location(x,y,z), ... (x,y,z) – from direction (θ,φ), ... – with wavelength λ Light 3
  • 4. Empirical Models • Ideally measure irradiant energy for “all” situations – Too much storage – Difficult in practice λ Light Sources • directional/parallel lights • point at infinity: (x,y,z,0)T • point lights • finite position: (x,y,z,1)T • spotlights • position, direction, angle • ambient lights 4
  • 5. Ambient Light Sources • Objects not directly lit are typically still visible – e.g., the ceiling in this room, undersides of desks • This is the result of indirect illumination from emitters, bouncing off intermediate surfaces • Too expensive to calculate (in real time), so we use a hack called an ambient light source – No spatial or directional characteristics; illuminates all surfaces equally – Amount reflected depends on surface properties Ambient Light Sources • For each sampled wavelength (R, G, B), the ambient light reflected from a surface depends on – The surface properties, kambient – The intensity, Iambient, of the ambient light source (constant for all points on all surfaces ) • Ireflected = kambient Iambient 5
  • 6. Ambient Light Sources • scene lit only with an ambient light source Light Position Not Important Viewer Position Not Important Surface Angle Not Important Ambient Term • Represents reflection of all indirect illumination This is a total hack (avoids complexity of global illumination)! 6
  • 7. Directional Light Sources • For a directional light source we make simplifying assumptions – Direction is constant for all surfaces in the scene – All rays of light from the source are parallel • As if the source were infinitely far away from the surfaces in the scene • A good approximation to sunlight • The direction from a surface to the light source is important in lighting the surface Directional Light Sources • scene lit with directional and ambient light Light Position Not Important Surface Angle Important Viewer Position Not Important 7
  • 8. Point Light Sources • A point light source emits light equally in all directions from a single point • The direction to the light from a point on a surface thus differs for different points: – So we need to calculate a l normalized vector to the light source for every point we light: p Point Light Sources • scene lit with ambient and point light source Light Position Important Viewer Position Important Surface Angle Important 8
  • 9. Other Light Sources • Spotlights are point sources whose intensity falls off directionally. – Requires color, point direction, falloff parameters – Supported by OpenGL Other Light Sources • Area light sources define a 2-D emissive surface (usually a disc or polygon) – Good example: fluorescent light panels – Capable of generating soft shadows (why? ) 9
  • 10. Light Transport Assumptions II • color approximated by discrete wavelengths – quantized approx of dispersion (rainbows) – quantized approx of fluorescence (cycling vests) • no propagation media (surfaces in vacuum) – no atmospheric scattering (fog, clouds) • some tricks to simulate explicitly – no refraction (mirages) Light Transport Assumptions III • light travels in straight line – no gravity lenses • superposition (lights can be added) – no nonlinear reflection models • nonlinearity handled separately 10
  • 11. Illumination • transport of energy from light sources to surfaces & points – includes direct and indirect illumination Images by Henrik Wann Jensen Components of Illumination • two components: light sources and surface properties • light sources (or emitters) – spectrum of emittance (i.e., color of the light) – geometric attributes • position • direction • shape – directional attenuation – polarization 11
  • 12. Components of Illumination • surface properties – reflectance spectrum (i.e., color of the surface) – subsurface reflectance – geometric attributes • position • orientation • micro-structure Modeling Surface Reflectance • Rs(θ,φ,γ,ψ,λ) ... – describes the amount of incident energy, – arriving from direction (θ,φ), ... – leaving in direction (γ,ψ), … λ – with wavelength λ (θ,φ) (ψ,λ) Surface 12
  • 13. Empirical Models • Ideally measure radiant energy for “all” combinations of incident angles – Too much storage – Difficult in practice λ (θ,φ) (ψ,λ) Surface Types of Reflection • specular (a.k.a. mirror or regular) reflection causes light to propagate without scattering. • diffuse reflection sends light in all directions with equal energy. • mixed reflection is a weighted combination of specular and diffuse. 13
  • 14. Types of Reflection • retro-reflection occurs when incident energy reflects in directions close to the incident direction, for a wide range of incident directions. • gloss is the property of a material surface that involves mixed reflection and is responsible for the mirror like appearance of rough surfaces. Reflectance Distribution Model • most surfaces exhibit complex reflectances – vary with incident and reflected directions. – model with combination + + = specular + glossy + diffuse = reflectance distribution 14
  • 15. Surface Roughness • at a microscopic scale, all real surfaces are rough • cast shadows on themselves shadow shadow • “mask” reflected light: Masked Light Surface Roughness • notice another effect of roughness: – each “microfacet” is treated as a perfect mirror. – incident light reflected in different directions by different facets. – end result is mixed reflectance. • smoother surfaces are more specular or glossy. • random distribution of facet normals results in diffuse reflectance. 15
  • 16. Physics of Reflection • ideal diffuse reflection – very rough surface at the microscopic level • real-world example: chalk – microscopic variations mean incoming ray of light equally likely to be reflected in any direction over the hemisphere – what does the reflected intensity depend on? Lambert’s Cosine Law • ideal diffuse surface reflection the energy reflected by a small portion of a surface from a light source in a given direction is proportional to the cosine of the angle between that direction and the surface normal • reflected intensity – independent of viewing direction – depends on surface orientation with respect to light • often called Lambertian surfaces 16
  • 17. Lambert’s Law intuitively: cross-sectional area of the “beam” intersecting an element of surface area is smaller for greater angles with the normal. Diffuse Reflection • How much light is reflected? – Depends on angle of incident light θ dL dL = dA cos Θ dA Surface 17
  • 18. Computing Diffuse Reflection • angle between surface normal and incoming light is angle of incidence: k : d l n diffuse component ”surface color” θ Idiffuse = kd Ilight cos θ • in practice use vector arithmetic Idiffuse = kd Ilight (n • l) Diffuse Lighting Examples • Lambertian sphere from several lighting angles: • need only consider angles from 0° to 90° • why? – demo: Brown exploratory on reflection 18
  • 19. Specular Reflection • shiny surfaces exhibit specular reflection – polished metal diffuse diffuse – glossy car finish plus specular • specular highlight – bright spot from light shining on a specular surface • view dependent – highlight position is function of the viewer’s position Physics of Reflection • at the microscopic level a specular reflecting surface is very smooth • thus rays of light are likely to bounce off the microgeometry in a mirror-like fashion • the smoother the surface, the closer it becomes to a perfect mirror 19
  • 20. Optics of Reflection • reflection follows Snell’s Law: – incoming ray and reflected ray lie in a plane with the surface normal – angle the reflected ray forms with surface normal equals angle formed by incoming ray and surface normal θ(l)ight = θ(r)eflection Non-Ideal Specular Reflectance •Snell’s law applies to perfect mirror-like surfaces, but aside from mirrors (and chrome) few surfaces exhibit perfect specularity • how can we capture the “softer” reflections of surface that are glossy rather than mirror-like? • one option: model the microgeometry of the surface and explicitly bounce rays off of it • or… 20
  • 21. Empirical Approximation • we expect most reflected light to travel in direction predicted by Snell’s Law • but because of microscopic surface variations, some light may be reflected in a direction slightly off the ideal reflected ray • as angle from ideal reflected ray increases, we expect less light to be reflected Empirical Approximation • angular falloff • how might we model this falloff? 21
  • 22. Phong Lighting • most common lighting model in computer graphics • (Phong Bui-Tuong, 1975) nshiny Ispecular =k s Ilight ( cos φ ) • The nshiny term is a purely v empirical constant that varies the rate of falloff • Though this model has no physical basis, it works (sort of) in practice Phong Lighting: The nshiny Term • Phong reflectance term drops off with divergence of viewing angle from ideal reflected ray Viewing angle – reflected angle • what does this term control, visually? 22
  • 23. Phong Examples varying l varying nshiny Calculating Phong Lighting • The cos term of Phong lighting can be computed using vector arithmetic: Ispecular = ksIlight (v ⋅ r ) shiny n v – v: unit vector towards viewer – r: ideal reflectance direction – ks: specular component • highlight color • how to efficiently calculate r ? 23
  • 24. Calculating The R Vector P = N cos θ = projection of L onto N P+S=R L P N cos θ + S = R S = P – L = N cos θ - L S N S N cos θ + (N cos θ – L) = R P L 2 ( N cos θ ) – L = R θ R cos θ = N · L P=N(N·L) 2 ( N (N · L)) – L = R 2P=R+L 2P–L=R N and R are unit length! 2 (N ( N · L )) - L = R Combining Everything • Simple analytic model: – diffuse reflection + – specular reflection + – emission + – “ambient” Surface 24
  • 25. Combining Everything • Simple analytic model: – diffuse reflection + – specular reflection + – emission + – “ambient” Surface The Final Combined Equation • Single light source: N Viewer R θ θ L α V I = I E + K A I AL + K D ( N • L) I L + K S (V • R ) n I L 25
  • 26. Final Combined Equation • Multiple light sources: N Viewer L1 L2 V I = I E + K A I AL + ∑i ( K D ( N • Li ) I i + K S (V • Ri ) n I i ) The Phong Lighting Model • combine ambient, diffuse, specular components I = I E + K A I AL + ∑i ( K D ( N • Li ) I i + K S (V • Ri ) n I i ) • commonly called Phong lighting – once per light – once per color component 26
  • 27. Phong Lighting: Intensity Plots Lighting Review • lighting models – ambient • normals don’t matter – Lambert/diffuse • angle between surface normal and light – Phong/specular • surface normal, light, and viewpoint 27
  • 28. Blinn-Phong Model • variation with better physical interpretation • Jim Blinn, 1977 – h: halfway vector – highlight occurs when h near n nshiny I out (x) = ks ⋅ (h ⋅ n) ⋅ I in (x); with h = (l + v ) / 2 h n v l Light Source Falloff • non-quadratic falloff – many systems allow for other falloffs – allows for faking effect of area light sources – OpenGL / graphics hardware • Io: intensity of light source • x: object point • r: distance of light from x 1 I in (x) = ⋅ I0 ar 2 + br + c 28
  • 29. Anisotropy • so far we’ve been considering isotropic materials. – reflection and refraction invariant with respect to rotation of the surface about the surface normal vector. – for many materials, reflectance and transmission are dependent on this azimuth angle: anisotropic reflectance/transmission. – examples? Activity What are the differences? 29
  • 30. 1 2 3 Lighting vs. Shading • lighting: process of computing the luminous intensity (i.e., outgoing light) at a particular 3-D point, usually on a surface • shading: the process of assigning colors to pixels (why the distinction?) 30
  • 31. Applying Illumination • we now have an illumination model for a point on a surface • if surface defined as mesh of polygonal facets, which points should we use? – fairly expensive calculation – several possible answers, each with different implications for visual quality of result Applying Illumination • polygonal/triangular models – each facet has a constant surface normal – if light is directional, diffuse reflectance is constant across the facet. – why? 31
  • 32. Flat Shading • simplest approach calculates illumination at a single point for each polygon • obviously inaccurate for smooth surfaces Flat Shading Approximations • if an object really is faceted, is this accurate? • no! – for point sources, the direction to light varies across the facet – for specular reflectance, direction to eye varies across the facet 32
  • 33. Improving Flat Shading • what if evaluate Phong lighting model at each pixel of the polygon? – better, but result still clearly faceted • for smoother-looking surfaces we introduce vertex normals at each vertex – usually different from facet normal – used only for shading – think of as a better approximation of the real surface that the polygons approximate Vertex Normals • vertex normals may be – provided with the model – computed from first principles – approximated by averaging the normals of the facets that share the vertex 33
  • 34. Gouraud Shading • most common approach, and what OpenGL does – perform Phong lighting at the vertices – linearly interpolate the resulting colors over faces • along edges • along scanlines edge: mix of c1, c2 C1 does this eliminate the facets? C3 C2 interior: mix of c1, c2, c3 edge: mix of c1, c3 Gouraud Shading Artifacts • often appears dull, chalky • lacks accurate specular component – if included, will be averaged over entire polygon C1 C3 C2 Can’t shade that effect! 34
  • 35. Gouraud Shading Artifacts • Mach bands – eye enhances discontinuity in first derivative – very disturbing, especially for highlights Gouraud Shading Artifacts • Mach bands C1 C4 C3 C2 Discontinuity in rate of color change occurs here 35
  • 36. Gouraud Shading Artifacts • Gouraud shading can miss specular highlights in specular objects because it interpolates vertex colors instead of vertex normals – here Na and Nb would cause no appreciable specular component, whereas Nc would. Shading by interpolating between Ia and Ib , therefore misses the highlight that evaluating I at c would catch • Interpolating the normal comes closer to what the actual normal of the surface being polygonally approximated would be Flat vs. Gouraud Shading glShadeModel(GL_FLAT) glShadeModel(GL_SMOOTH) Flat - Determine that each face has a single normal, and color the entire face a single value, based on that normal. Gouraud – Determine the color at each vertex, using the normal at that vertex, and interpolate linearly for the pixels between the vertex locations. 36
  • 37. Phong Shading • linearly interpolating surface normal across the facet, applying Phong lighting model at every pixel – same input as Gouraud shading – pro: much smoother results – con: considerably more expensive • not the same as Phong lighting – common confusion – Phong lighting: empirical model to calculate illumination at a point on a surface Phong Shading • linearly interpolate the vertex normals – compute lighting equations at each pixel – can use specular component ( ) ( ) #lights ∑ I i ⎛ k d N ⋅ Li + k s V ⋅ Ri ˆ ˆ ˆ ˆ ⎞ nshiny I total = k a I ambient + ⎜ ⎟ N1 i =1 ⎝ ⎠ remember: normals used in diffuse and specular terms N4 N3 discontinuity in normal’s rate of change harder to detect N2 37
  • 38. Phong Shading Difficulties • computationally expensive – per-pixel vector normalization and lighting computation! – floating point operations required • lighting after perspective projection – messes up the angles between vectors – have to keep eye-space vectors around • no direct support in hardware – but can be simulated with texture mapping Shading Artifacts: Silhouettes • polygonal silhouettes remain Gouraud Phong 38
  • 39. Shading Artifacts: Orientation • interpolation dependent on polygon orientation A Rotate -90o B and color i same point C B D A i D C Interpolate between Interpolate between AB and AD CD and AD Shading Artifacts: Shared Vertices vertex B shared by two rectangles on the right, but not by the one on D C H the left first portion of the scanline B G is interpolated between DE and AC second portion of the scanline is interpolated between BC and GH E F A a large discontinuity could arise 39
  • 40. Shading Models Summary • flat shading – compute Phong lighting once for entire polygon • Gouraud shading – compute Phong lighting at the vertices and interpolate lighting values across polygon • Phong shading – compute averaged vertex normals – interpolate normals across polygon and perform Phong lighting across polygon Shutterbug: Flat Shading 40