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Shading. Adding Color. Lambert’s law. Light a point in any direction varies as the cosine of the angle between a vector from the point to the light source and the normal vector of the surface at the point. n. L. q. Warnock (Flat) Shading. Flat shading
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Lambert’s law Light a point in any direction varies as the cosine of the angle between a vector from the point to the light source and the normal vector of the surface at the point n L q
Warnock (Flat) Shading • Flat shading • Decrease intensity with distance from light and object • Highlights
Gouraud Shading • Compute shading at each vertex • Interpolate shading
Problem with Gouraud Shading • Highlights across polygons
Diffuse Shading Idiffuse = kd Ilight cos q n L eye q
Specular Shading Add specular by looking at reflection, r Shiny surfaces, such as a mirror n L r e q q s
Phong Shading lights Itotal = ka Iambient + S Ii (kd(N . L) + ks(V . R)nshiney) i = 1 n L r e q q s
Phong Shading n L r e q q s
Review: Surface Properties Perfectly Specular: “Mirror” “infinite gloss” Phong Specular Model: L R cos() Incident LightRay SurfaceNormal ReflectedLight Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”
Review: Surface Properties Slightly scattered Specular: “high gloss” Phong Specular Model: L R cos15() Incident LightRay SurfaceNormal ReflectedLight Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”
Review: Surface Properties More Scattered Specular: “medium gloss” Phong Specular Model: L R cos5() Incident LightRay SurfaceNormal Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”
Review: Surface Properties Perfectly Diffuse “flat”, “chalky”,… Incident LightRay SurfaceNormal Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”
Review: Surface Properties Most Materials: Combination of Diffuse and Specular Incident LightRay SurfaceNormal Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”
Rendering Realism Cornel Measurement Lab
Rendering Realism Synthetic Real Shirley, et. al., cornell
Is this real? m fajaro, usc
Terrain Modeling: Snow and Trees Added s premoze, et.al., utah
Rendering Realism Evening Morning a preetham, et. al., utah
Humans Final Fantasy (Sony) Jensen et al.
Diffuse shaded model I = cr(ca + cl max(0, L.n)) with cr=cl=1 and ca = 0.
Shading used by Artists Complementary Shading Final Image From “The Book of Color” by Jose Parramon, 1993
Tints, Tones, and Shades White tint Hue tone Gray shade Black From Birren (1976)
Creating Tones Green to Gray (tone)
Using Color Temperature Warm to Cool Hue Shift
Creating Undertones Warm to Cool Hue Shift Green with Warm to Cool Hue Shift
Combining Tones with Undertones Green with Tone and Undertone
Warm to Cool Shading New Shading Without Edge Lines New Shading With Edge Lines Phong Shaded
Toon Shading Intel: http://www.intel.com/labs/media/3dsoftware/nonphoto.htm