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Intro To Computer Graphics Geb Thomas Learning Objectives Learn the differences between image-order, object-order and volume rendering. Learn how the eye perceives color and how monitors present color.
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Intro To Computer Graphics Geb Thomas
Learning Objectives • Learn the differences between image-order, object-order and volume rendering. • Learn how the eye perceives color and how monitors present color. • Learn how light and objects interact and how to mathematically define ambient, diffuse and specular reflections. • Learn the difference between flat and Gouraud shading.
How Does a VR System Use Graphics? • Processor talks to graphics card about geometry and lighting • Graphics card crunches geometry and lighting calculations • Stores this in a buffer • Another circuit converts the buffer to the video signal
Volume Rendering • Similar to ray-tracing, but instead of being obstructed by intervening objects, the ray may just be attenuated, or color-filtered.
Color • Light hits the eye in a continuous spectrum of color from different frequencies. • Our eyes have three different types of cones to receive data. Each cone is sensitive to different frequencies. • The signals from our color-sensitive cones provide the perception of color. • By providing emitters designed to stimulate each type of cone, the monitor can fool our eye into believing it is perceiving natural color.
For Example Natural Reflected Light Cone response: Blue -> .8 Red -> .7 Green -> .5 Intensity Wavelength Simulated with a Monitor Cone response: Blue -> .8 Red -> .7 Green -> .5 Blue -> .8 Red -> .7 Green -> .5
Lights • Infinitely distant point light creates parallel rays • Constant direction across field of view • No radiant energy drop-off • Local light sources • 1/R2 energy drop-off • Radial directions from source • Even more complex if the source is distributed rather than point-like
Ambient Light • A general surround light that represents the random light rays resulting from multiple reflections. • Generally provides the colors of objects in shadows. • Rc= Lc Oc • Where Rc is resultant color, Lc is the light intensity curve, and Oc is the object intensity curve. • Also works Rc = ambient*RGBo where ambient ranges from 0-1 and RGBo is the RGB values of the object color.
Diffuse Light(Lambertian reflection) • This is light from the light source, determined by the angle of incidence. • Objects are brighter when they directly face the light • Rc= Lc Oc(-Ln.On) • Where LnOn are the light normal and object normal, respectively (normalized length). • Gouraud shading interpolates the object normal across adjacent faces to make the object look smooth. • http://www.wiley.com/legacy/compbooks/vrml2sbk/toc/ch20.htm
Specular Reflection • Add hot spots characteristic of shiny objects. Ln Light On S -Ln Cn -Cn Object Camera Rc=LcOc[S . (-Cn)]Osp S = 2[On.(-Ln)] On+Ln
Exercise 1 • Given an object with RGB values of [.5 .2 .1] and an ambient light of .5, what is the color of a pixel containing the object (assuming no other light sources).
Exercise 2 • Try to calculate color in 2D. Assume that a bright white light (intensity 1) reflects off a plane oriented at 35 degrees with a color of RGB values [1 0 0]. What is the color of a pixel showing the plane, if the camera is off to the right?
Exercise #3 • Same situation as Exercise #2, but calculate the specular reflection, if the specular power is .08 35o
Learning Objectives • Learn the differences between image-order, object-order and volume rendering. • Learn how the eye perceives color and how monitors present color. • Learn how light and objects interact and how to mathematically define ambient, diffuse and specular reflections. • Learn the difference between flat and Gouraud shading.