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Learn about lighting and reflection in the 3D rendering pipeline, including transforming objects into the 3D world system, illuminating according to lighting and reflectance, transforming into the 2D camera system, and more.
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CSCE 441: Computer GraphicsLighting Jinxiang Chai
3D Rendering pipeline Modeling transformation Transform into 3D world system Illuminate according to lighting and reflectance lighting Transform into 3D camera coordinate system Viewing transformation Transform into 2D camera system Project transformation Clip primitives outside camera’s view Clipping Draw pixels (includes texturing, hidden surface, etc.) Scan conversion Image
3D Rendering pipeline Modeling transformation Transform into 3D world system Illuminate according to lighting and reflectance lighting Transform into 3D camera coordinate system Viewing transformation Transform into 2D camera system Project transformation Clip primitives outside camera’s view Clipping Draw pixels (includes texturing, hidden surface, etc.) Scan conversion Image
Outline Ambient, diffuse and specular light Light attenuation & spot lights Readings: HB 17-1,12-2,17-3
Lighting/Illumination • Color is a function of how light reflects from surfaces to the eye • Global illumination accounts for light from all sources as it is transmitted throughout the environment • Local illumination only accounts for light that directly hits a surface and is transmitted to the eye
Lighting/Illumination Color is a function of how light reflects from surfaces to the eye Global illumination accounts for light from all sources as it is transmitted throughout the environment Local illumination only accounts for light that directly hits a surface and is transmitted to the eye
Light Sources • Any object emitting radiant energy is a light source that contributes to the lighting effects for other objects in a scene • Point light sources: defined by its position and the color of the mitted light (RGB) • Infinitely distant light sources: basically a point light source very far from a scene. Defined by its direction and the color of the light (RGB)
Reflection Models • Definition: Reflection is the process by which light incident on a surface interacts with the surface such that it leaves on the incident side without change in frequency.
Reflection Models • Definition: Reflection is the process by which light incident on a surface interacts with the surface such that it leaves on the incident side without change in frequency.
Reflection Models • Definition: Reflection is the process by which light incident on a surface interacts with the surface such that it leaves on the incident side without change in frequency.
Reflection Models • Definition: Reflection is the process by which light incident on a surface interacts with the surface such that it leaves on the incident side without change in frequency.
Reflection Models Definition: Reflection is the process by which light incident on a surface interacts with the surface such that it leaves on the incident side without change in frequency. Reflected light?
Reflection Models Definition: Reflection is the process by which light incident on a surface interacts with the surface such that it leaves on the incident side without change in frequency. Reflected light? This depends on the surface property!
Types of Reflection Functions • Ideal Specular • Reflection Law • Mirror
Types of Reflection Functions • Ideal Specular • Reflection Law • Mirror • Ideal Diffuse • Lambert’s Law • Matte
Types of Reflection Functions • Ideal Specular • Reflection Law • Mirror • Ideal Diffuse • Lambert’s Law • Matte • Specular • Glossy • Directional diffuse
Materials Plastic Metal Matte From Apodaca and Gritz, Advanced RenderMan
Illumination Model • Ambient Light • Uniform light caused by secondary reflections • Diffuse Light • Light scattered equally in all directions • Specular Light • Highlights on shiny surfaces
Ambient Light • A =intensity of ambient light • ka= ambient reflection coefficient • Really 3 equations! (Red, Green, Blue) • Accounts for indirect illumination • Determines color of shadows A=R*Cr+ G*Cg+B*Cb
Diffuse Light • Assumes that light is reflected equally in all directions • Handles both local and infinite light sources • Infinite distance: L doesn’t change • Finite distance: must calculate L for each point on surface Surface
Diffuse Light • C = intensity of point light source • kd = diffuse reflection coefficient • = angle between normal and direction to light C=R*Cr+ G*Cg+B*Cb Surface
Lambert’s Law • The reflected luminous intensity observed from an ideal diffusely reflecting surface is proportional to the cosine of the angle between the direction of the incident light and the surface normal Surface
Lambert’s Law Beam of Light Surface
Lambert’s Law Beam of Light Surface The intensity of the received light:
Lambert’s Law Beam of Light Surface The intensity of the received light: The intensity of the received light:
Diffuse Light Where is the light source?
Diffuse Light Where is the light source?
Materials Plastic Metal Matte From Apodaca and Gritz, Advanced RenderMan
Specular Light • Perfect, mirror-like reflection of light from surface • Forms highlights on shiny objects (metal, plastic) Surface
Specular Light • C = intensity of point light source • ks = specular reflection coefficient • = angle between reflected vector (R) and eye (E) • n = specular coefficient Surface
Finding the Reflected Vector Surface
Finding the Reflected Vector Surface
Finding the Reflected Vector Surface
Finding the Reflected Vector Surface
Finding the Reflected Vector Surface
Finding the Reflected Vector Surface
Multiple Light Sources • Only one ambient term no matter how many lights • Light is additive; add contribution of multiple lights (diffuse/specular components)
Other Lights • Attenuation caused by fog, smoke • Spot lights