1 / 46

CSPC 352: Computer Graphics

CSPC 352: Computer Graphics. Chapter 6: Lighting and Shading. Overview. Local and global illumination Phong reflectance model (local illumination) Flat, Gouraud, and Phong Shading on a polygonal mesh Surface subdivisions Shading in OpenGL. Need for shading.

valin
Download Presentation

CSPC 352: Computer Graphics

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. CSPC 352: Computer Graphics Chapter 6: Lighting and Shading

  2. Overview • Local and global illumination • Phong reflectance model (local illumination) • Flat, Gouraud, and Phong • Shading on a polygonal mesh • Surface subdivisions • Shading in OpenGL

  3. Need for shading • How do you make something look 3D? • Shading that is appropriate for the lighting is the primary cue to 3D appearance • [What are some other cues?]

  4. Illumination models • General approach: • model the world • simulate physics • Global illumination models (ray tracing, radiosity) determine shading by bouncing light around an entire environment (too slow for interactive graphics, usually [1] [2]) • Local illumination models consider only the surface, light direction, and viewing direction

  5. Local illumination • To make lighting fast, we will initially restrict our attention to: • Light source, one surface, and viewer (ignore inter-object reflections, shadows) • Ambient, diffuse, and specular reflection (ignore transparency, refraction, reflection, …)

  6. Light sources • In general, a light source is a rather complicated thing. It can emit different amounts of light for each • Location (x, y, z) • Direction (, f) • Wavelength (l) • Illumination function:I(x, y, z, , f, l) • Examples: ambient, point, area, spot,distant, …

  7. Colored lights • Intensity of emitted light can also be a function of wavelength • We usually model as I = [Ir, Ig, Ib] components • Some experiments have been done with a whole spectrum of color values, giving more realistic results in some cases

  8. Ambient light • Intensity doesn’t vary with x, y, z, , f • I = [Iar, Iag, Iab]

  9. Point lights • Point lights have a location (so farther objects receive less light) but are not directional • I(p0) = [Ir(p0), Ib(p0), Ig(p0)] • How would you compute the illumination at point p? • Illumination proportional to inverse square of distance • I(p, p0) = (1/d2) [Ir(p0), Ib(p0), Ig(p0)]

  10. Limitations of point lights • Usually result in artificiallyhigh-contrast images • Can generate umbra (full shadow) but notpenumbra (partial shadow) • Area lights generate softershadows, but are usuallyused only in non-interactive graphics (e.g. raytracing or radiosity)

  11. Distant (directional) lights • Light point lights, but • Without attenuation based on the distance • Without difference in direction (parallel rays) • Location of light source becomes [x, y, z, 0]; noattenuation • More efficient to computethan point sources

  12. Spotlights • Directional, i.e. light is emitted in a narrow range of angles, q • More realistic spotlights wouldmodel a gradual fall-off of light • E.g. cosef= (s • l)e if s is direction ofsource, l direction to source, both unit vectors

  13. Illumination and shading • How do these light sources affect brightness of a surface point? • Most commonly used model for interactive graphics: Phong Illumination Model • Involves terms: • Ambient • Diffuse • Specular • It is a (simplified) model of the physics of reflection

  14. Vectors used by Phong model • The directions used by the phong model • n: surface outward normal • v: direction to viewer • l: direction to light source • r: reflection direction • Since these are directions, theyare unit vectors.

  15. Ambient term of Phong model • An object has an ambient reflectivity coefficient, ka • A light source gives off a certain amount of ambient light, La • Total ambient illumination: Ia = ka La • (For colored light, we repeat this computation for R, G, and B ambient light values and reflectivity coefficients)

  16. Diffuse term • A perfectly diffuse reflector is so rough that it scatters light equally in all directions • But note that when thelight comes in at an angle,the same energy is spreadout over larger area • Such surfaces are calledLambertian surfaces (obeying Lambert’s Law)

  17. Diffuse shading • At noon, illum. is 1 • As the angle q (u infigure) decreases, illumination goes to zero • Illumination is proportional to cos(q) (Lambert’s law) • cos(q) = l • n • Id = kdl • n Ld

  18. Specular Term • Specular term adds highlights in the reflection direction • Note that the smoother and shinier the object, the tigher and brighter thehighlight • Highlight power falls as viewer v moves away from reflection dir, r. (cos f = v • r) • Modeled as cosaf, a is shininess coefficient (1..200) • Is = ks Ls (r • v)a

  19. Phong illumination model • Phong illumination model: I = Ambient + Diffuse + Specular = Ia + Id + Is = ka La + kd Ldl • n + ks Ls (r • v)a • May add light attenuation term 1/(a+bd+cd2) ( ka La + kdl • n Ld) + ks Ls (r • v)a • Parameters needed: • Light: La, Ld, Ls for each light • Surface: ka, kd, ks, a • Repeat for each color component, light source • How hard to calculate?

  20. Polygon shading • How do you use the Phong Illumination Model to render an object with shading? • Consider a polygonal sphere approximation • How do you find the normals to the faces? • Shade a face with a constant color? glShadeModel(GL_FLAT); • Called flat shading or Constant shading • How much computation would this require • Per pixel? • Per vertex?

  21. Flat shading drawbacks • The human visual system enhances edges • We see stripes (known as MachBands) along edges • Much like aconvolution! • How to avoid?

  22. Gouraud shading • Gouraud shading: • Define vertex normals as averageof surrounding faces • Compute lighting equation at each vertex • Interpolate colors across polygon glShadeModel(GL_SMOOTH); • Computation required • Per pixel? • Per vertex? • Very fast! Especially with reasonably large polygons and hardware color interpolation • Example

  23. Bilinear interpolation • Rasterization is done a scan-line at a time • Bilinear interpolation: given a color at each vertex, how do you render a scan-line with smooth shading? • interpolate vertex colors along each edge of the polygon to get colors for startand end ofscanline • interpolate colors along thescanline

  24. Gouraud drawbacks • Drawbacks of Gouraudshading? • Polygon edges are still visible • Brightness is modelled asa linear function, but that’snot really accurate • Real highlights are smalland bright and drop off sharply • If polygons are too large, highlights get distorted and dimmed (notice the funny shape) • How to avoid these artifacts?

  25. Phong shading • To eliminate artifacts, interpolate normals • Results: better shading, much nicer highlights • Computation required per pixel? • Computationally much more expensive, but modern graphics cards can do it • Example

  26. Shading summary • Don’t confuse Phong Illumination Model and Phong Shading • Gouraud shading: compute illumination model at each vertex. Interpolate colors. (Often done in hardware) • Phong shading: interpolate vertex normals. Compute illumination model at each vertex

  27. Specifying lights in OpenGL • OpenGL supports those four light types • Point, directional lights GLfloat light0_pos[] = {1.0, 2.0, 3.0, 1.0}; GLfloat light0_pos[] = {1.0, 2.0, 3.0, 0.0}; • Diffuse, Ambient, Specular coefficients GLfloat diffuse0[] = {1, 0, 0, 1}; GLfloat ambient0[] = {1, 0, 0, 1}; GLfloat spedular0[] = {1, 1, 1, 1}; glEnable(GL_LIGHTING)

  28. Enabling lights • Can enable at least 8 lights: glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, light0_pos); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0); glLightfv(GL_LIGHT0, GL_SPECULA, specular0); • Spotlights: set more light parameters as above • GL_SPOT_DIRECTION • GL_SPOT_EXPONENT • GL_SPOT_CUTOFF

  29. Specifying Materials • Material properties are part of the drawing state, specified by glMaterialfv GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0}; GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0}; GLfloat specular[] = {1.0, 1.0, 1.0, 1.0}; glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, specular); glMaterialf(GL_FRONT, GL_SHININESS, 100.0); GLfloat emission[]={0.0, 0.3, 0.3, 1.0}; glMaterialfv(GL_FRONT, GL_EMISSION, emission); • Use GL_FRONT_AND_BACK for two-sided faces

  30. OpenGL Gouraud Shading • OpenGL needs to know vertex normals as well as locations glNormal3fv(n); glVertex3fv(p); • How to compute vertex normals? • Cross product for face normals • Average normals of surrounding faces • How to find neighboring faces?

  31. Virtual Trackball shading • Flat shading • Compute a normal for each face • Gouraud shading • Compute a normal for each vertex as average of adjacent faces • [Defect: you may not want to smooth-shade across every edge: how should it really be done?] • What would you have to do to handle material properties, surface colors, etc?

  32. Surface subdivision • In real modelers… • one can usually define smooth curved surfaces • Eg spheres, quadrics, NURBS, smoothed polygons • Modeler renders with smoothness setting • Recursively split polygons into smaller pieces, with new vertices on the smooth surface • Splitting a triangle can be done by • Bisecting angles • Computing the centrum • Bisecting sides • Of course, smoother surfaces take longer to draw

  33. What’s missing? • Now that the rendering pipeline is all software, we can add additional effects • What’s missing?

  34. Fresnel Effect • Surface reflectance depends on viewing angle • Fresnel shaders: allow reflection, specularity, other attributes to depend on viewing angle

  35. Chapter summary • Phong illumination model has ambient, diffuse, and specular terms • It can be used for Flat, Gouraud, and Phong shading • OpenGL supports eight ambient, point, distant, and spot lights • You must specify light and material properties with many OpenGL function calls • Curved surfaces are modeled with polygon subdivisions

More Related