cs 376 introduction to computer graphics 03 / 30 / 2007 instructor: michael eckmann
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TRANSCRIPT
Michael Eckmann - Skidmore College - CS 376 - Spring 2007
Today’s Topics• Questions?
• Illumination modeling– we already covered
• ambient term• point light source
– with diffusely reflecting surfaces– with distance attenuation of light
– let's continue with• specularly reflecting surfaces• colored light• colored surfaces• multiple point light sources
– Transparent/translucent surfaces
• Shading– flat
Michael Eckmann - Skidmore College - CS 376 - Spring 2007
Illumination• Specular reflection as stated before is a property of a surface
where light is reflected in unequal intensities at different
directions.
• A perfect mirror reflects light in only one direction. Less
perfectly shiny surfaces reflect light more in one particular
direction than other directions.
• Either way, consider the angle the light and the surface
normal makes. The direction that the most intense light is
reflected is at an angle which is equal to that angle but on the
other side of the surface normal.
• The next slide has a diagram for specular reflection.
Illumination• L is a vector in the direction of the light source. N is the surface normal.
R is the vector which is in the direction of the maximum specular
reflection. V is the vector in the direction toward the viewer.
• The angle between L and N is the same as the angle between N and R.
• The angle phi, between R and V affects how much light is reflected in
V's direction.
• If the surface was a perfect mirror, then light is only reflected along R. If
the surface is shiny, but not perfect, light is reflected mostly in R's
direction but decreases reflection as we go in directions at angles away
from R.
• An illumination model that takes into account non perfect specular
reflections is the Phong model.
Illumination• The Phong model sets the intensity of the specular reflection proportional
to cos ns (phi), where phi is the angle between V and R.
• ns is the specular reflection exponent and is specified based on the type
of surface you are modelling. Very shiny surfaces have ns values of 100
or more and less shiny surfaces can have ns values closer to 1.
• The Phong equation is:
fradatten
(dL) I
pW(theta)cos ns (phi)
• where W(theta) is a property of the surface. It is the specular-
reflection coefficient, which is typically set to some constant,
otherwise it is a function on theta which is the angle between
L and N. See fig. 10-19 in text for W(theta) for a few mat'ls.
Illumination• Our illumination model with the Phong term added in now becomes
I = Iak
a + f
radatten(d
L) I
pk
d L ● N +
fradatten
(dL) I
pW(theta)cos ns (phi)
which can be simplified to:
I = Iak
a + f
radatten(d
L) I
p (k
d L ● N + W(theta)cos ns (phi))
Illumination• I = I
ak
a + f
radatten(d
L) I
p (k
d L ● N + W(theta)cos ns (phi))
Notice the following:– the Phong term is dependent on the point light source and the attenuation factor– our whole illumination model at this point is influenced by ambient light and a point light source. Further, our object has diffuse reflection properties and specular reflection properties. And the phi angle is dependent on where the viewer is.
Illumination• If we have more than one point light source (which is white
light), then we sum up over all the light sources i:
I = Iak
a + Sum
all i [f
radatten(d
L) I
pi (k
d L ● N + W(theta)cos ns (phi))]
Illumination• If the light sources are not white light sources, then we can
separate out the red, green and blue components. Also, if
objects are to be colored, then they reflect different
wavelengths and absorb others.
• Specify ambient light now as 3 components: IaR
IaG
IaB
• Specify point light now as 3 components: IpR
IpG
IpB
• Specify objects with color: OR
OG
OB
I R = I
aRk
aO
R + Sum
all i [f
radatten(d
L) I
pRi (k
d L ● N + W(theta)cos ns (phi))]
I G and I
B can be expressed similarly.
Illumination• We typically want our Intensities to be in the range 0 to 1. With many
light sources that are specified as too intense, computed intensities of
objects can easily be too large (> 1).
• We can normalize the range of calculated intensities into the range 0 to 1.
• Or we can specify our light source intensities better and if any
calculations go over 1, then clip them to intensity 1.
Directional light source• The light sources that we have discussed so far were point light sources
which radiated light in all directions. Many real lights in the world do
not have this property. Instead, lights can be directional.
• A directional light source can be described as having – a position– a directional vector – an angular limit from that vector– a color
• The vector will be the axis in a cone shaped volume. This volume is the
only part of space that will be illuminated by this light. Anything outside
the cone will not be illuminated by this light.
• See diagram next slide.
Directional light source• To determine how intense the light is from a directional light source on
an object we determine the angle between
– the vector Vo from the position of the light to the point on the object
we're illuminating and
– the cone axis vector Vl– So, we take the dot product: V
o • V
l = cos alpha, alpha is the angle
between them.
– If Vo is in the same direction as V
l, then the light should be the most
intense (alpha = 0). The light should get less intense as we go in
larger angles away from Vl.
– We can attenuate the light as function of alpha like so: • cosal alpha• where al is the attenuation exponent (a property of the light
source) --- if al is 0, it's a point light source, the smaller al is,the larger the attenuation is (because the cos is less than 1.)
Transparent/Translucent surfaces• Transparent, opaque, translucent
– Transparent refers to the quality of a surface that we can “see through”. Opaque surfaces, we cannot see through.
– some transparent objects are translucent --- light is transmitted diffusely in all directions through the material
– translucent materials make the object viewed through them blurry
Transparent/Translucent surfaces• Terminology
• index of refraction of a material
– is defined to be the ratio of the speed of light in a vacuum
to the speed of light in the material.
• Snell's Law is a relationship between angle of incidence and
refraction and indices of refraction.
Transparent/Translucent surfaces• To determine the direction of the refracted ray, the angle ( theta
r )
off of -N, we need to know several things
– the direction of the incoming ray, the angle ( thetai ) of incidence
– the index of refraction (etai ) of the material the ray is coming from
– the index of refraction (etar ) of the material the ray is entering
Transparent/Translucent surfaces• Snell's law states that
sin ( thetar ) eta
i -------------- = -----sin ( theta
i ) eta
r
• which can be written as:
sin ( thetar ) = ((eta
i ) / (eta
r )) * sin ( theta
i )
Transparent/Translucent surfaces• Assuming all of our vectors are unit vectors, using Snell's law, according
to our textbook we can compute the unit refracted ray, T, to be
T = (((etai ) / (eta
r )) cos ( theta
r ) – cos ( theta
r )) N – ((eta
i ) / (eta
r ))L
• See page 578 in our text.
• This assumes L is in the direction shown in the diagram of figure 10-30.
• Verifying that the equation above is correct is left as an exercise to the
reader. It may appear on a hw assignment.
Transparent/Translucent surfaces• Table 10-1 on page 578 in our text shows average indices of refraction
for common materials, such as
• Vacuum (1.0), Ordinary Crown Glass (1.52), Heavy Crown Glass (1.61), Ordinary Flint Glass (1.61), Heavy Flint Glass (1.92), Rock Salt (1.55), Quartz (1.54), Water (1.33), Ice (1.31)
• Different frequencies of light travel at different speeds through the same material. Therefore, each frequency has its own index of refraction. The indices of refraction above are averages.
Surface Rendering• Now that we have an illumination model built, we can use it in different
ways to do surface rendering aka shading.
Shading Models• Constant shading (aka flat shading, aka faceted shading) is the simplest
shading model.
• It is accurate when a polygon face of an object is not approximating a
curved surface, all light sources are far and the viewer is far away from
the object. Far meaning sufficiently far enough away that N • L and R •
V are constant across the polygon.
• If we use constant shading but the light and viewer are not sufficiently far
enough away then we need to choose a value for each of the dot products
and apply it to the whole surface. This calculation is usually done on the
centroid of the polygon.
• Advantages: fast & simple
• Disadvantages: inaccurate shading if the assumptions are not met.
Shading Models• Interpolated shading model
– Assume we're shading a polygon. The shading is interpolated
linearly. That is, we calculate a value at two points and interpolate
between them to get the value at the points in between --- this saves
lots of computation (over computing at each position) and results in a
visual improvement over flat shading.
– This technique was created for triangles e.g. compute the color at the
three vertices and interpolate to get the edge colors and then
interpolate across the triangle's surface from edge to edge to get the
interior colors.
– Gouraud shading is an interpolation technique that is generalized to
arbitrary polygons. Phong shading is another interpolation technique
but doesn't interpolate intensities.
Shading Models• Gouraud shading (aka Gouraud Surface Rendering) is a form of
interpolated shading.
– How to calculate the intensity at the vertices?
• we have normal vectors to all polygons so, consider all the
polygons that meet at that vertex. Drawing on the board.
• Suppose for example, n polygons all meet at one vertex. We
want to approximate the normal of the actual surface at the
vertex. We have the normals to all n polygons that meet there.
So, to approximate the normal to the vertex we take the average
of all n polygon normals.
• What good is knowing the normal at the vertex? Why do we
want to know that?
Shading Models• Gouraud shading.
– What good is knowing the normal at the vertex? Why do we want to
know that?
• so we can calculate the intensity at that vertex from the
illumination equations.
– Calculate the intensity at each vertex using the normal we estimate
there.
– Then linearly interpolate the intensity along the edges between the
vertices.
– Then linearly interpolate the intensity along a scan line for the
intensities of interior points of the polygon.
– Example on the board.
Shading Models• Advantages: easy to implement if already doing a scan line algorithm.
• Disadvantages:
– Unrealistic if the polygon doesn't accurately represent the object.
This is typical with polygon meshes representing curved surfaces.
– Mach banding problem
• when there are discontinuities in intensities at polygon edges, we
can sometimes get this unfortunate effect.
• let's see an example.
– The shading of the polygon depends on its orientation. If it rotates,
we will see an unwanted effect due to the interpolation along a
scanline. Example on board.
– Specular reflection is also averaged over polygons and therefore
doesn't accurately show these reflections.
Shading Models• Phong shading (aka Phong Surface Rendering).
– Assume we are using a polygon mesh to estimate a surface.
– Compute the normals at the vertices like we did for Gouraud.
– Then instead of computing the intensity (color) at the vertices and
interpolating the intensities, we interpolate the normals.
– So, given normals at two points of a polygon, we interpolate over the
surface to estimate the normals between the two points.
– Example picture on the board.
– Then we have to apply the illumination equation at all the points in
between to compute intensity. We didn't have to do this for Gouraud.
– Problems arise since the interpolation is done in the 3d world space
and the pixel intensities are in the image space.
Shading Models• Recap
– Flat Shading
– Gouraud Shading --- interpolates intensities
– Phong Shading --- interpolates normal vectors (before calculating
illumination.)
– For these three methods, as speed/efficiency decreases, realism
increases (as you'd expect.)
– They all have the problem of silhouetting. Edges of polygons on the
visual edge of an object are apparent.
– Let's see examples of Gouraud and Phong shading.