CS 112 Shading Shading How to determine the
- Slides: 33
CS 112: Shading
Shading • How to determine the color of each surface point? • Given a compete 3 D scene with viewing/lighting conditions and object geometry and material properties fully specified • First at Vertices, then in the interior of the triangle [cgtrader. com] 2
Shading • Interaction between light and matter • Physics of optics (and thermal radiation) • Very complex (e. g. , light can bounce off several surfaces before reaching the eye) • Geometric optics • Light travels in straight line (in vacuum) • Neglects wave effects (e. g. , diffraction and interference) • Need further approximations for interactive rendering • Simple and produces visually plausible results • Neglecting/approximating indirect illumination 3
Shading a Surface Point • Do NOT think of triangulated surfaces • All vectors are unit vectors • Monochromatic light (i. e. , single wavelength) N L Angle of Incidence θ θ R α V Angle of Reflectance P Surface 4
Ambient Reflection • Approximate interreflection (i. e. , light bouncing off multiple surfaces) • Inaccurate • • Directionally independent (i. e. , equal contribution from all directions) • Ia = intensity of ambient light • ka = percentage of the light reflected by the object • Coefficient of ambient reflection 5
Diffuse Reflection • Approximate “body reflection” of rough surfaces • Equal amount of light reflected in all directions 6
Shading a Surface Point • • Ip = intensity of light • kd = diffuse coefficient • • If light is at infinity, L is constant over the whole surface N L R θ θ P Surface 7
Ambient and Diffuse Reflection 8
Diffuse Reflection • Did not take distance of the source from surface into account • • • d = distance of light from the surface • a, b and c are user defined constants 9
Falloff of Light a=0, b=0, c=1 a=0. 25, b=0. 25, c=0. 5 a=0, b=1, c=0 Increasing distance from the light source 10
Specular Reflection • Highlights on shiny surfaces • Amount of reflection changes with viewpoint • Think of a mirror, perfectly specular • Phong reflectance model L R 11
Phong Reflectance Model • • : fall off as V moves away from R • n gives the sharpness R L θ θ α V P 12
Phong Reflectance Model • Computing the reflected direction R: 13
Multiple Light Sources • Only one ambient light source • Multiple point/directional sources • Addition of light from different light sources • Can be slow when there are many light sources 14
Ambient 15
Ambient + Diffuse 16
Ambient + Diffuse + Specular 17
Chromatic Light • Ambient Light : (Ia. R, Ia. G, Ia. B) • Point (Ip. R, Ip. G, Ip. B) • May have diffused and specular components • (Id. R, Id. G, Id. B) and (Is. R, Is. G, Is. B) • Object’s color by a RGB value: (OR, OG, OB) • ambient, diffuse and specular components • (Oa. R, Oa. G, Oa. B), (Od. R, Od. G, Od. B), (Os. R, Os. G, Os. B) • Multiply by object color 18
Chromatic Light • Each channel treated independent • Ambient : Ia. Cka. OC • Diffuse: fatt. Ip. Ckd. OC(N. L) • Specular: Ip. Cks(R. V)OC • Total for each channel • OC(Ia. Cka + fatt. Ip. Ckd(N. L)+ Ip. Cks(R. V)) • Different components • Oa. CIa. C + fatt. Od. CId. C(N. L)+ Os. CIs. C(R. V) 19
Multiple Light sources • Only one ambient light source • Multiple point light sources • Addition of light from different light sources 20
Shading in Interactive Rendering • How should we “shade” each pixel using the aforementioned models using the standard interactive rendering pipeline? 21
Shading in Interactive Rendering • Evaluate shading model at the vertices of the triangles • Normally in the eye/camera space (after model-view transformation) • Use interpolation to color the interior of the triangles during rasterization • Different shading methods use interpolation differently 22
Normal Computation • Normal of a triangle A • N • Vertices are in anticlockwise direction with respect to normal • Normal of a vertex C • Average of all the triangle incident on the vertex B 23
Constant/Flat/Faceted Shading • Illumination model applied once per triangle • Using normal of the triangle • Shade the whole triangle uniformly • Color associated with triangles and not vertices 24
Gouraud Shading • Interpolating illumination between vertices • Calculate the illumination using vertex normals at vertices • Bilinear interpolation across the triangle 25
Gouraud Shading • Edges get same color, irrespective of which triangle they are rendered from • Shading is continuous at edges • Tends to spread sharp illumination spots over the triangle • Con: miss specular highlights within triangles 26
Phong Shading • Not to be confused with the Phong reflectance model • Interpolate the normal across the triangle • Calculate the illumination at every pixel during rasterization • Using the interpolated normal • Con: slower than Gouraud • Pro: does not miss specular highlights • Good for shiny specular objects 27
Gouraud vs. Phong Shading Gouraud Phong Spreads highlights across the triangle Gouraud Phong Misses a highlight completely 28
Flat Shading 29
Gouraud Shading 30
Phong Shading 31
Beyond Phong Reflectance • Problem: the Phong reflectance model is NOT physics-based and does not closely resemble realworld materials • Bidirectional reflectance distribution functions (BRDFs): • Captures the fraction of light being reflected into direction V with incident direction L • The Phong reflectance model is one realization of this formulation 32
Bidirectional Reflectance Distribution Functions • To be physically plausible, a BRDF needs to be • Nonnegative • Reciprocal • Energy conserving • Empirical models • Phong, Blinn-Phong • Ward • Physics-based models • Microfacet • Cook-Torrance, Torrance-Sparrow, … 33
- Nilai dari 4 cos 112,5° cos 22,5°
- Flat gouraud phong shading
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