Lighting and Shading

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1 Lighting and Shading

2 Today: Local Illumination Solving the rendering equation is too expensive First do local illumination Then hack in reflections and shadows

3 Local Shading: Notation light intensity in, light intensity out vector pointing to: light, normal direction, eye, reflection direction

4 Ambient Term Ignore camera and light direction completely material constant

5 Ambient Term Ignore camera and light direction completely one eq. per color channel material constant

6 Diffuse Term Lambertian surface constant BRDF

7 Diffuse Term Lambertian surface constant BRDF ignore back faces

8 Specular Term Perfect specular surface doesn t work

9 Specular Term Perfect specular surface doesn t work Phong model: specularity coefficient

10 Specular Term Perfect specular surface doesn t work Phong model: Looks like highlight that moves with light & eye

11 Putting It Together

12 Putting It Together typically:

13 Putting It Together typically: three copies of equation, one per color channel

14 higher expoonent Specularity Coefficient more specular

15 Light Attenuation Real light attenuation: inverse square law

16 Light Attenuation Real light attenuation: inverse square law Tends to look bad: too dim or washed out So, we cheat

17 Light Attenuation d is light-to-point distance Can tweak constant & linear term to taste

18 Directional Light Light at infinity Sun All light rays parallel Obviously, no attenuation

19 Dealing with Discrete Geometry Flat shading: use normal per face Very obvious discontinuities at edges Only used for stylized chunky effect

20 Gouraud Interpolation First, compute color at vertices Linearly interpolate color over face

21 Gouraud Interpolation First, compute color at vertices Linearly interpolate color over face Color now continuous, but still obvious artifacts (nobody uses this anymore)

22 Phong Interpolation First, linearly interpolate normals Next, renormalize normals (important) Then, compute color per pixel

23 Phong Interpolation First, linearly interpolate normals Next, renormalize normals (important) Then, compute color per pixel Because of all of the normalizations, used to be considered decadent; now the standard local shading scheme

24 Local vs Global Illumination Local: shade each object based only on itself, the eye, and the light sources Global: take all other objects in scene into account also BRDFs and the rendering equation

25 Local vs Global Illumination Grey Area: take other objects into account, without full global illumination adds realism without being too slow

26 Local vs Global Illumination Grey Area: take other objects into account, without full global illumination adds realism without being too slow common techniques exist for shadows reflections refractions

27 Shooting Shadow Rays

28 Shooting Shadow Rays For each intersection pt: for each light: shoot ray from point to light if it hits an object: do nothing (shadow) else add shading contribution

29 Classic Bug

30 Classic Bug at what t does the ray hit an object?

31 Classic Bug at what t does the ray hit an object?

32 Classic Bug at what t does the ray hit an object? if lucky: {-1.2, 0.0}

33 Classic Bug at what t does the ray hit an object? if lucky: {-1.2, 0.0} if unlucky: {-1.2, 1e-12}

34 Ignore t Near Zero?

35 Ignore t Near Zero?

36 Ignore t Near Zero? Fix: move slightly in normal direction (or backward ray direction) before shooting shadow ray

37 Hard Shadows real-world doesn t look like this

38 Hard Shadows real-world doesn t look like this shadows usually soft why?

39 Soft Shadows

40 Other Secondary Rays Translucent objects

41 Other Secondary Rays Reflection & refraction

42 Reflection Purely specular (mirrored) surface

43 Reflection Purely specular (mirrored) surface: 1. Incoming ray hits surface

44 Reflection Purely specular (mirrored) surface: 1. Incoming ray hits surface 2. Shoot secondary reflection ray

45 Reflection Purely specular (mirrored) surface: 1. Incoming ray hits surface 2. Shoot secondary reflection ray 3. Set pixel color to color seen by

46 Choosing the Reflection Ray Angle of reflection = angle of incidence

47 Choosing the Reflection Ray Angle of reflection = angle of incidence I.e. negate component of in normal dir leave tangent component untouched

48 Choosing the Reflection Ray Angle of reflection = angle of incidence I.e. negate component of in normal dir leave tangent component untouched

49 Choosing the Reflection Ray Angle of reflection = angle of incidence I.e. negate component of in normal dir leave tangent component untouched

50 Choosing the Reflection Ray The math:

51 Reflection in Practice Objects may not be perfectly mirrored blend reflected color with basic shading

52 Reflection in Practice Objects may not be perfectly mirrored blend reflected color with basic shading Objects have base color multiplies reflected color

53 Reflections in Practice Reflection ray might hit reflective objects cast recursive reflection rays stop after some maximum recursion limit

54 Refraction

55 Refraction Light bends when moving between different materials Caused by change in speed of light We see dotted straw

56 Index of Refraction Measures speed of light in material

57 Index of Refraction Measures speed of light in material Common values: Vacuum: 1.0 Air: Water: 1.33 Glass: 1.5

58 Snell s Law Special cases:

59 Implementing Snell s Law Shoot refraction ray Solve for alpha

60 Refractions in Practice Again, usually multiplied by a base color Light bends when entering and leaving must detect both when ray-tracing

61 Reflection & Refraction Example

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