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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