CS230 : Computer Graphics Lighting and Shading. Tamar Shinar Computer Science & Engineering UC Riverside
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1 CS230 : Computer Graphics Lighting and Shading Tamar Shinar Computer Science & Engineering UC Riverside
2 General light source Illumination function: [Angel and Shreiner] integrate contributions from all sources to shade the point
3 Idealized light sources Ambient light Point light Spotlight distant (directional) light [Angel and Shreiner] luminance:
4 Ambient light source achieve a uniform light level no black shadows ambient light intensity at each point in the scene
5 Point light source illumination intensity at p: [Angel and Shreiner]
6 Point light source Most real-world scenes have large light sources Point light sources alone aren t too realistic - add ambient light to mitigate high contrast [Angel and Shreiner] penumbra umbra
7 Point light source Most real-world scenes have large light sources Point light sources alone aren t too realistic - drop off intensity more slowly [Angel and Shreiner]
8 Spotlights [Angel and Shreiner]
9 Spotlights [Angel and Shreiner]
10 Distant light source characterized by direction [Angel and Shreiner]
11 Lambertian Reflection Model
12 Lambertian Reflection Model Lambert s cosine law direct: maximum light intensity indirect: reduced light intensity color intensity
13 Lambertian Reflection Model Lambert s cosine law direct: maximum light intensity indirect: reduced light intensity color intensity
14 Lambertian Reflection Model Lambert s cosine law direct: maximum light intensity indirect: reduced light intensity color intensity reflectance
15 Lambertian Reflection Model Lambert s cosine law illumination direct: maximum light intensity indirect: reduced light intensity color intensity reflectance
16 Lambertian Reflection Model
17 Lambertian Reflection Model two-sided lighting
18 Ambient Reflection Surfaces facing away from the light will be totally black
19 Ambient Reflection All surfaces get same amount of ambient light
20 Phong Reflection Model
21 Phong Reflection Model [Brad Smith, Wikimedia Commons] efficient, reasonably realistic 3 components 4 vectors
22 Phong Reflection Model [Brad Smith, Wikimedia Commons] color intensity reflectance illumination
23 Ambient reflection different ambient coefficients for different colors ambient reflection coefficient
24 Diffuse reflection
25 Diffuse reflection Lambert s cosine law diffuse reflection coefficient direct: maximum light intensity indirect: reduced light intensity
26 Specular reflection Ideal reflector angle of incidence angle of reflection r is the mirror reflection direction
27 Specular reflection Specular surface specular highlight specular reflection is strongest in mirror reflection direction
28 Specular reflection specular reflection coefficient Phong exponent specular reflection drops off with increasing angle
29 Specular reflection plastic Phong exponent metal
30 Phong Reflection Model [Brad Smith, Wikimedia Commons] Ambient Diffuse Specular
31 Alternative: Blinn-Phong Model h [Brad Smith, Wikimedia Commons] halfway vector Ambient Diffuse Specular
32 10: eggshell 100: shiny 1000: glossy 10000: mirror-like
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