Shading, lighting, & BRDF Theory. Cliff Lindsay, PHD

 Arleen Palmer
 9 months ago
 Views:
Transcription
1 Shading, lighting, & BRDF Theory Cliff Lindsay, PHD
2 Overview of today s lecture BRDF Characteristics Lights in terms of BRDFs Classes of BRDFs Ambient light & Shadows in terms of BRDFs
3 Decomposing Reflection Phong = Amb + Diff + Spec Don t Confuse Phong Shading
4 Refresher on lighting Diffuse component : idiff i=iamb+idiff+ispec Diffuse is Lambert s law: i diff nl Photons are scattered equally in all directions i diff ( nl) m diff s diff cos
5 Lighting Specular component : ispec Diffuse is dull (left) Specular: simulates a highlight
6 Specular component: Phong Phong specular highlight model Reflect l around n: r l 2(n l)n m shi m i ( r v) (cos ) shi spec ( n l) n r l n l nl i spec mshi max(0,( r v) ) m spec s spec Read about Blinns highlight formula: (n. h) m
7 Ambient component: iamb Adhoc tries to account for light coming from other surfaces Just add a constant color: i amb m amb s amb
8 Lighting i=iamb+idiff+ispec + + = This is just a hack! Has little to do with how reality works!
9 What s lighting and what s shading? Lighting: the interaction between light and matter Shading: do lighting (at vertices) and determine pixel s colors from these Three types of shading: Flat, Goraud, and Phong
10 Now Some Info About Lights
11 Additions to the lighting equation Depends on distance: 1/(a+bt+ct ) Can have more lights: just sum their respective contributions Different light types: 2
12 Omni r l E L Lights pl pl I r r L 2 ps ps Directional Omni with falloff Spotlight
13 Falloff OpenGL way f dist s c s l 1 r s q r 2 Typical for Games f dist r r end end 1, r r 0 start,
14 Spotlights I L ( l) I L *( s 0 l) s exp S angle Ppenumbra U  cutoff
15 BRDF Theory Ratio between incoming and outgoing light Outgoing Incoming f ( l, v) Lo ( v) E( l)cos( ) i Think of f(l,v) as a function l v
16 BRDFs Better Modeling Better Modeling: Diffuse define better diffuse Specular different types of specular Ambient beyond just simple Phong ambient
17 What We ve Done Already For Phong Reflectance We calculate L o = f(l,v)*e(l)*cos( i ) Phong = i*mat+i*nl*mat+i*(nr) m *mat E(l) E(l) f(l,v) E(l) f(l,v) f ( l, v) Lo ( v) E( l)cos( ) i
18 BRDF Theory Generally Parameterized by: i  incoming o outgoing n Normal V View Vector L Light Vector Easy to param based on two quantities
19 BRDF Characteristics Helmholtz Reciprocity f ( l, v) f ( v, l) Conservation of Energy What comes in, must go?  Out  Absorbed  Scattered
20 Light Material Interaction When Light Hits Material: Interacts with surface Goes through surface an interacts below surface Independent of color (most of time for us) SubSurface Interaction Surface Interaction
21 Fresnel Reflectance Governs interface between two surfaces r i is the ideal reflection (look familiar?) t is the ideal refraction Snell s Law (n 1 sin( i ) = n 2 sin( t ) ) i = 90, glancing angle produces white color
22 Fresnel Example
23 Which Would You Drink?
24 Subsurface Scattering Very Important for flesh Most organic materials exhibit Lots of other materials too Without With
25 MicroGeometry
26 Microgeometry A. Self Shadowing B. Masking C. Interreflection (self) A B C
27 Example: MicroGeometry RetroReflection
28 Microfacet Special Case Microgeometry Facets Assumed to be ideal mirrors Uses Halfvector h (halfway vector) NDF: Normal Distribution Function p(h) Introduces Geometry Factor G(l,v)
29 Microfacet Incorporates: NDF distribution of facets on surface Geometry surface geometry Fresnel f ( l, v) p( h) G( l, v) Rf ( h) 4k cos( )cos( ) p i o
30 Example BRDFs Modified Phong Old Phong Physically Accurate Phong mat f ( l, v) mat f ( l, v) mat *cos( r ) cos( i ) 0 mat *cos( r ) m m,,
31 Simple Visibility Many BRDFs (especially game ones) have no visibility term at all This means the visibility term = 1 Implies geometry factor = nl * nv.
32 Torrance Sparrow Geometry invented by Blinn in 1975 as a reformulation of the Torrance Sparrow based on an microgeometry model not affected by roughness
33 More Geometry Factors KelemenSzirmayKalos Geometry Factor Has cheap and effective approximation
34 Rougher = Blurrier
35 Smith Geometry Factor Gsmith cos i cos (1 k) i k cos o cos (1 k) o k Incorporates roughness into Geometry Term k=(2m 2 /) Roughness
36 Many Different Things To Consider
37 Samples from realworld materials
38 Demo
39 More Geometry Factor Phong Ambient Ambient Occlusion AO + GI Light Instead of general inclusion within the BRDF We can account for geometry for each geometry specifically
40 Ambient Occlusion At surface points P shoot out rays If we hit something shelfshadow If not, calculate lighting (NL) or something Incorporate into reflectance function
41 AO Light = local hemisphere Centered at current surface point Radius = user parameter Can be rendered with ray tracing Gives perceptual clues of depth, curvature and spatial proximity Lots of techniques (For Games: Screen Space, HorizonBased, ImageSpace)
42 Example
43 Other Illumination Models Cliff Lindsay
44 Overview of today s lecture Refresher on simple lighting models Plus some new stuff More Advanced Illumination Models
45 Additions to the lighting equation Depends on distance: 1/(a+bt+ct ) Can have more lights: just sum their respective contributions Different light types: 2
46 What s lighting and what s shading? Lighting: the interaction between light and matter Shading: do lighting (at vertices) and determine pixel s colors from these Three types of shading: Flat, Goraud, and Phong
47 Global Models You have seen: Local illumination model: Phong Ambient Diffuse Specular Point light sources No: shadows, interobject light reflection. More global illumination model: Ray Tracing Shadows Area light sources (via distributed ray tracing) interobject light reflection Tradeoffs: Improvements in fidelity come at the expense of computational complexity.
48 Realistic rendering For each visible point p in the scene How much light is reflected towards the camera
49 Direct + Indirect p
50 Local vs. Global
51 Indirect Light Directonly 1bounce indirect 2bounce indirect
52 Ray Tracing
53 Different Ways to Achieve GI Ray Tracing Path Tracing Photon Mapping Radiosity Metropolis Light Transport
54 Put it all together
CSE 681 Illumination and Phong Shading
CSE 681 Illumination and Phong Shading Physics tells us What is Light? We don t see objects, we see light reflected off of objects Light is a particle and a wave The frequency of light What is Color? Our
More informationA Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University
A Brief Overview of Global Illumination Thomas Larsson, Afshin Ameri Mälardalen University 1 What is Global illumination? Global illumination is a general name for realistic rendering algorithms Global
More informationIllumination. Illumination CMSC 435/634
Illumination CMSC 435/634 Illumination Interpolation Illumination Illumination Interpolation Illumination Illumination Effect of light on objects Mostly look just at intensity Apply to each color channel
More informationGlobal Illumination. COMP 575/770 Spring 2013
Global Illumination COMP 575/770 Spring 2013 Final Exam and Projects COMP 575 Final Exam Friday, May 3 4:00 pm COMP 770 (and 575 extra credit) Projects Final report due by end of day, May 1 Presentations:
More informationTopic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source
Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport
More informationBackground: Physics and Math of Shading
Background: Physics and Math of Shading Naty Hoffman 2K Hi. Over the next 25 minutes or so I ll be going from the physics underlying shading, to the math used to describe it in the kind of shading models
More informationCMSC427 Shading Intro. Credit: slides from Dr. Zwicker
CMSC427 Shading Intro Credit: slides from Dr. Zwicker 2 Today Shading Introduction Radiometry & BRDFs Local shading models Light sources Shading strategies Shading Compute interaction of light with surfaces
More informationRay Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ]
CSCI 420 Computer Graphics Lecture 15 Ray Tracing Ray Casting Shadow Rays Reflection and Transmission [Ch. 13.213.3] Jernej Barbic University of Southern California 1 Local Illumination Object illuminations
More informationIllumination and Shading
Illumination and Shading Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 2/14/07 1 From last time Texture mapping overview notation wrapping Perspectivecorrect interpolation Texture
More informationCPSC 314 LIGHTING AND SHADING
CPSC 314 LIGHTING AND SHADING UGRAD.CS.UBC.CA/~CS314 slide credits: Mikhail Bessmeltsev et al 1 THE RENDERING PIPELINE Vertices and attributes Vertex Shader Modelview transform Pervertex attributes Vertex
More informationCS 5625 Lec 2: Shading Models
CS 5625 Lec 2: Shading Models Kavita Bala Spring 2013 Shading Models Chapter 7 Next few weeks Textures Graphics Pipeline Light Emission To compute images What are the light sources? Light Propagation Fog/Clear?
More information03 RENDERING PART TWO
03 RENDERING PART TWO WHAT WE HAVE SO FAR: GEOMETRY AFTER TRANSFORMATION AND SOME BASIC CLIPPING / CULLING TEXTURES AND MAPPING MATERIAL VISUALLY DISTINGUISHES 2 OBJECTS WITH IDENTICAL GEOMETRY FOR NOW,
More informationLighting and Shading. Slides: Tamar Shinar, Victor Zordon
Lighting and Shading Slides: Tamar Shinar, Victor Zordon Why we need shading Suppose we build a model of a sphere using many polygons and color each the same color. We get something like But we want 2
More informationECS 175 COMPUTER GRAPHICS. Ken Joy.! Winter 2014
ECS 175 COMPUTER GRAPHICS Ken Joy Winter 2014 Shading To be able to model shading, we simplify Uniform Media no scattering of light Opaque Objects No Interreflection Point Light Sources RGB Color (eliminating
More informationRadiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008)
Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 http://www.cs.columbia.edu/~cs4160 Radiance Power per unit projected area perpendicular to the ray per unit solid angle in
More informationComp 410/510 Computer Graphics. Spring Shading
Comp 410/510 Computer Graphics Spring 2017 Shading Why we need shading Suppose we build a model of a sphere using many polygons and then color it using a fixed color. We get something like But we rather
More informationLighting affects appearance
Lighting affects appearance 1 Source emits photons Light And then some reach the eye/camera. Photons travel in a straight line When they hit an object they: bounce off in a new direction or are absorbed
More informationLecture 4: Reflection Models
Lecture 4: Reflection Models CS 660, Spring 009 Kavita Bala Computer Science Cornell University Outline Light sources Light source characteristics Types of sources Light reflection Physicsbased models
More informationComputer Graphics. Illumination and Shading
() Illumination and Shading Dr. Ayman Eldeib Lighting So given a 3D triangle and a 3D viewpoint, we can set the right pixels But what color should those pixels be? If we re attempting to create a realistic
More informationLighting and Shading Computer Graphics I Lecture 7. Light Sources Phong Illumination Model Normal Vectors [Angel, Ch
15462 Computer Graphics I Lecture 7 Lighting and Shading February 12, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/ Light Sources Phong Illumination Model
More informationCSE 167: Lecture #7: Color and Shading. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011
CSE 167: Introduction to Computer Graphics Lecture #7: Color and Shading Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Homework project #3 due this Friday,
More informationComputer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura
Computer Graphics Lecture 13 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local
More informationShading & Material Appearance
Shading & Material Appearance ACM. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faqfairuse/. MIT EECS 6.837 Matusik
More informationCS5620 Intro to Computer Graphics
So Far wireframe hidden surfaces Next step 1 2 Light! Need to understand: How lighting works Types of lights Types of surfaces How shading works Shading algorithms What s Missing? Lighting vs. Shading
More informationGlobal Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.
CSCI 480 Computer Graphics Lecture 18 Global Illumination BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.413.5] March 28, 2012 Jernej Barbic University of Southern California
More informationRendering Algorithms: Realtime indirect illumination. Spring 2010 Matthias Zwicker
Rendering Algorithms: Realtime indirect illumination Spring 2010 Matthias Zwicker Today Realtime indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant
More informationCENG 477 Introduction to Computer Graphics. Ray Tracing: Shading
CENG 477 Introduction to Computer Graphics Ray Tracing: Shading Last Week Until now we learned: How to create the primary rays from the given camera and image plane parameters How to intersect these rays
More informationRendering Light Reflection Models
Rendering Light Reflection Models Visual Imaging in the Electronic Age Donald P. Greenberg October 3, 2017 Lecture #13 Program of Computer Graphics, Cornell University General Electric  167 Cornell in
More informationComputer Graphics. Lecture 10. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura 12/03/15
Computer Graphics Lecture 10 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local
More informationPhotorealism: Ray Tracing
Photorealism: Ray Tracing Reading Assignment: Chapter 13 Local vs. Global Illumination Local Illumination depends on local object and light sources only Global Illumination at a point can depend on any
More informationRaytracing CS148 AS3. Due :59pm PDT
Raytracing CS148 AS3 Due 20100725 11:59pm PDT We start our exploration of Rendering  the process of converting a highlevel objectbased description of scene into an image. We will do this by building
More informationLecture 22: Basic Image Formation CAP 5415
Lecture 22: Basic Image Formation CAP 5415 Today We've talked about the geometry of scenes and how that affects the image We haven't talked about light yet Today, we will talk about image formation and
More informationLecture 7  Path Tracing
INFOMAGR Advanced Graphics Jacco Bikker  November 2016  February 2017 Lecture 7  I x, x = g(x, x ) ε x, x + S ρ x, x, x I x, x dx Welcome! Today s Agenda: Introduction Advanced Graphics 3 Introduction
More informationrendering equation computer graphics rendering equation 2009 fabio pellacini 1
rendering equation computer graphics rendering equation 2009 fabio pellacini 1 physicallybased rendering synthesis algorithms that compute images by simulation the physical behavior of light computer
More informationLecture 18: Primer on Ray Tracing Techniques
Lecture 18: Primer on Ray Tracing Techniques 6.172: Performance Engineering of Software Systems Joshua Slocum November 16, 2010 A Little Background Image rendering technique Simulate rays of light  ray
More informationLighting affects appearance
Lighting affects appearance 1 Source emits photons Light And then some reach the eye/camera. Photons travel in a straight line When they hit an object they: bounce off in a new direction or are absorbed
More informationShading and Illumination
Shading and Illumination OpenGL Shading Without Shading With Shading Physics Bidirectional Reflectance Distribution Function (BRDF) f r (ω i,ω ) = dl(ω ) L(ω i )cosθ i dω i = dl(ω ) L(ω i )( ω i n)dω
More informationEDAN30 Photorealistic Computer Graphics. Seminar 1, Whitted Ray Tracing (And then some!) Magnus Andersson, PhD student
EDAN30 Photorealistic Computer Graphics Seminar, 203 Whitted Ray Tracing (And then some!) Magnus Andersson, PhD student (magnusa@cs.lth.se) Today s Agenda Structure of Assignments Quick prtracer walkthrough
More informationRadiometry & BRDFs CS295, Spring 2017 Shuang Zhao
Radiometry & BRDFs CS295, Spring 2017 Shuang Zhao Computer Science Department University of California, Irvine CS295, Spring 2017 Shuang Zhao 1 Today s Lecture Radiometry Physics of light BRDFs How materials
More informationLets assume each object has a defined colour. Hence our illumination model is looks unrealistic.
Shading Models There are two main types of rendering that we cover, polygon rendering ray tracing Polygon rendering is used to apply illumination models to polygons, whereas ray tracing applies to arbitrary
More informationIllumination & Shading
Illumination & Shading Goals Introduce the types of lightmaterial interactions Build a simple reflection modelthe Phong model that can be used with real time graphics hardware Why we need Illumination
More informationIllumination & Shading I
CS 543: Computer Graphics Illumination & Shading I Robert W. Lindeman Associate Professor Interactive Media & Game Development Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu
More informationExtending the Disney BRDF to a BSDF with Integrated Subsurface Scattering. Brent Burley Walt Disney Animation Studios
The 42nd International Conference and Exhibition on Computer Graphics and Interactive Techniques Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering Brent Burley Walt Disney Animation
More informationSurface Reflection Models
Surface Reflection Models Frank Losasso (flosasso@nvidia.com) Introduction One of the fundamental topics in lighting is how the light interacts with the environment. The academic community has researched
More informationInterpolation using scanline algorithm
Interpolation using scanline algorithm Idea: Exploit knowledge about already computed color values. Traverse projected triangle topdown using scanline. Compute start and end color value of each pixel
More informationØ Sampling Theory" Ø Fourier Analysis Ø Antialiasing Ø Supersampling Strategies" Ø The Hall illumination model. Ø Original ray tracing paper
CS 431/636 Advanced Rendering Techniques Ø Dr. David Breen Ø Korman 105D Ø Wednesday 6PM 8:50PM Presentation 6 5/16/12 Questions from ast Time? Ø Sampling Theory" Ø Fourier Analysis Ø Antialiasing Ø Supersampling
More informationTurn on the Lights: Reflectance
Turn on the Lights: Reflectance Part 2: Shading Tuesday, October 15 2012 Lecture #14 Goal of Shading Model simple light sources Point light sources Extended light sources Ambient lighting Model lighting
More informationReview for Raytracing Algorithm and Hardware
Review for Raytracing Algorithm and Hardware Reporter: 邱敬捷博士候選人 LanDa Van ( 范倫達 ), Ph. D. Department of Computer Science National Chiao Tung University Taiwan, R.O.C. Summer, 2017 1 2017/7/26 Outline
More informationBackground: Physics and Math of Shading
Background: Physics and Math of Shading by Naty Hoffman In this section of the course notes, we will go over the fundamentals behind physically based shading models, starting with a qualitative description
More informationAnnouncements. Written Assignment 2 out (due March 8) Computer Graphics
Announcements Written Assignment 2 out (due March 8) 1 Advanced Ray Tracing (Recursive) Ray Tracing Antialiasing Motion Blur Distribution Ray Tracing Ray Tracing and Radiosity Assumptions Simple shading
More informationMR Shaders Dielectric Materials Rendering Glass and Simple Caustics
Dielectric Material This shader is a physically based material shader that can be used to simulate dielectric media such as glass, water, and other liquids. The shader uses Fresnel's formulas for dielectric
More informationThe Rasterization Pipeline
Lecture 5: The Rasterization Pipeline Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2016 What We ve Covered So Far z x y z x y (0, 0) (w, h) Position objects and the camera in the world
More informationOrthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E AddisonWesley 2015
Orthogonal Projection Matrices 1 Objectives Derive the projection matrices used for standard orthogonal projections Introduce oblique projections Introduce projection normalization 2 Normalization Rather
More informationSo far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources.
11 11.1 Basics So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources. Global models include incident light that arrives
More informationPrecomputed Radiance Transfer: Theory and Practice
1 Precomputed Radiance Transfer: PeterPike Sloan Microsoft Jaakko Lehtinen Helsinki Univ. of Techn. & Remedy Entertainment Jan Kautz MIT 2 Introduction Jan Kautz MIT 3 Introduction We see here an example
More informationComputergrafik. Matthias Zwicker Universität Bern Herbst 2016
Computergrafik Matthias Zwicker Universität Bern Herbst 2016 Today More shading Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection and refraction Toon shading
More informationLIGHTING AND SHADING
DH2323 DGI15 INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION LIGHTING AND SHADING Christopher Peters HPCViz, KTH Royal Institute of Technology, Sweden chpeters@kth.se http://kth.academia.edu/christopheredwardpeters
More informationThe Rasterization Pipeline
Lecture 5: The Rasterization Pipeline Computer Graphics and Imaging UC Berkeley What We ve Covered So Far z x y z x y (0, 0) (w, h) Position objects and the camera in the world Compute position of objects
More informationBackground: Physics and Math of Shading
Background: Physics and Math of Shading by Naty Hoffman In this section of the course notes, we will go over the fundamentals behind physically based shading models, starting with a qualitative description
More informationChapter 23 UV Texture Mapping
Chapter 23 UV Texture Mapping Since games need to be able to process operations as fast as possible, traditional rendering techniques (specular, ray tracing reflections and refractions) cannot typically
More informationFundamentals of Rendering  Reflectance Functions
Fundamentals of Rendering  Reflectance Functions Image Synthesis Torsten Möller Mike Phillips Reading Chapter 8 of Physically Based Rendering by Pharr&Humphreys Chapter 16 in Foley, van Dam et al. Chapter
More informationCMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker
CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection
More informationCSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012
CSE 167: Introduction to Computer Graphics Lecture #8: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #4 due Friday, November 2 nd Introduction:
More informationPhoton Mapping. Michael Doggett Department of Computer Science Lund university
Photon Mapping Michael Doggett Department of Computer Science Lund university Outline Photon Mapping (ch. 14 in textbook) Progressive Stochastic 2011 Michael Doggett How to make light sampling faster?
More informationLight: Geometric Optics (Chapter 23)
Light: Geometric Optics (Chapter 23) Units of Chapter 23 The Ray Model of Light Reflection; Image Formed by a Plane Mirror Formation of Images by Spherical Index of Refraction Refraction: Snell s Law 1
More informationHere I ll present a brief summary of the important aspects and then dive into improvements we made on Black Ops II.
We started pursuing Physically Based Shading during Black Ops, details of which I presented at SIGGRAPH 2011, as part of the Advances in RealTime Rendering course. Here I ll present a brief summary of
More informationColor and Light. CSCI 4229/5229 Computer Graphics Summer 2008
Color and Light CSCI 4229/5229 Computer Graphics Summer 2008 Solar Spectrum Human Trichromatic Color Perception Are A and B the same? Color perception is relative Transmission,Absorption&Reflection Light
More informationLight: Geometric Optics
Light: Geometric Optics 23.1 The Ray Model of Light Light very often travels in straight lines. We represent light using rays, which are straight lines emanating from an object. This is an idealization,
More informationClassic Rendering Pipeline
CS580: Classic Rendering Pipeline SungEui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/gcg/ Course Objectives Understand classic rendering pipeline Just highlevel concepts, not all the
More informationGlobal Illumination and Radiosity
Global Illumination and Radiosity CS434 Daniel G. Aliaga Department of Computer Science Purdue University Recall: Lighting and Shading Light sources Point light Models an omnidirectional light source (e.g.,
More informationCSE 167: Lecture #8: Lighting. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011
CSE 167: Introduction to Computer Graphics Lecture #8: Lighting Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Homework project #4 due Friday, October 28 Introduction:
More informationCEng 477 Introduction to Computer Graphics Fall
Illumination Models and SurfaceRendering Methods CEng 477 Introduction to Computer Graphics Fall 2007 2008 Illumination Models and Surface Rendering Methods In order to achieve realism in computer generated
More informationIllumination and Shading
Illumination and Shading Illumination (Lighting)! Model the interaction of light with surface points to determine their final color and brightness! The illumination can be computed either at vertices or
More informationLight Sources. Spotlight model
lecture 12 Light Sources sunlight (parallel) Sunny day model : "point source at infinity"  lighting  materials: diffuse, specular, ambient spotlight  shading: Flat vs. Gouraud vs Phong light bulb ambient
More informationIllumination and Shading ECE 567
Illumination and Shading ECE 567 Overview Lighting Models Ambient light Diffuse light Specular light Shading Models Flat shading Gouraud shading Phong shading OpenGL 2 Introduction To add realism to drawings
More informationIBL/GI & GLASS. Getting Realistic Results By Yon Resch. The Three Types of GI lighting and Glass
IBL/GI & GLASS Getting Realistic Results By Yon Resch Glass and other transparent materials are some of the hardest materials to render realistically. This has mainly to do with the number of additional
More informationFundamentals of Rendering  Reflectance Functions
Fundamentals of Rendering  Reflectance Functions CMPT 461/761 Image Synthesis Torsten Möller Reading Chapter 8 of Physically Based Rendering by Pharr&Humphreys Chapter 16 in Foley, van Dam et al. Chapter
More informationSAMPLING AND NOISE. Increasing the number of samples per pixel gives an antialiased image which better represents the actual scene.
SAMPLING AND NOISE When generating an image, Mantra must determine a color value for each pixel by examining the scene behind the image plane. Mantra achieves this by sending out a number of rays from
More informationComputer Graphics. Shading. Based on slides by Dianna Xu, Bryn Mawr College
Computer Graphics Shading Based on slides by Dianna Xu, Bryn Mawr College Image Synthesis and Shading Perception of 3D Objects Displays almost always 2 dimensional. Depth cues needed to restore the third
More informationLights and Lighting. Lecture overview. Light 2/3/2013. Digital Lighting and Rendering CGT 340
Lights and Lighting Digital Lighting and Rendering CGT 340 Lighting is 5% of light setup and 95% of revisions and adjustments. Jeremy Birn Lecture overview What is light? Spectrum Typical cases Metamers
More informationRecent Advances in Monte Carlo Offline Rendering
CS29413: Special Topics Lecture #6 Advanced Computer Graphics University of California, Berkeley Monday, 21 September 2009 Recent Advances in Monte Carlo Offline Rendering Lecture #6: Monday, 21 September
More informationGeometrical Optics. Name ID TA. Partners. Date Section. Please do not scratch, polish or touch the surface of the mirror.
Geometrical Optics Name ID TA Partners Date Section Please do not scratch, polish or touch the surface of the mirror. 1. Application of geometrical optics: 2. Real and virtual images: One easy method to
More informationLessons Learned from HW4. Shading. Objectives. Why we need shading. Shading. Scattering
Lessons Learned from HW Shading CS Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Only have an idle() function if something is animated Set idle function to NULL, when
More informationsurface: reflectance transparency, opacity, translucency orientation illumination: location intensity wavelength pointsource, diffuse source
walters@buffalo.edu CSE 480/580 Lecture 18 Slide 1 Illumination and Shading Light reflected from nonluminous objects depends on: surface: reflectance transparency, opacity, translucency orientation illumination:
More informationLight. Form of Electromagnetic Energy Only part of Electromagnetic Spectrum that we can really see
Light Form of Electromagnetic Energy Only part of Electromagnetic Spectrum that we can really see Facts About Light The speed of light, c, is constant in a vacuum. Light can be: REFLECTED ABSORBED REFRACTED
More informationProperty of: Entrada Interactive. PBR Workflow. Working within a PBRbased environment
Property of: Entrada Interactive PBR Workflow Working within a PBRbased environment Ryan Manning 8/24/2014 MISCREATED PBR WORKFLOW CryDocs on Physically Based Shading/Rendering: http://docs.cryengine.com/display/sdkdoc4/physically+based+rendering
More information2/1/10. Outline. The Radiance Equation. Light: Flux Equilibrium. Light: Radiant Power. Light: Equation. Radiance. Jan Kautz
Outline Jan Kautz Basic terms in radiometry Radiance Reflectance The operator form of the radiance equation Meaning of the operator form Approximations to the radiance equation 2005 Mel Slater, 2006 Céline
More informationThe Traditional Graphics Pipeline
Last Time? The Traditional Graphics Pipeline Reading for Today A Practical Model for Subsurface Light Transport, Jensen, Marschner, Levoy, & Hanrahan, SIGGRAPH 2001 Participating Media Measuring BRDFs
More informationCS4670/5760: Computer Vision Kavita Bala Scott Wehrwein. Lecture 23: Photometric Stereo
CS4670/5760: Computer Vision Kavita Bala Scott Wehrwein Lecture 23: Photometric Stereo Announcements PA3 Artifact due tonight PA3 Demos Thursday Signups close at 4:30 today No lecture on Friday Last Time:
More informationChapter 9 RayTracing
Raytracing is used to produce mirrored and reflective surfaces. It is also being used to create transparency and refraction (bending of images through transparent surfaceslike a magnifying glass or a
More informationChapter 11 Global Illumination. Part 1 Ray Tracing. Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11.
Chapter 11 Global Illumination Part 1 Ray Tracing Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11.3 CG(U), Chap.11 Part 1:Ray Tracing 1 Can pipeline graphics renders images
More informationWednesday, 26 January 2005, 14:OO  17:OO h.
Delft University of Technology Faculty Electrical Engineering, Mathematics, and Computer Science Mekelweg 4, Delft TU Delft Examination for Course IN41 5 13D Computer Graphics and Virtual Reality Please
More informationShading , Fall 2004 Nancy Pollard Mark Tomczak
15462, Fall 2004 Nancy Pollard Mark Tomczak Shading Shading Concepts Shading Equations Lambertian, Gouraud shading Phong Illumination Model Nonphotorealistic rendering [Shirly, Ch. 8] Announcements Written
More informationSingle Scattering in Refractive Media with Triangle Mesh Boundaries
Single Scattering in Refractive Media with Triangle Mesh Boundaries Bruce Walter Shuang Zhao Nicolas Holzschuch Kavita Bala Cornell Univ. Cornell Univ. Grenoble Univ. Cornell Univ. Presented at SIGGRAPH
More informationThreeDimensional Graphics V. Guoying Zhao 1 / 55
Computer Graphics ThreeDimensional Graphics V Guoying Zhao 1 / 55 Shading Guoying Zhao 2 / 55 Objectives Learn to shade objects so their images appear threedimensional Introduce the types of lightmaterial
More informationIllumination Models and SurfaceRendering Methods. Chapter 10
Illumination Models and SurfaceRendering Methods Chapter 10 Illumination and Surface Rendering Given scene specifications object positions, optical properties of the surface, viewer position, viewing
More informationInteractive Light Mapping with PowerVR Ray Tracing
Interactive Light Mapping with PowerVR Ray Tracing Jens Fursund Justin DeCell Light Map Basics A light map is a texture that stores lighting for objects in the scene 3 Generation of light maps for GI Charting
More informationMaterials & Shadows. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Winter 2017
Materials & Shadows Steve Rotenberg CSE168: Rendering Algorithms UCSD, Winter 2017 Diffuse Surfaces In an earlier lecture, we discussed diffuse surfaces We looked at the idealized Lambertian diffuse case
More informationPHY 112: Light, Color and Vision. Lecture 11. Prof. Clark McGrew Physics D 134. Review for Exam. Lecture 11 PHY 112 Lecture 1
PHY 112: Light, Color and Vision Lecture 11 Prof. Clark McGrew Physics D 134 Review for Exam Lecture 11 PHY 112 Lecture 1 From Last Time Lenses Ray tracing a Convex Lens Announcements The midterm is Thursday
More informationComputer Graphics 1. Chapter 7 (June 17th, 2010, 24pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010
Computer Graphics 1 Chapter 7 (June 17th, 2010, 24pm): Shading and rendering 1 The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons
More information