# Light Sources. Spotlight model

Save this PDF as:

Size: px
Start display at page:

## Transcription

1 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 Light reaching a unit area patch is proportional to Spotlight model Spotlight model Why are the poles of the earth cold and the equator hot? other examples: lamp, ceiling light, window,... Properties of a spotlight: - 3D position - peak direction - spread (light bulb vs. laser beam) - falloff in strength with distance The illumination depends on the spread of the spotlight's beam. We can model this effect as: illumination at x ~ The illumination at x depends on direction of the spotlight and on the spread of the spotlight's beam (conceptually, the cone width).

2 Putting it all together... let l(x) be the effective light source vector at x that is due to the spotlight. How should the illumination at x depend on distance? Model the illumination from spotlight to be proportional to: Special case: (non-directional) point light e.g. candle flame, light bulb Ambient light - lighting lecture 12 - materials: diffuse, specular, ambient Lighting + material allows us to calculate RGB. i.e. RGB(x) =? - shading: Flat vs. Gouraud vs Phong Same illumination everywhere in space. Material (Reflectance) Material (Reflectance) Diffuse / Matte / Lambertian diffuse glossy mirror diffuse glossy mirror I will discuss them in order: diffuse, mirror, glossy. Recall: light reaching a unit area patch is proportional to

3 Mirror (extreme opposite of diffuse) Mirror Glossy ( "specular", shiny) High school physics: angle of incidence = angle of reflection. In the next few slides, all vectors are unit length. Bright regions are called "highlights". Glossy ( "specular", shiny) Phong model ("specular") Note the conceptual similarity to the spotlight model. spotlight - spread of emitted beam glossy highlight - spread of reflected beam Highlights occur at points near points where r = V. Blinn-Phong model ("specular") -> used in OpenGL OpenGL 1.0 (somewhat arbitrarily...) OpenGL lights gllightf( light, parametername, parameter ) light : a number (you can have up to 8 lights) parametername: H is called the "half way vector" Exercise: what is the computational advantage of Blinn-Phong over Phong? GL_AMBIENT GL_DIFFUSE color of the light GL_SPECULAR GL_POSITION GL_SPOT_DIRECTION GL_SPOT_EXPONENT GL_SPOT_CUTOFF* GL_CONSTANT_ATTENUATION GL_LINEAR_ATTENUATION GL_QUADRATIC_ATTENUATION * cutoff in [0, 90] or 180 (uniform)

4 glenable(gl_lighting) glenable(gl_light0) diffuselight = ( 1, 1,.5, 1 ) // yellowish light specularlight = ( 1, 1,.5, 1 ) // " ambientlight = ( 1, 1,.5, 1 ) // " // The above are RGBA values // (A = alpha, we will cover it later in the course) // OpenGL allows you to use different colored light source for // ambient vs. diffuse vs. specular. // However, IMHO, this makes no sense physically! position = ( -1.5, 1.0, -4.0, 1 ) gllightfv(gl_light0, GL_AMBIENT, ambientlight) gllightfv(gl_light0, GL_DIFFUSE, diffuselight) gllightfv(gl_light0, GL_SPECULAR, specularlight) gllightfv(gl_light0, GL_POSITION, position) OpenGL Materials glmaterialfv( face, parametername, parameters ) face : GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK parametername : GL_AMBIENT GL_DIFFUSE GL_SPECULAR GL_SHININESS... A few lectures from now, we will discuss how OpenGL does mirror surfaces ("environment mapping") ambientmaterial = ( 0, 0.5, 0.5, 1 ) // middle cyan diffusematerial = ( 1, 0, 1, 1 ) // magenta specularmaterial = ( 1, 0, 0, 1 ) // red shininess = (100.0, ) // not a typo // rather, Python "tuple" notation glmaterial(gl_front, GL_AMBIENT, ambientmaterial ) glmaterial(gl_front, GL_DIFFUSE, diffusematerial ) glmaterial(gl_front, GL_SPECULAR, specularmaterial ) glmaterial(gl_front, GL_SHININESS, shininess ) Exercise: which of the above values are in the formula below? Material Modelling beyond OpenGL 1.0 BRDF (Bidirectional Reflection Distribution Function) "Measuring and modelling Anisotropic Reflection" [Ward, 1992] The above examples are for the "fixed function pipeline" only. With modern OpenGL (GLSL), you can code up whatever reflectance model and lighting model you wish. This can be part of a vertex shader or fragment shader. To fully characterize the reflection properties of a material at a point, you need 4 parameters. In a real scene, the outgoing light in each outgoing direction is the sum that is due to all incoming directions. e.g. "brushed" metal Recent models use subsurface scattering (especially for modelling wax, skin). - lighting lecture 12 - materials: diffuse, specular (Blinn-Phong), ambient - shading: flat vs Gouraud vs Phong shading surface sub-surface

5 It is natural to associate a surface normal with each polygon. OpenGL allows us to explicitly define a surface normal at each vertex. glbegin(gl_quad) glend() How to choose the RGB values at each pixel? Recall lecture 6: Filling a Polygon for y = ymin to ymax { compute intersection of polygon edges with row y between adjacent pairs of edges } Linear Interpolation (LERP) Compute the RGB at the vertices using a shading model (first half of today's lecture). How do we interpolate? A vertex belongs to more than one polygon. So, in principle, we could use different surface normals when the vertex is being used to fill in different polygons. Smooth (Gouraud) Shading Flat vs. Smooth (Gouraud) Shading For smooth shading, we can define vertex normals to be an average of the normals of the faces that the vertex belongs to. Each vertex may have different normals in different polygons. Each vertex may have same normal in all polygons, and this normal is different than the normal of the polygons themselves. (See next slide.) Flat (MODIFIED Feb. 22: color of one vertex is used for the entire polygon ) Smooth / Gouraud (vertex normals are averages of neighboring face normals.)

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

### CSE 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:

### Methodology for Lecture. Importance of Lighting. Outline. Shading Models. Brief primer on Color. Foundations of Computer Graphics (Spring 2010)

Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 11: OpenGL 3 http://inst.eecs.berkeley.edu/~cs184 Methodology for Lecture Lecture deals with lighting (teapot shaded as in HW1) Some Nate

Overview Shading Shading Light-material interactions Phong model Shading polygons Shading in OpenGL Why we need shading Suppose we build a model of a sphere using many polygons and color it with glcolor.

### Computer Graphics Lighting

Why we need shading? Suppose we build a model of a sphere using many polygons and color it with glcolor. We get something like But we want Light-material interactions cause each point to have a different

### Ambient reflection. Jacobs University Visualization and Computer Graphics Lab : Graphics and Visualization 407

Ambient reflection Phong reflection is a local illumination model. It only considers the reflection of light that directly comes from the light source. It does not compute secondary reflection of light

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

### CEng 477 Introduction to Computer Graphics Fall

Illumination Models and Surface-Rendering Methods CEng 477 Introduction to Computer Graphics Fall 2007 2008 Illumination Models and Surface Rendering Methods In order to achieve realism in computer generated

### Three-Dimensional Graphics V. Guoying Zhao 1 / 55

Computer Graphics Three-Dimensional Graphics V Guoying Zhao 1 / 55 Shading Guoying Zhao 2 / 55 Objectives Learn to shade objects so their images appear three-dimensional Introduce the types of light-material

### ECS 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

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 Perspective-correct interpolation Texture

### CS5620 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

### OpenGL Lighting Computer Graphics Spring Frank Palermo

OpenGL Lighting 15-462 Computer Graphics Spring 2009 Frank Palermo OpenGL is just a bunch of hacks. -Adrien Treuille What Adrien Means... What Adrien means is that OpenGL was designed to produce reasonable-looking

### Shading , Fall 2004 Nancy Pollard Mark Tomczak

15-462, Fall 2004 Nancy Pollard Mark Tomczak Shading Shading Concepts Shading Equations Lambertian, Gouraud shading Phong Illumination Model Non-photorealistic rendering [Shirly, Ch. 8] Announcements Written

### Computer Graphics. Illumination and Shading

() Illumination and Shading Dr. Ayman Eldeib Lighting So given a 3-D triangle and a 3-D viewpoint, we can set the right pixels But what color should those pixels be? If we re attempting to create a realistic

### CSE 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:

### Lights, Colour and Materials In OpenGL

Illumination Models Lights, Colour and Materials In OpenGL Illumination models are used to generate the colour of an object s surface at a given point on that surface. The factors that govern the illumination

### Interpolation using scanline algorithm

Interpolation using scanline algorithm Idea: Exploit knowledge about already computed color values. Traverse projected triangle top-down using scanline. Compute start and end color value of each pixel

Illumination and Shading Illumination (Lighting) Model the interaction of light with surface points to determine their final color and brightness OpenGL computes illumination at vertices illumination Shading

### CPSC 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 Per-vertex attributes Vertex

### Lighting/Shading II. Week 7, Mon Mar 1

University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Lighting/Shading II Week 7, Mon Mar 1 http://www.ugrad.cs.ubc.ca/~cs314/vjan2010 News Homework 3 out today Homework

### CSE 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,

### Comp 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

Fall 2017 CSCI 420: Computer Graphics 5.2 Shading in OpenGL Hao Li http://cs420.hao-li.com 1 Outline Normal Vectors in OpenGL Polygonal Shading Light Sources in OpenGL Material Properties in OpenGL Example:

### Color 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

### Introduction to Computer Graphics. Farhana Bandukwala, PhD Lecture 14: Light Interacting with Surfaces

Introduction to Computer Graphics Farhana Bandukwala, PhD Lecture 14: Light Interacting with Surfaces Outline Computational tools Reflection models Polygon shading Computation tools Surface normals Vector

### Computer 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

Illumination & Shading Goals Introduce the types of light-material interactions Build a simple reflection model---the Phong model--- that can be used with real time graphics hardware Why we need Illumination

### Chapter 7 - Light, Materials, Appearance

Chapter 7 - Light, Materials, Appearance Types of light in nature and in CG Shadows Using lights in CG Illumination models Textures and maps Procedural surface descriptions Literature: E. Angel/D. Shreiner,

Objectives Shading in OpenGL Introduce the OpenGL shading methods - per vertex shading vs per fragment shading - Where to carry out Discuss polygonal shading - Flat - Smooth - Gouraud CITS3003 Graphics

### Introduction to Computer Graphics 3. Shading

Introduction to Computer Graphics 3. Shading National Chiao Tung Univ, Taiwan By: I-Chen Lin, Assistant Professor Textbook: E.Angel, Interactive Computer Graphics, 5 th Ed., Addison Wesley Ref: Hearn and

### Introduction to Computer Graphics 7. Shading

Introduction to Computer Graphics 7. Shading National Chiao Tung Univ, Taiwan By: I-Chen Lin, Assistant Professor Textbook: Hearn and Baker, Computer Graphics, 3rd Ed., Prentice Hall Ref: E.Angel, Interactive

### Topic 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

### CS 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?

### CS 4600 Fall Utah School of Computing

Lighting CS 4600 Fall 2015 Utah School of Computing Objectives Learn to shade objects so their images appear three-dimensional Introduce the types of light-material interactions Build a simple reflection

### The 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

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

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

### Illumination. 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

### Lighting and Shading Computer Graphics I Lecture 7. Light Sources Phong Illumination Model Normal Vectors [Angel, Ch

15-462 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

### The 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

### API for creating a display window and using keyboard/mouse interations. See RayWindow.cpp to see how these are used for Assignment3

OpenGL Introduction Introduction OpenGL OpenGL is an API for computer graphics. Hardware-independent Windowing or getting input is not included in the API Low-level Only knows about triangles (kind of,

### CS452/552; EE465/505. Intro to Lighting

CS452/552; EE465/505 Intro to Lighting 2-10 15 Outline! Projection Normalization! Introduction to Lighting (and Shading) Read: Angel Chapter 5., sections 5.4-5.7 Parallel Projections Chapter 6, sections

### Chapter 3. Illumination Models and Surface-Rendering Methods. Department of Computer Science and Engineering

Chapter 3 Illumination Models and Surface-Rendering Methods 3-1 3.1 Overview For a realistic display of a scene the lighting effects should appear naturally. An illumination model, also called a lighting

### Lighting 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

### Pipeline Operations. CS 4620 Lecture 14

Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives

### Lets 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

### CGT520 Lighting. Lighting. T-vertices. Normal vector. Color of an object can be specified 1) Explicitly as a color buffer

CGT520 Lighting Lighting Color of an object can be specified 1) Explicitly as a color buffer Bedrich Benes, Ph.D. Purdue University Department of Computer Graphics 2) Implicitly from the illumination model.

### Orthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Orthogonal Projection Matrices 1 Objectives Derive the projection matrices used for standard orthogonal projections Introduce oblique projections Introduce projection normalization 2 Normalization Rather

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

### Turn 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

### Why Do We Care About Lighting? Computer Graphics Lighting. The Surface Normal. Flat Shading (Per-face) Setting a Surface Normal in OpenGL

Lightig Why Do We Care About Lightig? Lightig dis-ambiguates 3D scees This work is licesed uder a Creative Commos Attributio-NoCommercial- NoDerivatives 4.0 Iteratioal Licese Mike Bailey mjb@cs.oregostate.edu

### Computer graphic -- Programming with OpenGL 2

Computer graphic -- Programming with OpenGL 2 OpenGL OpenGL (Open Graphics Library) a cross-language, multi-platform API for rendering 2D and 3D computer graphics. The API is typically used to interact

Illumination and Shading Light sources emit intensity: assigns intensity to each wavelength of light Humans perceive as a colour - navy blue, light green, etc. Exeriments show that there are distinct I

### CENG 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

### CS Illumination and Shading. Slide 1

CS 112 - Illumination and Shading Slide 1 Illumination/Lighting Interaction between light and surfaces Physics of optics and thermal radiation Very complex: Light bounces off several surface before reaching

### 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

### Lighting and Shading II. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Lighting and Shading II 1 Objectives Continue discussion of shading Introduce modified Phong model Consider computation of required vectors 2 Ambient Light Ambient light is the result of multiple interactions

### Surface Graphics. 200 polys 1,000 polys 15,000 polys. an empty foot. - a mesh of spline patches:

Surface Graphics Objects are explicitely defined by a surface or boundary representation (explicit inside vs outside) This boundary representation can be given by: - a mesh of polygons: 200 polys 1,000

### Illumination and Reflection in OpenGL CS 460/560. Computer Graphics. Shadows. Photo-Realism: Ray Tracing. Binghamton University.

Binghamton University EngiNet State University of New York EngiNet Thomas J. Watson School of Engineering and Applied Science WARNING All rights reserved. No Part of this video lecture series may be reproduced

Shaders Oscar 1/43 Apodaca and Gritz, Advanced RenderMan Pixel Color Irradiance measures the power per unit area hitting a pixel E = න L i cos θ i dω i (obtained by integrating an equation form last class)

### Phong Lighting & Materials. Some slides modified from: David Kabala Others from: Andries Van Damm, Brown Univ.

Phong Lighting & Materials Some slides modified from: David Kabala Others from: Andries Van Damm, Brown Univ. Lighting and Shading Lighting, or illumination, is the process of computing the intensity and

### Lighting 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

### Announcement. Lighting and Photometric Stereo. Computer Vision I. Surface Reflectance Models. Lambertian (Diffuse) Surface.

Lighting and Photometric Stereo CSE252A Lecture 7 Announcement Read Chapter 2 of Forsyth & Ponce Might find section 12.1.3 of Forsyth & Ponce useful. HW Problem Emitted radiance in direction f r for incident

### surface: reflectance transparency, opacity, translucency orientation illumination: location intensity wavelength point-source, 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:

### Rendering Light Reflection Models

Rendering Light Reflection Models Visual Imaging in the Electronic Age Donald P. Greenberg October 27, 2015 Lecture #18 Goal of Realistic Imaging The resulting images should be physically accurate and

Reflection and Shading R. J. Renka Department of Computer Science & Engineering University of North Texas 10/19/2015 Light Sources Realistic rendering requires that we model the interaction between light

### Light Reflection Models

Light Reflection Models Visual Imaging in the Electronic Age Donald P. Greenberg October 21, 2014 Lecture #15 Goal of Realistic Imaging From Strobel, Photographic Materials and Processes Focal Press, 186.

### Lighting 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

### Objectives. Introduce the OpenGL shading Methods 1) Light and material functions on MV.js 2) per vertex vs per fragment shading 3) Where to carry out

Objectives Introduce the OpenGL shading Methods 1) Light and material functions on MV.js 2) per vertex vs per fragment shading 3) Where to carry out 1 Steps in OpenGL shading Enable shading and select

### Computer graphics Labs: OpenGL (1/3) Geometric transformations and projections

University of Liège Department of Aerospace and Mechanical engineering Computer graphics Labs: OpenGL (1/3) Geometric transformations and projections Exercise 1: Geometric transformations (Folder transf

### UNIT 7 LIGHTING AND SHADING. 1. Explain phong lighting model. Indicate the advantages and disadvantages. (Jun2012) 10M

UNIT 7 LIGHTING AND SHADING 1. Explain phong lighting model. Indicate the advantages and disadvantages. (Jun2012) 10M Ans: Phong developed a simple model that can be computed rapidly It considers three

### Mattan Erez. The University of Texas at Austin

EE382V: Principles in Computer Architecture Parallelism and Locality Fall 2008 Lecture 10 The Graphics Processing Unit Mattan Erez The University of Texas at Austin Outline What is a GPU? Why should we

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

Shading, lighting, & BRDF Theory Cliff Lindsay, PHD Overview of today s lecture BRDF Characteristics Lights in terms of BRDFs Classes of BRDFs Ambient light & Shadows in terms of BRDFs Decomposing Reflection

### COMP environment mapping Mar. 12, r = 2n(n v) v

Rendering mirror surfaces The next texture mapping method assumes we have a mirror surface, or at least a reflectance function that contains a mirror component. Examples might be a car window or hood,

### Image Formation: Light and Shading. Introduction to Computer Vision CSE 152 Lecture 3

Image Formation: Light and Shading CSE 152 Lecture 3 Announcements Homework 1 is due Apr 11, 11:59 PM Homework 2 will be assigned on Apr 11 Reading: Chapter 2: Light and Shading Geometric image formation

### CSE Intro to Computer Graphics. ANSWER KEY: Midterm Examination. November 18, Instructor: Sam Buss, UC San Diego

CSE 167 - Intro to Computer Graphics ANSWER KEY: Midterm Examination November 18, 2003 Instructor: Sam Buss, UC San Diego Write your name or initials on every page before beginning the exam. You have 75

### Rendering 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

### CSE 690: GPGPU. Lecture 2: Understanding the Fabric - Intro to Graphics. Klaus Mueller Stony Brook University Computer Science Department

CSE 690: GPGPU Lecture 2: Understanding the Fabric - Intro to Graphics Klaus Mueller Stony Brook University Computer Science Department Klaus Mueller, Stony Brook 2005 1 Surface Graphics Objects are explicitely

### Raytracing CS148 AS3. Due :59pm PDT

Raytracing CS148 AS3 Due 2010-07-25 11:59pm PDT We start our exploration of Rendering - the process of converting a high-level object-based description of scene into an image. We will do this by building

### Graphics and Computation Introduction to OpenGL

433-380 Graphics and Computation Introduction to OpenGL Some images in these slides are taken from The OpenGL Programming Manual, which is copyright Addison Wesley and the OpenGL Architecture Review Board.

Illumination and Shading Illumination and Shading z Illumination Models y Ambient y Diffuse y Attenuation y Specular Reflection z Interpolated Shading Models y Flat, Gouraud, Phong y Problems CS4451: Fall

### Objectives. Shading II. Distance Terms. The Phong Reflection Model

Shading II Objectives Introduce distance terms to the shading model. More details about the Phong model (lightmaterial interaction). Introduce the Blinn lighting model (also known as the modified Phong

### CMSC427 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

### Objectives. Continue discussion of shading Introduce modified Phong model Consider computation of required vectors

Objectives Continue discussion of shading Introduce modified Phong model Consider computation of required vectors 1 Lambertian Surface Perfectly diffuse reflector Light scattered equally in all directions

### 3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models

3D Programming Concepts Outline 3D Concepts Displaying 3D Models 3D Programming CS 4390 3D Computer 1 2 3D Concepts 3D Model is a 3D simulation of an object. Coordinate Systems 3D Models 3D Shapes 3D Concepts

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

9. Illumination and Shading Approaches for visual realism: - Remove hidden surfaces - Shade visible surfaces and reproduce shadows - Reproduce surface properties Texture Degree of transparency Roughness,

### rendering equation computer graphics rendering equation 2009 fabio pellacini 1

rendering equation computer graphics rendering equation 2009 fabio pellacini 1 physically-based rendering synthesis algorithms that compute images by simulation the physical behavior of light computer

### Lighting. Chapter 5. Chapter Objectives. After reading this chapter, you'll be able to do the following:

Chapter 5 Lighting Chapter Objectives After reading this chapter, you'll be able to do the following: Understand how real-world lighting conditions are approximated by OpenGL Render illuminated objects

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

### Deferred Rendering Due: Wednesday November 15 at 10pm

CMSC 23700 Autumn 2017 Introduction to Computer Graphics Project 4 November 2, 2017 Deferred Rendering Due: Wednesday November 15 at 10pm 1 Summary This assignment uses the same application architecture

### Computergrafik. 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