Computer Graphics with OpenGL ES (J. Han) Chapter 6 Fragment shader

Size: px
Start display at page:

Download "Computer Graphics with OpenGL ES (J. Han) Chapter 6 Fragment shader"

Transcription

1 Computer Graphics with OpenGL ES (J. Han) Chapter 6 Fragment shader

2 Vertex and Fragment Shaders The inputs to the fragment shader Varyings: The per-vertex output variables produced by the vertex shader are interpolated to determine the per-fragment ones. Uniforms to be used by the fragment shader. Samplers = Textures. The fragment color stored in gl_fragcolor is passed to the output merger. Computer Graphics with OpenGL ES (J. Han) 6-2

3 Fragment Shader A simplest fragment shader uniform sampler2d s_tex0; varying vec2 v_texcoord; void main() { gl_fragcolor = texture2d(s_tex0, v_texcoord); } The above fragment shader declares a uniform variable, s_tex0, of type sampler2d, which represents a texture. Recall that our vertex shader simply output 2D texture coordinates without modification. The per-vertex texture coordinates were interpolated so that the per-fragment texture coordinates, v_texcoord, are now passed to the fragment shader and used for fetching the texture, s_tex0. The fragment shader invokes the built-in function texture2d, which returns a color. It is output to the built-in variable gl_fragcolor. Computer Graphics with OpenGL ES (J. Han) 6-3

4 Phong Lighting Model Illumination or lighting refers to the techniques handling the interaction between light sources and objects. In real-time applications, the most popular illumination method is based on the Phong model. Even though it is not physically correct, it is widely adopted in commercial games and lays foundations of various advanced lighting techniques. Computer Graphics with OpenGL ES (J. Han) 6-4

5 Phong Lighting Model - Diffuse Term Among various light sources (including point, area, spot, and directional light sources), for now let s take the simplest, the directional light source, where the light vector (l) connecting a surface point and the faraway light source is constant for the entire scene. The Phong model is composed of diffuse, specular, ambient, and emissive terms. For the sake of simplicity, let us consider the diffuse term only. The diffuse term is based on Lambert s law. Reflections from ideally diffuse surfaces (Lambertian surfaces) are scattered with equal intensity in all directions. The amount of reflection perceived by the eye is just proportional to the amount of incoming light, which is inversely proportional to the angle between l and the surface normal n. It is described as n l. In order to avoid negative reflection, it is modified into max(n l, 0). Computer Graphics with OpenGL ES (J. Han) 6-5

6 Phong Lighting Model - Diffuse Term (cont d) Suppose a white light (1,1,1). If an object lit by the light appears yellow, it means that the object reflects R and G and absorbs B. We can easily implement this kind of filtering through material parameter, i.e., if it is (1,1,0), then (1,1,1) (1,1,0)=(1,1,0) where is component-wise multiplication. R G B intensity x1=1 1x1=1 1x0=0 R G B intensity x.5=.25.5x1=.5.5x.5=.25 (1,1,0) (.5,1,.5) The diffuse term combines the intensity and color: max(n l, 0) s d m d where s d is the light source color and m d is the object material color. The texture provides m d whereas s d is given by the user. Computer Graphics with OpenGL ES (J. Han) 6-6

7 Per-fragment Lighting Let us show how to implement Phong lighting (with the diffuse term only) and texturing. The vertex shader shown below computes the clip-space vertex position, as usual, and also the world-space vertex position and normal of each vertex. In addition, it bypasses the texture coordinates. The output variables v_position, v_normal, and v_texcoord will be interpolated for fragments and they will be provided for the fragment shader. uniform mat4 viewprojmat; uniform mat4 worldmat; attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord; varying vec3 v_position; varying vec3 v_normal; varying vec2 v_texcoord; void main() { gl_position = viewprojmat * worldmat * vec4(position, 1.0); v_position = (worldmat * vec4(position, 1.0)).xyz; v_normal = mat3(worldmat) * normal; v_texcoord = texcoord; } Computer Graphics with OpenGL ES (J. Han) 6-7

8 Per-fragment Lighting (cont d) The fragment shader shown below obtains the object material color (m d ) by filtering the texture and then asks the user-defined function phongdiffuse to compute the diffuse term. It uses uniform vec3 lightpos for calculating the light vector l (lightdirection) and simply implements max(n l, 0) s d m d. uniform sampler2d s_tex0; uniform vec3 lightpos; uniform vec3 Sd; varying vec3 v_position; varying vec3 v_normal; varying vec2 v_texcoord; vec3 phongdiffuse(vec3 Md) { // The diffuse term of Phong model per fragment vec3 lightdirection = normalize(lightpos - v_position); vec3 nor = normalize(v_normal); vec3 phongdiffuse(vec3 Md); // Forward declaration void main() { vec3 Md = texture2d(s_tex0, v_texcoord).xyz; vec3 phongcolor = phongdiffuse(md); } gl_fragcolor = vec4(phongcolor, 1.0); } //Diffuse term float Diffuse = max(dot(nor, lightdirection), 0.0); vec3 PhongDiffuse = Diffuse * Sd * Md; return PhongDiffuse; Computer Graphics with OpenGL ES (J. Han) 6-8

Lecture 17: Shading in OpenGL. CITS3003 Graphics & Animation

Lecture 17: Shading in OpenGL. CITS3003 Graphics & Animation Lecture 17: Shading in OpenGL CITS3003 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 Objectives Introduce the OpenGL shading methods - per vertex shading

More information

Objectives Shading in OpenGL. Front and Back Faces. OpenGL shading. Introduce the OpenGL shading methods. Discuss polygonal shading

Objectives Shading in OpenGL. Front and Back Faces. OpenGL shading. Introduce the OpenGL shading methods. Discuss polygonal shading 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

More information

Computer Graphics Coursework 1

Computer Graphics Coursework 1 Computer Graphics Coursework 1 Deadline Deadline: 4pm, 24/10/2016 4pm 23/10/2015 Outline The aim of the coursework is to modify the vertex and fragment shaders in the provided OpenGL framework to implement

More information

Computer Graphics (CS 543) Lecture 8a: Per-Vertex lighting, Shading and Per-Fragment lighting

Computer Graphics (CS 543) Lecture 8a: Per-Vertex lighting, Shading and Per-Fragment lighting Computer Graphics (CS 543) Lecture 8a: Per-Vertex lighting, Shading and Per-Fragment lighting Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Computation of Vectors To calculate

More information

INFOGR Computer Graphics

INFOGR Computer Graphics INFOGR Computer Graphics Jacco Bikker & Debabrata Panja - April-July 2017 Lecture 10: Shaders Welcome! INFOGR2016/17 Today s Agenda: Recap: Diffuse Materials The Phong Shading Model Environment

More information

TSBK 07! Computer Graphics! Ingemar Ragnemalm, ISY

TSBK 07! Computer Graphics! Ingemar Ragnemalm, ISY 1(84) Information Coding / Computer Graphics, ISY, LiTH TSBK 07 Computer Graphics Ingemar Ragnemalm, ISY 1(84) Lecture 5 3D graphics part 3 Illumination Illumination applied: Shading Surface detail: Mappings

More information

INFOGR Computer Graphics

INFOGR Computer Graphics INFOGR Computer Graphics Jacco Bikker & Debabrata Panja - April-July 2018 Lecture 10: Shaders Welcome! Ƹ Ƹ Ƹ x M final = T totorso R T down R = x y z 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 Operations: 1. Translate

More information

Illumination and Shading

Illumination 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 information

C O M P U T E R G R A P H I C S. Computer Graphics. Three-Dimensional Graphics V. Guoying Zhao 1 / 65

C O M P U T E R G R A P H I C S. Computer Graphics. Three-Dimensional Graphics V. Guoying Zhao 1 / 65 Computer Graphics Three-Dimensional Graphics V Guoying Zhao 1 / 65 Shading Guoying Zhao 2 / 65 Objectives Learn to shade objects so their images appear three-dimensional Introduce the types of light-material

More information

Shadows. Prof. George Wolberg Dept. of Computer Science City College of New York

Shadows. Prof. George Wolberg Dept. of Computer Science City College of New York Shadows Prof. George Wolberg Dept. of Computer Science City College of New York Objectives Introduce Shadow Algorithms Expand to projective textures 2 Flashlight in the Eye Graphics When do we not see

More information

CS452/552; EE465/505. Intro to Lighting

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

More information

Computer Graphics. Illumination and Shading

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

More information

The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)!

The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)! ! The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 4! stanford.edu/class/ee267/! Lecture Overview! Review

More information

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

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

More information

Lessons Learned from HW4. Shading. Objectives. Why we need shading. Shading. Scattering

Lessons 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 information

Lecture 5 Vertex and Fragment Shaders-1. CITS3003 Graphics & Animation

Lecture 5 Vertex and Fragment Shaders-1. CITS3003 Graphics & Animation Lecture 5 Vertex and Fragment Shaders-1 CITS3003 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 Objectives The rendering pipeline and the shaders Data

More information

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people GLSL Introduction Fu-Chung Huang Thanks for materials from many other people Programmable Shaders //per vertex inputs from main attribute aposition; attribute anormal; //outputs to frag. program varying

More information

SUMMARY. CS380: Introduction to Computer Graphics Texture Mapping Chapter 15. Min H. Kim KAIST School of Computing 18/05/03.

SUMMARY. CS380: Introduction to Computer Graphics Texture Mapping Chapter 15. Min H. Kim KAIST School of Computing 18/05/03. CS380: Introduction to Computer Graphics Texture Mapping Chapter 15 Min H. Kim KAIST School of Computing Materials SUMMARY 2 1 Light blob from PVC plastic Recall: Given any vector w (not necessarily of

More information

Lab 9 - Metal and Glass

Lab 9 - Metal and Glass Lab 9 - Metal and Glass Let the form of an object be what it may, light, shade, and perspective will always make it beautiful. -John Constable Prologue Support code: /course/cs1230/src/labs/lab09 This

More information

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

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.

More information

Illumination & Shading I

Illumination & 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 information

Lecture 15: Shading-I. CITS3003 Graphics & Animation

Lecture 15: Shading-I. CITS3003 Graphics & Animation Lecture 15: Shading-I CITS3003 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 Objectives Learn that with appropriate shading so objects appear as threedimensional

More information

CS559 Computer Graphics Fall 2015

CS559 Computer Graphics Fall 2015 CS559 Computer Graphics Fall 2015 Practice Midterm Exam Time: 2 hrs 1. [XX Y Y % = ZZ%] MULTIPLE CHOICE SECTION. Circle or underline the correct answer (or answers). You do not need to provide a justification

More information

The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)!

The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)! ! The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 4! stanford.edu/class/ee267/! Updates! for 24h lab access:

More information

CS 432 Interactive Computer Graphics

CS 432 Interactive Computer Graphics CS 432 Interactive Computer Graphics Lecture 7 Part 2 Texture Mapping in OpenGL Matt Burlick - Drexel University - CS 432 1 Topics Texture Mapping in OpenGL Matt Burlick - Drexel University - CS 432 2

More information

Fog example. Fog is atmospheric effect. Better realism, helps determine distances

Fog example. Fog is atmospheric effect. Better realism, helps determine distances Fog example Fog is atmospheric effect Better realism, helps determine distances Fog Fog was part of OpenGL fixed function pipeline Programming fixed function fog Parameters: Choose fog color, fog model

More information

Shading. Slides by Ulf Assarsson and Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology

Shading. Slides by Ulf Assarsson and Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Shading Slides by Ulf Assarsson and Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Overview of today s lecture l A simple most basic real-time lighting model

More information

Computer Graphics (CS 4731) Lecture 18: Lighting, Shading and Materials (Part 3)

Computer Graphics (CS 4731) Lecture 18: Lighting, Shading and Materials (Part 3) Computer Graphics (CS 4731) Lecture 18: Lighting, Shading and Materials (Part 3) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Recall: Flat Shading compute lighting once

More information

To Do. Demo for mytest3. Methodology for Lecture. Importance of Lighting. Brief primer on Color. Computer Graphics

To Do. Demo for mytest3. Methodology for Lecture. Importance of Lighting. Brief primer on Color. Computer Graphics Computer Graphics CSE 167 [Win 17], Lecture 7: OpenGL Shading Ravi Ramamoorthi http://viscomp.ucsd.edu/classes/cse167/wi17 To Do This week s lectures have all info for HW 2 Start EARLY Methodology for

More information

The Rasterization Pipeline

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

More information

Programming Graphics Hardware

Programming Graphics Hardware Programming Graphics Hardware Computer Graphics, VT 2013 Lecture 10 Johan Nysjö Centre for Image analysis Swedish University of Agricultural Sciences Uppsala University Recap: The fixed-function OpenGL

More information

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people GLSL Introduction Fu-Chung Huang Thanks for materials from many other people Shader Languages Currently 3 major shader languages Cg (Nvidia) HLSL (Microsoft) Derived from Cg GLSL (OpenGL) Main influences

More information

Illumination and Shading with GLSL/WebGL

Illumination and Shading with GLSL/WebGL Illumination and Shading with GLSL/WebGL Illumination with Shaders! Remember the local illumination model (Phong illumination) Illumination = ambient + diffuse + specular = Ka x Ia + Kd x Id x (N.L) +

More information

CS452/552; EE465/505. Lighting & Shading

CS452/552; EE465/505. Lighting & Shading CS452/552; EE465/505 Lighting & Shading 2-17 15 Outline! More on Lighting and Shading Read: Angel Chapter 6 Lab2: due tonight use ASDW to move a 2D shape around; 1 to center Local Illumination! Approximate

More information

Illumination & Shading: Part 1

Illumination & Shading: Part 1 Illumination & Shading: Part 1 Light Sources Empirical Illumination Shading Local vs Global Illumination Lecture 10 Comp 236 Spring 2005 Computer Graphics Jargon: Illumination Models Illumination - the

More information

Programming with OpenGL Part 3: Shaders. Ed Angel Professor of Emeritus of Computer Science University of New Mexico

Programming with OpenGL Part 3: Shaders. Ed Angel Professor of Emeritus of Computer Science University of New Mexico Programming with OpenGL Part 3: Shaders Ed Angel Professor of Emeritus of Computer Science University of New Mexico 1 Objectives Simple Shaders - Vertex shader - Fragment shaders Programming shaders with

More information

Shading. Slides by Ulf Assarsson and Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology

Shading. Slides by Ulf Assarsson and Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Shading Slides by Ulf Assarsson and Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Overview of today s lecture l A simple most basic real-time lighting model

More information

Lighting. Figure 10.1

Lighting. Figure 10.1 We have learned to build three-dimensional graphical models and to display them. However, if you render one of our models, you might be disappointed to see images that look flat and thus fail to show the

More information

CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

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:

More information

Comp 410/510 Computer Graphics. Spring Shading

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

More information

CSE 167: Lecture #7: Color and Shading. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

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,

More information

Computer Graphics (CS 543) Lecture 8c: Environment Mapping (Reflections and Refractions)

Computer Graphics (CS 543) Lecture 8c: Environment Mapping (Reflections and Refractions) Computer Graphics (CS 543) Lecture 8c: Environment Mapping (Reflections and Refractions) Prof Emmanuel Agu (Adapted from slides by Ed Angel) Computer Science Dept. Worcester Polytechnic Institute (WPI)

More information

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. 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

More information

Shading I Computer Graphics I, Fall 2008

Shading I Computer Graphics I, Fall 2008 Shading I 1 Objectives Learn to shade objects ==> images appear threedimensional Introduce types of light-material interactions Build simple reflection model Phong model Can be used with real time graphics

More information

1 of 5 9/10/ :11 PM

1 of 5 9/10/ :11 PM Shader programs Summary: This tutorial shows how to write a simple shader in X3D. Shader program definition Keywords: tutorial, X3D, world, rendering Author(s): Yvonne Jung Date: 2007-02-05 First an example

More information

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

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

More information

Ambient Occlusion. Ambient Occlusion (AO) "shadowing of ambient light "darkening of the ambient shading contribution

Ambient Occlusion. Ambient Occlusion (AO) shadowing of ambient light darkening of the ambient shading contribution Slides modified from: Patrick Cozzi University of Pennsylvania CIS 565 - Fall 2013 (AO) "shadowing of ambient light "darkening of the ambient shading contribution "the crevices of the model are realistically

More information

INF3320 Computer Graphics and Discrete Geometry

INF3320 Computer Graphics and Discrete Geometry INF3320 Computer Graphics and Discrete Geometry Visual appearance Christopher Dyken and Martin Reimers 23.09.2009 Page 1 Visual appearance Real Time Rendering: Chapter 5 Light Sources and materials Shading

More information

Module Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1

Module Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1 UNIVERSITY OF EAST ANGLIA School of Computing Sciences Main Series PG Examination 2013-14 COMPUTER GAMES DEVELOPMENT CMPSME27 Time allowed: 2 hours Answer any THREE questions. (40 marks each) Notes are

More information

CSE 681 Illumination and Phong Shading

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 information

Shader Programming 1. Examples. Vertex displacement mapping. Daniel Wesslén 1. Post-processing, animated procedural textures

Shader Programming 1. Examples. Vertex displacement mapping. Daniel Wesslén 1. Post-processing, animated procedural textures Shader Programming 1 Examples Daniel Wesslén, dwn@hig.se Per-pixel lighting Texture convolution filtering Post-processing, animated procedural textures Vertex displacement mapping Daniel Wesslén 1 Fragment

More information

OpenGL Performances and Flexibility

OpenGL Performances and Flexibility OpenGL Performances and Flexibility Marco Di Benedetto Visual Computing Laboratory ISTI CNR, Italy OpenGL Roadmap 1.0 - Jan 1992 - First Version 1.1 - Jan 1997 - Vertex Arrays, Texture Objects 1.2 - Mar

More information

Today we will start to look at illumination models in computer graphics

Today we will start to look at illumination models in computer graphics 1 llumination Today we will start to look at illumination models in computer graphics Why do we need illumination models? Different kinds lights Different kinds reflections Basic lighting model 2 Why Lighting?

More information

Deferred Rendering Due: Wednesday November 15 at 10pm

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

More information

ECS 175 COMPUTER GRAPHICS. Ken Joy.! Winter 2014

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

More information

CS 4620 Midterm, October 23, 2018 SOLUTION

CS 4620 Midterm, October 23, 2018 SOLUTION 1. [20 points] Transformations CS 4620 Midterm, October 23, 2018 SOLUTION (a) Describe the action of each of the following matrices, as transformations in homogeneous coordinates, in terms of rotation,

More information

Mobile Application Programing: Android. OpenGL Operation

Mobile Application Programing: Android. OpenGL Operation Mobile Application Programing: Android OpenGL Operation Activities Apps are composed of activities Activities are self-contained tasks made up of one screen-full of information Activities start one another

More information

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic.

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

More information

Programmable Graphics Hardware

Programmable Graphics Hardware CSCI 480 Computer Graphics Lecture 14 Programmable Graphics Hardware [Ch. 9] March 2, 2011 Jernej Barbic University of Southern California OpenGL Extensions Shading Languages Vertex Program Fragment Program

More information

Overview. Shading. Shading. Why we need shading. Shading Light-material interactions Phong model Shading polygons Shading in OpenGL

Overview. Shading. Shading. Why we need shading. Shading Light-material interactions Phong model Shading polygons Shading in OpenGL 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.

More information

Texture Mapping. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science

Texture Mapping. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Texture Mapping CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce Mapping Methods - Texture Mapping - Environment Mapping - Bump Mapping Consider

More information

OpenGL Performances and Flexibility. Visual Computing Laboratory ISTI CNR, Italy

OpenGL Performances and Flexibility. Visual Computing Laboratory ISTI CNR, Italy OpenGL Performances and Flexibility Visual Computing Laboratory ISTI CNR, Italy The Abstract Graphics Pipeline Application 1. The application specifies vertices & connectivity. Vertex Processing 2. The

More information

CS130 : Computer Graphics Lecture 8: Lighting and Shading. Tamar Shinar Computer Science & Engineering UC Riverside

CS130 : Computer Graphics Lecture 8: Lighting and Shading. Tamar Shinar Computer Science & Engineering UC Riverside CS130 : Computer Graphics Lecture 8: Lighting and Shading Tamar Shinar Computer Science & Engineering UC Riverside Why we need shading Suppose we build a model of a sphere using many polygons and color

More information

[175 points] The purpose of this assignment is to give you practice with shaders in OpenGL.

[175 points] The purpose of this assignment is to give you practice with shaders in OpenGL. CPSC 441 Computer Graphics Assignment 5 due 11/20/18 (11:59 p.m.) [175 points] The purpose of this assignment is to give you practice with shaders in OpenGL. Part 1: First, download and get the code itself

More information

Illumination Models & Shading

Illumination Models & Shading Illumination Models & Shading Lighting vs. Shading Lighting Interaction between materials and light sources Physics Shading Determining the color of a pixel Computer Graphics ZBuffer(Scene) PutColor(x,y,Col(P));

More information

Shading Language Update

Shading Language Update 3 Shading Language Update Bill Licea-Kane Copyright Khronos Group, 2007 - Page 1 About this talk - Caveat BOFor Contributions to arb-glsl workgroup - NOT final, subject to (minor?) changes Not exhaustive

More information

Computer Graphics (CS 4731) Lecture 16: Lighting, Shading and Materials (Part 1)

Computer Graphics (CS 4731) Lecture 16: Lighting, Shading and Materials (Part 1) Computer Graphics (CS 4731) Lecture 16: Lighting, Shading and Materials (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Why do we need Lighting & shading? Sphere

More information

Computer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model

Computer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model Computer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Why do we need Lighting

More information

12.2 Programmable Graphics Hardware

12.2 Programmable Graphics Hardware Fall 2018 CSCI 420: Computer Graphics 12.2 Programmable Graphics Hardware Kyle Morgenroth http://cs420.hao-li.com 1 Introduction Recent major advance in real time graphics is the programmable pipeline:

More information

Objectives. Introduce Phong model Introduce modified Phong model Consider computation of required vectors Discuss polygonal shading.

Objectives. Introduce Phong model Introduce modified Phong model Consider computation of required vectors Discuss polygonal shading. Shading II 1 Objectives Introduce Phong model Introduce modified Phong model Consider computation of required vectors Discuss polygonal shading Flat Smooth Gouraud 2 Phong Lighting Model A simple model

More information

Reading. Shading. An abundance of photons. Introduction. Required: Angel , 6.5, Optional: Angel 6.4 OpenGL red book, chapter 5.

Reading. Shading. An abundance of photons. Introduction. Required: Angel , 6.5, Optional: Angel 6.4 OpenGL red book, chapter 5. Reading Required: Angel 6.1-6.3, 6.5, 6.7-6.8 Optional: Shading Angel 6.4 OpenGL red book, chapter 5. 1 2 Introduction An abundance of photons So far, we ve talked exclusively about geometry. Properly

More information

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models Computergrafik Thomas Buchberger, Matthias Zwicker Universität Bern Herbst 2008 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation

More information

WHY WE NEED SHADING. Suppose we build a model of a sphere using many polygons and color it with glcolor. We get something like.

WHY WE NEED SHADING. Suppose we build a model of a sphere using many polygons and color it with glcolor. We get something like. LIGHTING 1 OUTLINE Learn to light/shade objects so their images appear three-dimensional Introduce the types of light-material interactions Build a simple reflection model---the Phong model--- that can

More information

-=Bui Tuong Phong's Lighting=- University of Utah, but with shaders. Anton Gerdelan Trinity College Dublin

-=Bui Tuong Phong's Lighting=- University of Utah, but with shaders. Anton Gerdelan Trinity College Dublin -=Bui Tuong Phong's Lighting=- University of Utah, 1973 but with shaders Anton Gerdelan Trinity College Dublin Before we do anything - normals Q. What does a normal do? Q. How do we usually calculate them?

More information

Lighting and Shading. Slides: Tamar Shinar, Victor Zordon

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

More information

Illumination in Computer Graphics

Illumination in Computer Graphics Illumination in Computer Graphics Ann McNamara Illumination in Computer Graphics Definition of light sources. Analysis of interaction between light and objects in a scene. Rendering images that are faithful

More information

Specular Reflection. Lecture 19. Robb T. Koether. Hampden-Sydney College. Wed, Oct 4, 2017

Specular Reflection. Lecture 19. Robb T. Koether. Hampden-Sydney College. Wed, Oct 4, 2017 Specular Reflection Lecture 19 Robb T. Koether Hampden-Sydney College Wed, Oct 4, 2017 Robb T. Koether (Hampden-Sydney College) Specular Reflection Wed, Oct 4, 2017 1 / 22 Outline 1 Specular Reflection

More information

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #6: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 Announcements Thursday in class: midterm #1 Closed book Material

More information

Illumination & Shading

Illumination & Shading 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

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2016 - Lecture 10: Shading Models Welcome! Today s Agenda: Introduction Light Transport Materials Sensors Shading INFOGR Lecture 10 Shading Models 3 Introduction

More information

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016

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

More information

Why we need shading?

Why we need shading? 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

More information

Sign up for crits! Announcments

Sign up for crits! Announcments Sign up for crits! Announcments Reading for Next Week FvD 16.1-16.3 local lighting models GL 5 lighting GL 9 (skim) texture mapping Modern Game Techniques CS248 Lecture Nov 13 Andrew Adams Overview The

More information

CS 4600 Fall Utah School of Computing

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

More information

Three-Dimensional Graphics V. Guoying Zhao 1 / 55

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

More information

w Foley, Section16.1 Reading

w Foley, Section16.1 Reading Shading w Foley, Section16.1 Reading Introduction So far, we ve talked exclusively about geometry. w What is the shape of an object? w How do I place it in a virtual 3D space? w How do I know which pixels

More information

OPENGL RENDERING PIPELINE

OPENGL RENDERING PIPELINE CPSC 314 03 SHADERS, OPENGL, & JS UGRAD.CS.UBC.CA/~CS314 Textbook: Appendix A* (helpful, but different version of OpenGL) Alla Sheffer Sep 2016 OPENGL RENDERING PIPELINE 1 OPENGL RENDERING PIPELINE Javascript

More information

EDAF80 Introduction to Computer Graphics. Seminar 3. Shaders. Michael Doggett. Slides by Carl Johan Gribel,

EDAF80 Introduction to Computer Graphics. Seminar 3. Shaders. Michael Doggett. Slides by Carl Johan Gribel, EDAF80 Introduction to Computer Graphics Seminar 3 Shaders Michael Doggett 2017 Slides by Carl Johan Gribel, 2010-13 Today OpenGL Shader Language (GLSL) Shading theory Assignment 3: (you guessed it) writing

More information

Information Coding / Computer Graphics, ISY, LiTH GLSL. OpenGL Shading Language. Language with syntax similar to C

Information Coding / Computer Graphics, ISY, LiTH GLSL. OpenGL Shading Language. Language with syntax similar to C GLSL OpenGL Shading Language Language with syntax similar to C Syntax somewhere between C och C++ No classes. Straight ans simple code. Remarkably understandable and obvious! Avoids most of the bad things

More information

Computer Graphics with OpenGL ES (J. Han) Chapter XI Normal Mapping

Computer Graphics with OpenGL ES (J. Han) Chapter XI Normal Mapping Chapter XI Normal Mapping Bumpy Surfaces Image texturing only Fast Not realistic Highly tessellated mesh Realistic Slow 11-2 Surface Normal and Lighting Recall the interaction among light sources, surfaces,

More information

Illumination Model. The governing principles for computing the. Apply the lighting model at a set of points across the entire surface.

Illumination Model. The governing principles for computing the. Apply the lighting model at a set of points across the entire surface. 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

More information

Topic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source

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

More information

Computer Graphics and GPGPU Programming

Computer Graphics and GPGPU Programming Computer Graphics and GPGPU Programming Donato D Ambrosio Department of Mathematics and Computer Science and Center of Excellence for High Performace Computing Cubo 22B, University of Calabria, Rende 87036,

More information

OUTLINE. Implementing Texturing What Can Go Wrong and How to Fix It Mipmapping Filtering Perspective Correction

OUTLINE. Implementing Texturing What Can Go Wrong and How to Fix It Mipmapping Filtering Perspective Correction TEXTURE MAPPING 1 OUTLINE Implementing Texturing What Can Go Wrong and How to Fix It Mipmapping Filtering Perspective Correction 2 BASIC STRAGEGY Three steps to applying a texture 1. specify the texture

More information

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models Computergrafik Matthias Zwicker Universität Bern Herbst 2009 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation of physics Global

More information

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops.

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops. OpenGl Pipeline Individual Vertices Transformed Vertices Commands Processor Per-vertex ops Primitive assembly triangles, lines, points, images Primitives Fragments Rasterization Texturing Per-fragment

More information

Topic 9: Lighting & Reflection models. Lighting & reflection The Phong reflection model diffuse component ambient component specular component

Topic 9: Lighting & Reflection models. Lighting & reflection The Phong reflection model diffuse component ambient component specular component 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 information

OpenGL Programmable Shaders

OpenGL Programmable Shaders h gpup 1 Topics Rendering Pipeline Shader Types OpenGL Programmable Shaders sh gpup 1 OpenGL Shader Language Basics h gpup 1 EE 4702-X Lecture Transparency. Formatted 9:03, 20 October 2014 from shaders2.

More information

Computergraphics Exercise 15/ Shading & Texturing

Computergraphics Exercise 15/ Shading & Texturing Computergraphics Exercise 15/16 3. Shading & Texturing Jakob Wagner for internal use only Shaders Vertex Specification define vertex format & data in model space Vertex Processing transform to clip space

More information

CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008.

CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008. CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions The Midterm Exam was given in class on Thursday, October 23, 2008. 1. [4 pts] Drawing Where? Your instructor says that objects should always be

More information