Shading 1: basics Christian Miller CS Fall 2011

Size: px
Start display at page:

Download "Shading 1: basics Christian Miller CS Fall 2011"

Transcription

1 Shading 1: basics Christian Miller CS Fall 2011

2 Picking colors Shading is finding the right color for a pixel This color depends on several factors: The material of the surface itself The color and angle of incoming light The angle of outgoing light to the eye There are several types of shading

3 Emissive light Sometimes objects emit their own light [WP]

4 Diffuse reflection Incoming light is reflected in all directions Completely uniform reflection is called Lambertian Pattern of light and dark does not change with viewing angle, only the locations of object and light[wp]

5 Specular reflection Light that is reflected (mostly) coherently View dependent: the reflection you see depends on where you, the object, and the light are [WP]

6 Diffuse and specular There s a continuum of sorts between the two You can have both effects at once as well [RTR]

7 The rendering equation Computer graphics didn t really know what it was doing with shading until 1986 Tons of models had been proposed, that looked good in different circumstances Jim Kajiya came along with the rendering equation, which formalized what the heck we were trying to do

8 The rendering equation [WP]

9 Definitions x is the point at which we re evaluating shading ω is the normalized outgoing light direction (to eye) λ is the wavelength of the light t is the time n is the surface normal at x Lo is the outgoing light from x to the eye Le is emitted light from the surface, going to the eye

10 Inside the integral Ω is the hemisphere centered around n at x This means the integral is over all incoming light directions ω is one particular normalized incoming light direction Li is the incoming light along ω (-ω n) is the cosine of the angle between the normal and the incoming light direction

11 Cosine weighting cos(0 ) = 1 cos(45 ).71 cos(70 ).34 At sharper angles, incoming light is spread out over a wider area, and thus gets dimmer Hence the cosine weighting term

12 BRDF fr is called the BRDF: Bidirectional Reflectance Distribution Function Captures how much light is reflected by every surface point at every incoming and outgoing angle, at every wavelength and time Always positive (there no negative light) Bidirectional: fr(x, ω, ω,...) = fr(x, ω, ω,...) Incredibly general, most BRDFs have much simpler form

13 Rendering equation This is the gold standard: perfect rendering But evaluating it is impossibly expensive Especially considering light bouncing around Every shading model we make in graphics is an approximation to the rendering equation This version is only for opaque surfaces, there are other versions for transparent ones

14 Local shading Make some simplifying assumptions to make the rendering equation more tractable When evaluating a point s shading, ignore everything except the eye, the surface, and the light(s) No multiple bounces, shadows, refractions, etc. Lights are just points in space (no area) We ll use this to build a very simple approximation of the real thing

15 Some terminology v is a normalized vector to eye, l is same to light, n is the surface normal, p is the point on the surface L is incoming light, k are constants between 0 and 1, and I is outgoing light (one set for each RGB) [RTR]

16 Approximation 1: ambient Every point on the object is a constant color Completely ignore all angles and surface geometry [WP]

17 Approx. 2: diffuse Add in the cosine weighting term from the rendering equation, gives a Lambertian surface Smooth changes in brightness if n changes smoothly, does not depend on v Clamp dot product to [0, 1]! [WP]

18 Approx. 3: specular We d like to add some specular reflection Highlights shift around with both light and viewer Perfect specular isn t interesting for point lights; we d like to widen the reflections a bit [WP]

19 Blinn-Phong specular This is a simpler specular approximation Uses the halfway vector h = norm(v + l) α is the specular exponent or shininess parameter Again, clamp dot product to [0, 1]! [RTR]

20 Shininess exponent Lower exponents make a wider highlight, higher ones make a sharper highlight [RTR]

21 Adding it all together Combine the ambient, diffuse, and specular approximations to get a decent local lighting model 3 of these equations: one for each R, G, and B [WP]

22 Blinn-phong lighting If you have multiple lights, just sum them up This local lighting model has pretty much been the standard for real-time graphics for the last 20 years The default lighting model in OpenGL Tends to make everything look like plastic Much better local models exist for certain types of renderings, but it s still the most common by far

23 Light types We ve assumed point lights so far, but there s more stuff you can add for different behavior

24 Directional lights Treated like point lights placed an infinite distance away Light rays are always parallel, l never changes [RTR]

25 Light attenuation If a light emits a certain amount of energy, then the energy received on a surface should fall off as 1/r 2, where r is distance from the light [RTR]

26 Light attenuation The quadratic falloff law tends to look unnaturally dark on its own, so we represent it instead as the reciprocal of a general quadratic function This allows us to give it a softer falloff Just multiply the light parameters by the falloff

27 Spotlight You can also define a spotlight, which is like a cross between direction and point lights They point in a direction, but fall off as a function of both distance and angle from their direction d is the direction the spotlight points, p is the sharpness of the beam (works like shininess) Again, must clamp dot product to [0, 1]

28 Light type comparison Directional, point with falloff, spotlight with falloff [RTR]

29 Applying the lighting model Evaluating a shading model is generally expensive We can occasionally get away with evaluating it sparsely and reusing the results somehow

30 Flat shading Evaluate your lighting model at the center of each face, then fill the entire face with that color Gives a sparkly or gemstone like appearance [RTR]

31 Gouraud shading Evaluate lighting just at vertices, then interpolate those colors across the faces of each triangle Gives a much smoother appearance, but is dependent on resolution of mesh [RTR]

32 Flat vs. Gouraud [ICG]

33 Mesh resolution Gouraud can miss detail at low resolution Leads to popping when meshes are moved around [RTR]

34 Phong shading Interpolate vertex normals along triangles, then use those normals to evaluate per-pixel lighting model Most expensive, but has best results [RTR]

35 Interpolating normals Linear interpolation will cause non-unit-length normals to be generated You must renormalize your interpolated normals before using them in the lighting calculation [RTR]

36 figures courtesy... Real-Time Rendering, 3rd ed. [RTR] Tomas Akenine-Moller, Eric Haines, Naty Hoffman Mathematics for 3D Game Programming and Computer Graphics, 3rd ed. [M3D] Eric Lengyel Interactive Computer Graphics: A Top-Down Approach Featuring Shader-Based OpenGL, 6th ed. [ICG] Edward Angel, Dave Shreiner Wikipedia [WP]

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

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

Transforms 3: Projection Christian Miller CS Fall 2011

Transforms 3: Projection Christian Miller CS Fall 2011 Transforms 3: Projection Christian Miller CS 354 - Fall 2011 Eye coordinates Eye space is the coordinate system at the camera: x right, y up, z out (i.e. looking down -z) [RTR] The setup Once we ve applied

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

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

Nonphotorealism. Christian Miller CS Fall 2011

Nonphotorealism. Christian Miller CS Fall 2011 Nonphotorealism Christian Miller CS 354 - Fall 2011 Different goals Everything we ve done so far has been working (more or less) towards photorealism But, you might not want realism as a stylistic choice

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

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

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

CMSC427 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 information

LOD and Occlusion Christian Miller CS Fall 2011

LOD and Occlusion Christian Miller CS Fall 2011 LOD and Occlusion Christian Miller CS 354 - Fall 2011 Problem You want to render an enormous island covered in dense vegetation in realtime [Crysis] Scene complexity Many billions of triangles Many gigabytes

More information

Objects 2: Curves & Splines Christian Miller CS Fall 2011

Objects 2: Curves & Splines Christian Miller CS Fall 2011 Objects 2: Curves & Splines Christian Miller CS 354 - Fall 2011 Parametric curves Curves that are defined by an equation and a parameter t Usually t [0, 1], and curve is finite Can be discretized at arbitrary

More information

CS5620 Intro to Computer Graphics

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

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

CPSC 314 LIGHTING AND 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

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

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

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

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

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

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

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

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

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

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

Introduction to Computer Graphics 7. Shading

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

More information

Computer Graphics. Illumination and Shading

Computer Graphics. Illumination and Shading Rendering Pipeline modelling of geometry transformation into world coordinates placement of cameras and light sources transformation into camera coordinates backface culling projection clipping w.r.t.

More information

Computer Graphics. Shading. Based on slides by Dianna Xu, Bryn Mawr College

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

More information

Shading and Illumination

Shading 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 information

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects Basic Ray Tracing Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as

More information

9. Illumination and Shading

9. Illumination and Shading 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,

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

Introduction Rasterization Z-buffering Shading. Graphics 2012/2013, 4th quarter. Lecture 09: graphics pipeline (rasterization and shading)

Introduction Rasterization Z-buffering Shading. Graphics 2012/2013, 4th quarter. Lecture 09: graphics pipeline (rasterization and shading) Lecture 9 Graphics pipeline (rasterization and shading) Graphics pipeline - part 1 (recap) Perspective projection by matrix multiplication: x pixel y pixel z canonical 1 x = M vpm per M cam y z 1 This

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

Shading. Brian Curless CSE 457 Spring 2017

Shading. Brian Curless CSE 457 Spring 2017 Shading Brian Curless CSE 457 Spring 2017 1 Reading Optional: Angel and Shreiner: chapter 5. Marschner and Shirley: chapter 10, chapter 17. Further reading: OpenGL red book, chapter 5. 2 Basic 3D graphics

More information

Color and Light CSCI 4229/5229 Computer Graphics Fall 2016

Color and Light CSCI 4229/5229 Computer Graphics Fall 2016 Color and Light CSCI 4229/5229 Computer Graphics Fall 2016 Solar Spectrum Human Trichromatic Color Perception Color Blindness Present to some degree in 8% of males and about 0.5% of females due to mutation

More information

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

Virtual Reality for Human Computer Interaction

Virtual Reality for Human Computer Interaction Virtual Reality for Human Computer Interaction Appearance: Lighting Representation of Light and Color Do we need to represent all I! to represent a color C(I)? No we can approximate using a three-color

More information

Shading. Brian Curless CSE 557 Autumn 2017

Shading. Brian Curless CSE 557 Autumn 2017 Shading Brian Curless CSE 557 Autumn 2017 1 Reading Optional: Angel and Shreiner: chapter 5. Marschner and Shirley: chapter 10, chapter 17. Further reading: OpenGL red book, chapter 5. 2 Basic 3D graphics

More information

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

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

More information

Lighting and Shading

Lighting and Shading Lighting and Shading Today: Local Illumination Solving the rendering equation is too expensive First do local illumination Then hack in reflections and shadows Local Shading: Notation light intensity in,

More information

Illumination and Shading

Illumination and Shading CT4510: Computer Graphics Illumination and Shading BOCHANG MOON Photorealism The ultimate goal of rendering is to produce photo realistic images. i.e., rendered images should be indistinguishable from

More information

Illumination and Shading

Illumination 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 Perspective-correct interpolation Texture

More information

CPSC / Illumination and Shading

CPSC / Illumination and Shading CPSC 599.64 / 601.64 Rendering Pipeline usually in one step modelling of geometry transformation into world coordinate system placement of cameras and light sources transformation into camera coordinate

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

CS230 : Computer Graphics Lighting and Shading. Tamar Shinar Computer Science & Engineering UC Riverside

CS230 : Computer Graphics Lighting and Shading. Tamar Shinar Computer Science & Engineering UC Riverside CS230 : Computer Graphics Lighting and Shading Tamar Shinar Computer Science & Engineering UC Riverside General light source Illumination function: [Angel and Shreiner] integrate contributions from all

More information

Introduction. Lighting model Light reflection model Local illumination model Reflectance model BRDF

Introduction. Lighting model Light reflection model Local illumination model Reflectance model BRDF Shading Introduction Affine transformations help us to place objects into a scene. Before creating images of these objects, we ll look at models for how light interacts with their surfaces. Such a model

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

Local Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

Local Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller Local Illumination CMPT 361 Introduction to Computer Graphics Torsten Möller Graphics Pipeline Hardware Modelling Transform Visibility Illumination + Shading Perception, Interaction Color Texture/ Realism

More information

Illumination. Illumination CMSC 435/634

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

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

CSE 167: Introduction to Computer Graphics Lecture #6: Colors. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013

CSE 167: Introduction to Computer Graphics Lecture #6: Colors. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013 CSE 167: Introduction to Computer Graphics Lecture #6: Colors Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013 Announcements Homework project #3 due this Friday, October 18

More information

Lighting and Materials

Lighting and Materials http://graphics.ucsd.edu/~henrik/images/global.html Lighting and Materials Introduction The goal of any graphics rendering app is to simulate light Trying to convince the viewer they are seeing the real

More information

Path Tracing part 2. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017

Path Tracing part 2. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 Path Tracing part 2 Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 Monte Carlo Integration Monte Carlo Integration The rendering (& radiance) equation is an infinitely recursive integral

More information

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

Reading. Shading. Introduction. An abundance of photons. Required: Angel , Optional: OpenGL red book, chapter 5. Reading Required: Angel 6.1-6.5, 6.7-6.8 Optional: Shading OpenGL red book, chapter 5. 1 2 Introduction So far, we ve talked exclusively about geometry. What is the shape of an obect? How do I place it

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

Global Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

Global Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller Global Illumination CMPT 361 Introduction to Computer Graphics Torsten Möller Reading Foley, van Dam (better): Chapter 16.7-13 Angel: Chapter 5.11, 11.1-11.5 2 Limitation of local illumination A concrete

More information

Simple Lighting/Illumination Models

Simple Lighting/Illumination Models Simple Lighting/Illumination Models Scene rendered using direct lighting only Photograph Scene rendered using a physically-based global illumination model with manual tuning of colors (Frederic Drago and

More information

Raytracing CS148 AS3. Due :59pm PDT

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

More information

CS 5625 Lec 2: Shading Models

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?

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

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

Sung-Eui Yoon ( 윤성의 )

Sung-Eui Yoon ( 윤성의 ) CS380: Computer Graphics Illumination and Shading Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/cg/ Course Objectives (Ch. 10) Know how to consider lights during rendering models

More information

Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007

Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007 Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007 Programming For this assignment you will write a simple ray tracer. It will be written in C++ without

More information

CS 418: Interactive Computer Graphics. Basic Shading in WebGL. Eric Shaffer

CS 418: Interactive Computer Graphics. Basic Shading in WebGL. Eric Shaffer CS 48: Interactive Computer Graphics Basic Shading in WebGL Eric Shaffer Some slides adapted from Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 205 Phong Reflectance Model Blinn-Phong

More information

Complex Shading Algorithms

Complex Shading Algorithms Complex Shading Algorithms CPSC 414 Overview So far Rendering Pipeline including recent developments Today Shading algorithms based on the Rendering Pipeline Arbitrary reflection models (BRDFs) Bump mapping

More information

Reflection and Shading

Reflection and Shading 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

More information

CSE 167: Introduction to Computer Graphics Lecture #7: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2015

CSE 167: Introduction to Computer Graphics Lecture #7: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2015 CSE 167: Introduction to Computer Graphics Lecture #7: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2015 Announcements Thursday in-class: Midterm Can include material

More information

Illumination. The slides combine material from Andy van Dam, Spike Hughes, Travis Webb and Lyn Fong

Illumination. The slides combine material from Andy van Dam, Spike Hughes, Travis Webb and Lyn Fong INTRODUCTION TO COMPUTER GRAPHIC S Illumination The slides combine material from Andy van Dam, Spike Hughes, Travis Webb and Lyn Fong Andries van Dam October 29, 2009 Illumination Models 1/30 Outline Physical

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

Color and Light. CSCI 4229/5229 Computer Graphics Summer 2008

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

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

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

Ø Sampling Theory" Ø Fourier Analysis Ø Anti-aliasing Ø Supersampling Strategies" Ø The Hall illumination model. Ø Original ray tracing paper

Ø Sampling Theory Ø Fourier Analysis Ø Anti-aliasing 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 Anti-aliasing Ø Supersampling

More information

CS770/870 Spring 2017 Color and Shading

CS770/870 Spring 2017 Color and Shading Preview CS770/870 Spring 2017 Color and Shading Related material Cunningham: Ch 5 Hill and Kelley: Ch. 8 Angel 5e: 6.1-6.8 Angel 6e: 5.1-5.5 Making the scene more realistic Color models representing the

More information

CS 325 Computer Graphics

CS 325 Computer Graphics CS 325 Computer Graphics 04 / 02 / 2012 Instructor: Michael Eckmann Today s Topics Questions? Comments? Illumination modelling Ambient, Diffuse, Specular Reflection Surface Rendering / Shading models Flat

More information

CS Illumination and Shading. Slide 1

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

More information

Radiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008)

Radiance. 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 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

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Recollection Models Pixels Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Can be computed in different stages 1 So far we came to Geometry model 3 Surface

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

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T Copyright 2018 Sung-eui Yoon, KAIST freely available on the internet http://sglab.kaist.ac.kr/~sungeui/render

More information

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural 1 Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural to consider using it in video games too. 2 I hope that

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

-=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

Shading. Shading = find color values at pixels of screen (when rendering a virtual 3D scene).

Shading. Shading = find color values at pixels of screen (when rendering a virtual 3D scene). Light Shading Shading Shading = find color values at pixels of screen (when rendering a virtual 3D scene). Shading Shading = find color values at pixels of screen (when rendering a virtual 3D scene). Same

More information

CEng 477 Introduction to Computer Graphics Fall

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

More information

Chapter 7 - Light, Materials, Appearance

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,

More information

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University Global Illumination CS334 Daniel G. Aliaga Department of Computer Science Purdue University Recall: Lighting and Shading Light sources Point light Models an omnidirectional light source (e.g., a bulb)

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

Shading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall Required: Shirley, Chapter 10

Shading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall Required: Shirley, Chapter 10 Reading Required: Shirley, Chapter 10 Shading Brian Curless CSE 557 Fall 2014 1 2 Basic 3D graphics With affine matrices, we can now transform virtual 3D objects in their local coordinate systems into

More information

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

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

More information

Shading. Why we need shading. Scattering. Shading. Objectives

Shading. Why we need shading. Scattering. Shading. Objectives Shading Why we need shading Objectives Learn to shade objects so their images appear three-dimensional Suppose we build a model of a sphere using many polygons and color it with glcolor. We get something

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

Pipeline Operations. CS 4620 Lecture 14

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

More information

Raytracing. COSC 4328/5327 Scott A. King

Raytracing. COSC 4328/5327 Scott A. King Raytracing COSC 4328/5327 Scott A. King Basic Ray Casting Method pixels in screen Shoot ray p from the eye through the pixel. Find closest ray-object intersection. Get color at intersection Basic Ray Casting

More information

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

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

More information

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 CSE 167: Introduction to Computer Graphics Lecture #6: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 Announcements Project 2 due Friday, Oct. 24 th Midterm Exam

More information

Introduction to Visualization and Computer Graphics

Introduction to Visualization and Computer Graphics Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective

More information

Rendering. Illumination Model. Wireframe rendering simple, ambiguous Color filling flat without any 3D information

Rendering. Illumination Model. Wireframe rendering simple, ambiguous Color filling flat without any 3D information llumination Model Wireframe rendering simple, ambiguous Color filling flat without any 3D information Requires modeling interaction of light with the object/surface to have a different color (shade in

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