Surface Rendering Methods
|
|
- Maude Greer
- 5 years ago
- Views:
Transcription
1 Surface Rendering Methods 6 th Week, 2008 Sun-Jeong Kim Polygon Rendering Methods Determining the surface intensity at every projected pixel position using an illumination model Light-material interactions Polygonal shading Flat shading Gouraud shading Phong shading 2
2 Flat Shading (1) Constant-intensity surface rendering Assigning the same color to all projected surface positions Determining the intensity (RGB color) at a single surface position (ex. a vertex or the polygon centroid) Fast and simple method One rendering calculation for each polygon 3 Assumptions: Flat Shading (2) The polygon is one face of a polyhedron (not a section of curved surface) All light sources are sufficiently far from the surface N L and attenuation constant Viewing position is sufficiently far from the polygon V R constant Flat Shading Smooth Shading 4
3 Gouraud Shading (1) Intensity-interpolation surface rendering Linearly interpolating vertex intensity values across the polygon faces Vertex normal vector One rendering calculation for each vertex Averaging the surface normal vectors of all polygons sharing that vertex n N k = 1 k NV = n N N V = N N 1 1 k = 1 + N + N 2 2 k + N + N N + N Procedures: Gouraud Shading (2) Determine the average unit normal vector at each vertex of the polygon Apply an illumination model at each polygon vertex to obtain the light intensity Linearly interpolate the vertex intensity over the projected area of the polygon y4 y2 y1 y4 I 4 = I1 + I 2 y y y y I p = x x y 2 x x x 5 p p 4 I x4 x5 x4 I 5 6
4 Gouraud Shading (3) Wireframe Flat Shading Gouraud Shading 7 Phong Shading (1) Normal-vector interpolation rendering More accurate interpolation method more realistic One rendering calculation for each pixel More computation than Gouraud method Procedures: Determine the average unit normal vector at each vertex of the polygon Linearly interpolate t the vertex normals over the projected area of the polygon Apply an illumination model at positions along scan lines to calculate pixel intensities 8
5 Phong Shading (2) Wireframe Flat Gouraud Phong 9 Local vs. Global Rendering Local lighting model cannot handle: Blocking some of the light source from reaching the other spheres Scattering some light among spheres Global Lighting Model Local Lighting Model 10
6 Global Effects Shadow Translucent Surface Multiple Reflection 11 Ray Tracing Continuing to bounce the pixel ray around in the scene to collect the various intensity contribution Generalization of the basic ray casting procedure Global refection and transmission effects Highly realistic and photo-realistic ti display 12
7 Basic Ray Tracing Algorithm (1) The coordinate system for ray tracing Collecting the intensity contributions for a particular pixel by tracing a light path backward from the pixel position into the scene 13 Basic Ray Tracing Algorithm (2) Primary rays ray casting Visible surface detection Secondary rays reflection and refraction rays Repeating the ray-processing procedures for the secondary rays 14
8 Basic Ray Tracing Algorithm (3) Ray tracing tree The list of surfaces intersecting ray for each pixel Left reflection, right refraction Maximum depth a user option Terminating a path in the binary tree for a pixel if any one of the following conditions is satisfied: The ray intersects no surfaces The ray intersects a light source The tree has been generated to its maximum allowable depth 15 Basic Ray Tracing Algorithm (4) Reflection R = u ( 2u N)N Refraction (transparency) T η i ηi u cosθ r cosθi N ηr ηr = i Snell s law: η sin θ = η sin θ r r i i η r η i 16
9 Basic Ray Tracing Algorithm (5) 17 Radiosity More precisely lighting effects Considering the physical laws governing the radiant- energy transfers Accurately describing diffuse reflections from a surface Radiosity The quantity of radiant flux per unit area that is leaving a surface Radiance The radiant flux or the radiosity per unit solid angle (t (steradian) 18
10 Basic Radiosity Model Computing radiant-energy intersections between all surfaces in a scene Radiosity equation B k = E k + ρ n k j= 1 B j F jk B k : radisoity of surface k E k : emission of surface k F j A surfk j πr 2 jk = ρ k : reflectivity of surface k surf j F jk : form factor for surfaces j and k 1 cosφ cosφk da da The fractional amount of radiant energy from surface j that reaches surface k k j 19 Progressive Refinement Radiosity (1) Disadvantage of radiosity method Considerable processing time to calculate the form factors Tremendous storage requirements Progressive refinement First, light sources are chosen (the highest h radient energy) Other patches are selected based on the amount of light received from the light sources 20
11 Progressive Refinement Radiosity (2) 1 iteration 2 iterations 24 iterations 100 iterations 21 Progressive Refinement Radiosity (3) 22
12 OpenGL Surface-Property Function Material reflectivity properties of a surface glmaterial{if}(glenum face, GLenum name, TYPE value); glmaterial{if}v(glenum face, GLenum name, TYPE *value); face GL_FRONT, GL_BACK, GL_FRONT_AND_BACK name GL_DIFFUSE, GL_SPECLAR, GL_AMBIENT, GL_AMBIENT_AND_DIFFUSE, GL_EMISSION, GL_SHININESS 23 Default Light & Material 24
13 Result Default Light & Material 25 Specifying Material (1) 26
14 Result Specifying Material (1) 27 Specifying Material (2) 28
15 Result Specifying Material (2) 29 Specifying Material (3) 30
16 Result Specifying Material (3) 31 Exercises (1) 새로운 Material 값들을설정하시오. 각 Parameter 의의미를파악하시오. 자신이만든조명과함께 Rendering 하시오. 어떻게보이는가? 32
17 Specifying Material (4) 33 Specifying Material (5) 34
18 Specifying Material (6) 35 Specifying Material (7) 36
19 What s Happening? 37 Exercises (2) Cone 에자신이만든 Material 을지정해보시오. 반드시 4 개 Object 가다른 Material 을가지고있어야함 38
20 Color Material (1) Specifying a material by the color referred to by all following calls to glcolor*( ) glenable(gl_color_material); glcolormaterial(glenum face, GLenum name); face GL_FRONT, GL_BACK, GL_FRONT_AND_BACK name GL_DIFFUSE, GL_SPECLAR, GL_AMBIENT, GL_AMBIENT_AND_DIFFUSE, GL_EMISSION 39 Color Material (2) 40
21 Color Material (3) 41 Result Color Material 42
22 Shading Model in OpenGL Computing a color for only the first vertex in a polygon glshademodel( GL_FLAT ); Performing the lighting calculation at each vertex and then interpolating i vertex colors across the polygon ( default) glshademodel( GL_SMOOTH ); Enabling automatic normalization Incurring a performance penalty glenable( GL_NORMALIZE ); 43 Flat Shading in OpenGL Constant shading glshademodel(gl_flat); p 1 n p 0 glbegin(gl_triangles); glnormal3fv(n); glvertex3fv(p1); glvertex3fv(p2); glvertex3fv(p3); glend(); glvertex3fv(p3); n = ( p 1 p 0 ) ( p 2 p 0 ) p 2 44
23 Smooth Shading in OpenGL Gouraud shading default glshademodel(gl_smooth); glbegin(gl_triangles); glnormal3fv(n1); glvertex3fv(p1); glnormal3fv(n2); glvertex3fv(p2); glnormal3fv(n3); glvertex3fv(p3); glend(); n = n n n2 + n3 + n4 1 + n2 + n3 + n4 Note silhouette edge 45 Flat Shading 46
24 Result Flat Shading 47 Exercises (3) 서로다른재질을사용하여모델링하시오. 48
Today s class. Simple shadows Shading Lighting in OpenGL. Informationsteknologi. Wednesday, November 21, 2007 Computer Graphics - Class 10 1
Today s class Simple shadows Shading Lighting in OpenGL Wednesday, November 21, 27 Computer Graphics - Class 1 1 Simple shadows Simple shadows can be gotten by using projection matrices Consider a light
More informationShading and Illumination
Shading and Illumination OpenGL Shading Without Shading With Shading Physics Bidirectional Reflectance Distribution Function (BRDF) f r (ω i,ω ) = dl(ω ) L(ω i )cosθ i dω i = dl(ω ) L(ω i )( ω i n)dω
More informationCS Computer Graphics: Illumination and Shading I
CS 543 - Computer Graphics: Illumination and Shading I by Robert W. Lindeman gogo@wpi.edu (with help from Emmanuel Agu ;-) Illumination and Shading Problem: Model light/surface point interactions to determine
More informationCS Computer Graphics: Illumination and Shading I
CS 543 - Computer Graphics: Illumination and Shading I by Robert W. Lindeman gogo@wpi.edu (with help from Emmanuel Agu ;-) Illumination and Shading Problem: Model light/surface point interactions to determine
More informationIllumination 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 informationIllumination and Shading
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 informationLIGHTING AND SHADING
DH2323 DGI15 INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION LIGHTING AND SHADING Christopher Peters HPCViz, KTH Royal Institute of Technology, Sweden chpeters@kth.se http://kth.academia.edu/christopheredwardpeters
More informationThree-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 informationINF3320 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 informationOverview. 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 informationCSCI 4620/8626. Computer Graphics Illumination Models and Surface Rendering Methods (Chapter 17)
CSCI 4620/8626 Computer Graphics Illumination Models and Surface Rendering Methods (Chapter 17) Last update: 2016-04-19 Realism! Realistic displays of a scene use! Perspective projections of objects! Application
More informationIllumination Models and Surface-Rendering Methods. Chapter 10
Illumination Models and Surface-Rendering Methods Chapter 10 Illumination and Surface- Rendering Given scene specifications object positions, optical properties of the surface, viewer position, viewing
More informationCS5620 Intro to Computer Graphics
So Far wireframe hidden surfaces Next step 1 2 Light! Need to understand: How lighting works Types of lights Types of surfaces How shading works Shading algorithms What s Missing? Lighting vs. Shading
More informationIllumination and Shading
Illumination and Shading Illumination (Lighting)! Model the interaction of light with surface points to determine their final color and brightness! The illumination can be computed either at vertices or
More informationComputer 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 informationLight Sources. Spotlight model
lecture 12 Light Sources sunlight (parallel) Sunny day model : "point source at infinity" - lighting - materials: diffuse, specular, ambient spotlight - shading: Flat vs. Gouraud vs Phong light bulb ambient
More informationReflection 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 informationCS Surface Rendering
CS10101001 Surface Rendering Junqiao Zhao 赵君峤 Department of Computer Science and Technology College of Electronics and Information Engineering Tongji University Surface rendering How do we choose a color
More informationCS 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 informationInterpolation 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
More informationComputer Graphics Lighting
Lighting 1 Mike Bailey mjb@cs.oregonstate.edu This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International License Lighting.pptx Why Do We Care About Lighting?
More informationComputer Graphics Lighting. Why Do We Care About Lighting?
Lighting 1 Mike Bailey mjb@cs.oregonstate.edu This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International License Lighting.pptx Why Do We Care About Lighting?
More informationIllumination 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 informationSupplement to Lecture 16
Supplement to Lecture 16 Global Illumination: View Dependent CS 354 Computer Graphics http://www.cs.utexas.edu/~bajaj/ Notes and figures from Ed Angel: Interactive Computer Graphics, 6 th Ed., 2012 Addison
More informationAmbient 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 informationMach band effect. The Mach band effect increases the visual unpleasant representation of curved surface using flat shading.
Mach band effect The Mach band effect increases the visual unpleasant representation of curved surface using flat shading. A B 320322: Graphics and Visualization 456 Mach band effect The Mach band effect
More informationWhy 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 informationPhotorealism: Ray Tracing
Photorealism: Ray Tracing Reading Assignment: Chapter 13 Local vs. Global Illumination Local Illumination depends on local object and light sources only Global Illumination at a point can depend on any
More informationIllumination and Shading ECE 567
Illumination and Shading ECE 567 Overview Lighting Models Ambient light Diffuse light Specular light Shading Models Flat shading Gouraud shading Phong shading OpenGL 2 Introduction To add realism to drawings
More informationGlobal 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 informationIllumination 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 informationRay Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ]
CSCI 420 Computer Graphics Lecture 15 Ray Tracing Ray Casting Shadow Rays Reflection and Transmission [Ch. 13.2-13.3] Jernej Barbic University of Southern California 1 Local Illumination Object illuminations
More informationCOMP371 COMPUTER GRAPHICS
COMP371 COMPUTER GRAPHICS SESSION 15 RAY TRACING 1 Announcements Programming Assignment 3 out today - overview @ end of the class Ray Tracing 2 Lecture Overview Review of last class Ray Tracing 3 Local
More information6. Illumination, Lighting
Jorg s Graphics Lecture Notes 6. Illumination, Lighting 1 6. Illumination, Lighting No ray tracing in OpenGL! ray tracing: direct paths COP interreflection: soft shadows, color bleeding. umbra, penumbra,
More informationIllumination & Shading I
CS 543: Computer Graphics Illumination & Shading I Robert W. Lindeman Associate Professor Interactive Media & Game Development Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu
More informationIllumination. Courtesy of Adam Finkelstein, Princeton University
llumination Courtesy of Adam Finkelstein, Princeton University Ray Casting mage RayCast(Camera camera, Scene scene, int width, int height) { mage image = new mage(width, height); for (int i = 0; i < width;
More informationhw1-2 review hw 3 questions?
hw1-2 review hw 3 questions? Lecture 6 Blending Lighting & Materials Notes on hw4 Blending combine the color value of the fragment with that of pixel in frame buffer. without blending - overwrite - opaque
More informationLighting and Reflectance COS 426
ighting and Reflectance COS 426 Ray Casting R2mage *RayCast(R3Scene *scene, int width, int height) { R2mage *image = new R2mage(width, height); for (int i = 0; i < width; i++) { for (int j = 0; j < height;
More informationVirtual Reality for Human Computer Interaction
Virtual Reality for Human Computer Interaction Appearance: Lighting Representation of Light and Color Representation of Light and Color Do we need to represent all I! to represent a color C(I)? Representation
More informationRendering. 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 informationLighting 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蔡侑庭 (Yu-Ting Tsai) National Chiao Tung University, Taiwan. Prof. Wen-Chieh Lin s CG Slides OpenGL 2.1 Specification
蔡侑庭 (Yu-Ting Tsai) Department of Computer Science National Chiao Tung University, Taiwan Prof. Wen-Chieh Lin s CG Slides OpenGL 2.1 Specification OpenGL Programming Guide, Chap. 5 2 http://caig.cs.nctu.edu.tw/course/cg2007/files
More informationIllumination & 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 informationLighting. CSC 7443: Scientific Information Visualization
Lighting Why Lighting? What light source is used and how the object response to the light makes difference Ocean looks bright bluish green in sunny day but dim gray green in cloudy day Lighting gives you
More informationCEng 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 informationIllumination and Shading
Illumination and Shading Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 2/14/07 1 From last time Texture mapping overview notation wrapping Perspective-correct interpolation Texture
More informationGraphics and Visualization
International University Bremen Spring Semester 2006 Recap Hierarchical Modeling Perspective vs Parallel Projection Representing solid objects Displaying Wireframe models is easy from a computational
More informationShading Intro. Shading & Lighting. Light and Matter. Light and Matter
Shading Intro Shading & Lighting Move from flat to 3-D models Orthographic view of sphere was uniformly color, thus, a flat circle A circular shape with many gradations or shades of color Courtesy of Vincent
More informationIllumination 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
More informationCS354 Computer Graphics Ray Tracing. Qixing Huang Januray 24th 2017
CS354 Computer Graphics Ray Tracing Qixing Huang Januray 24th 2017 Graphics Pipeline Elements of rendering Object Light Material Camera Geometric optics Modern theories of light treat it as both a wave
More informationIntroduction to Radiosity
Introduction to Radiosity Produce photorealistic pictures using global illumination Mathematical basis from the theory of heat transfer Enables color bleeding Provides view independent representation Unfortunately,
More informationIntroduction 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 informationSo far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources.
11 11.1 Basics So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources. Global models include incident light that arrives
More informationLocal 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 informationLights, 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
More informationsurface: 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:
More informationShading, Advanced Rendering. Week 7, Wed Feb 28
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner Shading, Advanced Rendering Week 7, Wed Feb 28 http://www.ugrad.cs.ubc.ca/~cs314/vjan2007 Reading for Today and Tomorrow
More informationComputer Graphics. Illumination Models and Surface-Rendering Methods. Somsak Walairacht, Computer Engineering, KMITL
Computer Graphics Chapter 10 llumination Models and Surface-Rendering Methods Somsak Walairacht, Computer Engineering, KMTL Outline Light Sources Surface Lighting Effects Basic llumination Models Polygon
More informationSung-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 informationComputer Graphics. Lecture 10. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura 12/03/15
Computer Graphics Lecture 10 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local
More informationMethodology 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
More informationComputer Graphics 1. Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010
Computer Graphics 1 Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering 1 The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons
More informationLecture 17: Recursive Ray Tracing. Where is the way where light dwelleth? Job 38:19
Lecture 17: Recursive Ray Tracing Where is the way where light dwelleth? Job 38:19 1. Raster Graphics Typical graphics terminals today are raster displays. A raster display renders a picture scan line
More informationLets assume each object has a defined colour. Hence our illumination model is looks unrealistic.
Shading Models There are two main types of rendering that we cover, polygon rendering ray tracing Polygon rendering is used to apply illumination models to polygons, whereas ray tracing applies to arbitrary
More informationIllumination Models. To calculate the color of an illuminated position on the
llumination Models 5 th Week, 2008 Sun-Jeong Kim Realistic Scene in CG Perspective projection of objects + natural lighting effects to the visible surface Light reflections, transparency, surface texture,
More informationCENG 477 Introduction to Computer Graphics. Ray Tracing: Shading
CENG 477 Introduction to Computer Graphics Ray Tracing: Shading Last Week Until now we learned: How to create the primary rays from the given camera and image plane parameters How to intersect these rays
More informationLight Transport Baoquan Chen 2017
Light Transport 1 Physics of Light and Color It s all electromagnetic (EM) radiation Different colors correspond to radiation of different wavelengths Intensity of each wavelength specified by amplitude
More informationLighting 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
More informationHomework #2. Shading, Ray Tracing, and Texture Mapping
Computer Graphics Prof. Brian Curless CSE 457 Spring 2000 Homework #2 Shading, Ray Tracing, and Texture Mapping Prepared by: Doug Johnson, Maya Widyasari, and Brian Curless Assigned: Monday, May 8, 2000
More informationCS770/870 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 informationRecursive Ray Tracing. Ron Goldman Department of Computer Science Rice University
Recursive Ray Tracing Ron Goldman Department of Computer Science Rice University Setup 1. Eye Point 2. Viewing Screen 3. Light Sources 4. Objects in Scene a. Reflectivity b. Transparency c. Index of Refraction
More informationIndirect Illumination
Indirect Illumination Michael Kazhdan (601.457/657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2 Surface Illumination Calculation Multiple light source: 2 Viewer N 1 V I = I E + K A I A + K D N, + K S V, R n I Overview
More information5.2 Shading in OpenGL
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:
More informationRay Tracing. Kjetil Babington
Ray Tracing Kjetil Babington 21.10.2011 1 Introduction What is Ray Tracing? Act of tracing a ray through some scene Not necessarily for rendering Rendering with Ray Tracing Ray Tracing is a global illumination
More informationChapter 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 information9. 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 informationShading in OpenGL. Outline. Defining and Maintaining Normals. Normalization. Enabling Lighting and Lights. Outline
CSCI 420 Computer Graphics Lecture 10 Shading in OpenGL Normal Vectors in OpenGL Polygonal Shading Light Source in OpenGL Material Properties in OpenGL Approximating a Sphere [Angel Ch. 6.5-6.9] Jernej
More informationTopic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source
Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport
More informationGraphics and Interaction Surface rendering and shading
433-324 Graphics and Interaction Surface rendering and shading Department of Computer Science and Software Engineering The Lecture outline Introduction Surface rendering and shading Gouraud shading Phong
More informationLecture outline Graphics and Interaction Surface rendering and shading. Shading techniques. Introduction. Surface rendering and shading
Lecture outline 433-324 Graphics and Interaction Surface rendering and shading Department of Computer Science and Software Engineering The Introduction Surface rendering and shading Gouraud shading Phong
More informationComputer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura
Computer Graphics Lecture 13 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local
More informationAnnouncements. Written Assignment 2 out (due March 8) Computer Graphics
Announcements Written Assignment 2 out (due March 8) 1 Advanced Ray Tracing (Recursive) Ray Tracing Antialiasing Motion Blur Distribution Ray Tracing Ray Tracing and Radiosity Assumptions Simple shading
More informationIntroduction 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 informationThe Traditional Graphics Pipeline
Last Time? The Traditional Graphics Pipeline Reading for Today A Practical Model for Subsurface Light Transport, Jensen, Marschner, Levoy, & Hanrahan, SIGGRAPH 2001 Participating Media Measuring BRDFs
More informationTopic 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 informationColor 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 informationAnti-aliasing. Images and Aliasing
CS 130 Anti-aliasing Images and Aliasing Aliasing errors caused by rasterizing How to correct them, in general 2 1 Aliased Lines Stair stepping and jaggies 3 Remove the jaggies Anti-aliased Lines 4 2 Aliasing
More informationThe Traditional Graphics Pipeline
Last Time? The Traditional Graphics Pipeline Participating Media Measuring BRDFs 3D Digitizing & Scattering BSSRDFs Monte Carlo Simulation Dipole Approximation Today Ray Casting / Tracing Advantages? Ray
More informationI have a meeting with Peter Lee and Bob Cosgrove on Wednesday to discuss the future of the cluster. Computer Graphics
Announcements Assignment 4 will be out later today Problem Set 3 is due today or tomorrow by 9am in my mail box (4 th floor NSH) How are the machines working out? I have a meeting with Peter Lee and Bob
More informationComp 410/510 Computer Graphics. Spring Shading
Comp 410/510 Computer Graphics Spring 2017 Shading Why we need shading Suppose we build a model of a sphere using many polygons and then color it using a fixed color. We get something like But we rather
More informationIndirect Illumination
Indirect Illumination Michael Kazhdan (601.457/657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2 Announcements Midterm on October 17 th Office hours: Misha: Monday 2-3 Malone 229 Sing Chun: Friday 9-10 Malone 216
More informationComputer Graphics. Shading. Based on slides by Dianna Xu, Bryn Mawr College
Computer Graphics Shading Based on slides by Dianna Xu, Bryn Mawr College Image Synthesis and Shading Perception of 3D Objects Displays almost always 2 dimensional. Depth cues needed to restore the third
More informationIllumination. Michael Kazhdan ( /657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2
Illumination Michael Kazhdan (601.457/657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2 Ray Casting Image RayCast(Camera camera, Scene scene, int width, int height) { Image image = new Image(width, height); for
More informationLighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project
To do Continue to work on ray programming assignment Start thinking about final project Lighting Course Outline 3D Graphics Pipeline Modeling (Creating 3D Geometry) Mesh; modeling; sampling; Interaction
More informationThe Traditional Graphics Pipeline
Final Projects Proposals due Thursday 4/8 Proposed project summary At least 3 related papers (read & summarized) Description of series of test cases Timeline & initial task assignment The Traditional Graphics
More informationCPSC / 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 informationTopics and things to know about them:
Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will
More informationComputer 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 informationFrom Graphics to Visualization
From Graphics to Visualization Introduction Light Sources Surface Lighting Effects Basic (Local ) Illumination Models Polgon-Rendering Methods Texture Mapping Transparenc and Blending Visualization Pipeline
More informationChapter 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
More information