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

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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 sources to shade the point

Idealized light sources Ambient light Point light Spotlight distant (directional) light [Angel and Shreiner] luminance:

Ambient light source achieve a uniform light level no black shadows ambient light intensity at each point in the scene

Point light source illumination intensity at p: [Angel and Shreiner]

Point light source Most real-world scenes have large light sources Point light sources alone aren t too realistic - add ambient light to mitigate high contrast [Angel and Shreiner] penumbra umbra

Point light source Most real-world scenes have large light sources Point light sources alone aren t too realistic - drop off intensity more slowly [Angel and Shreiner]

Spotlights [Angel and Shreiner]

Spotlights [Angel and Shreiner]

Distant light source characterized by direction [Angel and Shreiner]

Lambertian Reflection Model http://www.andreafisherpottery.com/cgi-bin/artistlnk.cgi?jody_folwell

Lambertian Reflection Model Lambert s cosine law direct: maximum light intensity indirect: reduced light intensity color intensity

Lambertian Reflection Model Lambert s cosine law direct: maximum light intensity indirect: reduced light intensity color intensity

Lambertian Reflection Model Lambert s cosine law direct: maximum light intensity indirect: reduced light intensity color intensity reflectance

Lambertian Reflection Model Lambert s cosine law illumination direct: maximum light intensity indirect: reduced light intensity color intensity reflectance

Lambertian Reflection Model

Lambertian Reflection Model two-sided lighting

Ambient Reflection Surfaces facing away from the light will be totally black

Ambient Reflection All surfaces get same amount of ambient light

Phong Reflection Model http://www.andreafisherpottery.com/cgi-bin/artistlnk.cgi?jody_folwell

Phong Reflection Model [Brad Smith, Wikimedia Commons] efficient, reasonably realistic 3 components 4 vectors

Phong Reflection Model [Brad Smith, Wikimedia Commons] color intensity reflectance illumination

Ambient reflection different ambient coefficients for different colors ambient reflection coefficient

Diffuse reflection

Diffuse reflection Lambert s cosine law diffuse reflection coefficient direct: maximum light intensity indirect: reduced light intensity

Specular reflection Ideal reflector angle of incidence angle of reflection r is the mirror reflection direction

Specular reflection Specular surface specular highlight specular reflection is strongest in mirror reflection direction

Specular reflection specular reflection coefficient Phong exponent specular reflection drops off with increasing angle

Specular reflection plastic Phong exponent metal

Phong Reflection Model [Brad Smith, Wikimedia Commons] Ambient Diffuse Specular

Alternative: Blinn-Phong Model h [Brad Smith, Wikimedia Commons] halfway vector Ambient Diffuse Specular

10: eggshell 100: shiny 1000: glossy 10000: mirror-like