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University of British Columbia CPSC 314 Computer Graphics May-June 2005 Tamara Munzner Lighting/Shading I, II, III Week 3, Tue May 24 http://www.ugrad.cs.ubc.ca/~cs314/vmay2005

News P1 demos if you missed them 3:30-4:30 today

Homework 2 Clarification off-by-one problem in Q4-6 Q4 should refer to result of Q1 Q5 should refer to result of Q2 Q6 should refer to result of Q3 acronym confusion Q1 uses W2C, whereas notes say W2V world to camera/view/eye Q2 uses C2P, whereas notes say V2C, C2N Q3 uses N2V, whereas notes say N2D normalized device to viewport/device

Clarification: N2D General Formulation translate, scale, reflect (1,1) glviewport(c,d,a,b); (w,h) NDCS DCS b (-1,-1) (0,0) c d a x D = (a*x N )/2 + (a/2)+c y D = - ((b*y N )/2 + (b/2)+d) z D = z N /2 + 1

Reading: Today FCG Chap 8, Surface Shading, p 141-150 RB Chap Lighting

FCG Chap 11.1-11.4 FCG Chap 13 Reading: Next Time RB Chap Blending, Antialiasing, Fog, Polygon Offsets only Section Blending

Review: Projection Taxonomy planar projections perspective: 1,2,3-point parallel oblique orthographic cabinet cavalier top, front, side axonometric: isometric dimetric trimetric http://ceprofs.tamu.edu/tkramer/engr%20111/5.1/20

Review: Midpoint Algorithm moving horizontally along x direction draw at current y value, or move up vertically to y+1? check if midpoint between two possible pixel centers above or below line candidates top pixel: (x+1,y+1) bottom pixel: (x+1, y) midpoint: (x+1, y+.5) check if midpoint above or below line below: top pixel above: bottom pixel key idea behind Bresenham [demo]

Review: Flood Fill simple algorithm draw edges of polygon use flood-fill to draw interior P

Review: Scanline Algorithms scanline: a line of pixels in an image set pixels inside polygon boundary along horizontal lines one pixel apart vertically 1 3 5=0 P 2 4

Review: General Polygon Rasterization idea: use a parity test for each scanline edgecnt = 0; for each pixel on scanline (l to r) if (oldpixel->newpixel crosses edge) edgecnt ++; // draw the pixel if edgecnt odd if (edgecnt % 2) setpixel(pixel);

Review: Making It Fast: Bounding Box smaller set of candidate pixels loop over xmin, xmax and ymin,ymax instead of all x, all y

Review: Bilinear Interpolation interpolate quantity along L and R edges, as a function of y then interpolate quantity as a function of x P 1 P 3 y P L P R P(x,y) P 2

Review: Barycentric Coordinates weighted combination of vertices smooth mixing speedup P compute once per triangle = α P γ α + β + γ = 1 0 α, β, γ 1 convex combination of points 1 + β P2 + P3 P 3 for points inside triangle P 1 P (α,β,γ α,β,γ) ) = (1,0,0) β = 0 (α,β,γ) ) = (0,0,1) β = 0. 5 P 2 β = 1 (α,β,γ α,β,γ) ) = (0,1,0)

Review: Deriving Barycentric Coordinates non-orthogonal coordinate system P 3 is origin, P 2 -P 3, P 1 - P 3 are basis vectors (0,0,1) P 3 P 1 P (1,0,0) from bilinear interpolation of point P on scanline P 3 P L d 2 : d P P R P 1 P 2 (0,1,0) : d 1 P 2

Correction/Review: Deriving Barycentric Coordinates 2D triangle area α = β = γ = A A P1 P A A 3 P A P3 P1 2 / / / A A A A = + A + A + P A 3 P2 P1 (α,β,γ) ) = (0,0,1) P 3 A P2 A P1 P 1 A P3 P (α,β,γ α,β,γ) ) = (1,0,0) P 2 (α,β,γ α,β,γ) ) = (0,1,0)

Review: Simple Model of Color simple model based on RGB triples component-wise multiplication of colors (a0,a1,a2) * (b0,b1,b2) = (a0*b0, a1*b1, a2*b2) why does this work?

Review: Trichromacy and Metamers three types of cones color is combination of cone stimuli metamer: identically perceived color caused by very different spectra

Review: Color Constancy

Clarification/Review: Stroop Effect blue green purple red orange say what color the text is as fast as possible interplay between cognition and perception

Review: Measured vs. CIE Color Spaces measured basis monochromatic lights physical observations negative lobes transformed basis imaginary lights all positive, unit area Y is luminance

Review: Device Color Gamuts compare gamuts on CIE chromaticity diagram gamut mapping

Review: RGB Color Space define colors with (r, g, b) amounts of red, green, and blue used by OpenGL RGB color cube sits within CIE color space subset of perceivable colors

Review: Additive vs. Subtractive Colors additive: light monitors, LCDs RGB model subtractive: pigment printers CMY model = B G R Y M C 1 1 1

Review: HSV Color Space hue: dominant wavelength, color saturation: how far from grey value/brightness: how far from black/white cannot convert to RGB with matrix alone

Review: YIQ Color Space color model used for color TV Y is luminance (same as CIE) I & Q are color (not same I as HSI!) using Y backwards compatible for B/W TVs conversion from RGB is linear Y 0.30 0.59 0.11 R I = 0.60 0.28 0.32 G Q 0.21 0.52 0.31 B green is much lighter than red, and red lighter than blue Q I

Review: Monitors monitors have nonlinear response to input characterize by gamma displayedintensity = a γ (maxintensity) gamma correction 1 / γ γ displayedintensity = a (maxintensity) = a (maxintensity)

Lighting I

Goal model interaction of light with matter in a way that appears realistic and is fast phenomenological reflection models ignore real physics, approximate the look simple, non-physical Phong, Blinn-Phong physically based reflection models simulate physics BRDFs: Bidirectional Reflection Distribution Functions

Photorealistic Illumination [electricimage.com]

Photorealistic Illumination [electricimage.com]

Fast Local Illumination

Illumination transport of energy from light sources to surfaces & points includes direct and indirect illumination Images by Henrik Wann Jensen

Components of Illumination two components: light sources and surface properties light sources (or emitters) spectrum of emittance (i.e., color of the light) geometric attributes position direction shape directional attenuation polarization

Components of Illumination surface properties reflectance spectrum (i.e., color of the surface) subsurface reflectance geometric attributes position orientation micro-structure

Illumination as Radiative Transfer radiative heat transfer approximation substitute light for heat light as packets of energy (photons) particles not waves model light transport as packet flow heat/light source energy packets reflective objects thermometer/eye

Light Transport Assumptions geometrical optics (light is photons not waves) no diffraction light particles single slit light waves single slit new wavefront bent ray?! no polarization (some sunglasses) light of all orientations gets through no interference (packets don t interact) which visual effects does this preclude?

Light Transport Assumptions II color approximated by discrete wavelengths quantized approx of dispersion (rainbows) quantized approx of fluorescence (cycling vests) no propagation media (surfaces in vacuum) no atmospheric scattering (fog, clouds) some tricks to simulate explicitly no refraction (mirages) light travels in straight line no gravity lenses

Light Sources and Materials appearance depends on light sources, locations, properties material (surface) properties viewer position local illumination compute at material, from light to viewer global illumination (later in course) ray tracing: from viewer into scene radiosity: between surface patches

Illumination in the Pipeline local illumination only models light arriving directly from light source no interreflections and shadows can be added through tricks, multiple rendering passes light sources simple shapes materials simple, non-physical reflection models

Light Sources types of light sources gllightfv(gl_light0,gl_position,light[]) directional/parallel lights real-life example: sun infinitely far source: homogeneous coord w=0 point lights x same intensity in all directions y spot lights z limited set of directions: 1 point+direction+cutoff angle x y z 0

Light Sources area lights light sources with a finite area more realistic model of many light sources not available with projective rendering pipeline, (i.e., not available with OpenGL)

Light Sources ambient lights no identifiable source or direction hack for replacing true global illumination (light bouncing off from other objects)

Ambient Light Sources scene lit only with an ambient light source Light Position Not Important Viewer Position Not Important Surface Angle Not Important

Directional Light Sources scene lit with directional and ambient light Surface Angle Important Light Position Not Important Viewer Position Not Important

Point Light Sources scene lit with ambient and point light source Light Position Important Viewer Position Important Surface Angle Important

Light Sources geometry: positions and directions standard: world coordinate system effect: lights fixed wrt world geometry demo: http://www.xmission.com/~nate/tutors.html alternative: camera coordinate system effect: lights attached to camera (car headlights) points and directions undergo normal model/view transformation illumination calculations: camera coords

Types of Reflection specular (a.k.a. mirror or regular) reflection causes light to propagate without scattering. diffuse reflection sends light in all directions with equal energy. mixed reflection is a weighted combination of specular and diffuse.

Types of Reflection retro-reflection occurs when incident energy reflects in directions close to the incident direction, for a wide range of incident directions. gloss is the property of a material surface that involves mixed reflection and is responsible for the mirror like appearance of rough surfaces.

Reflectance Distribution Model most surfaces exhibit complex reflectances vary with incident and reflected directions. model with combination + + = specular + glossy + diffuse = reflectance distribution

Surface Roughness at a microscopic scale, all real surfaces are rough cast shadows on themselves mask reflected light: shadow shadow Masked Light

Surface Roughness notice another effect of roughness: each microfacet is treated as a perfect mirror. incident light reflected in different directions by different facets. end result is mixed reflectance. smoother surfaces are more specular or glossy. random distribution of facet normals results in diffuse reflectance.

Physics of Diffuse Reflection ideal diffuse reflection very rough surface at the microscopic level real-world example: chalk microscopic variations mean incoming ray of light equally likely to be reflected in any direction over the hemisphere what does the reflected intensity depend on?

Lambert s Cosine Law ideal diffuse surface reflection the energy reflected by a small portion of a surface from a light source in a given direction is proportional to the cosine of the angle between that direction and the surface normal reflected intensity independent of viewing direction depends on surface orientation wrt light often called Lambertian surfaces

Lambert s Law intuitively: cross-sectional area of the beam intersecting an element of surface area is smaller for greater angles with the normal.

Computing Diffuse Reflection depends on angle of incidence: angle between surface normal and incoming light I diffuse = k d I light cos θ in practice use vector arithmetic I diffuse = k d I light (n l) always normalize vectors used in lighting n, l should be unit vectors scalar (B/W intensity) or 3-tuple or 4-tuple (color) k d : diffuse coefficient, surface color I light : incoming light intensity I diffuse : outgoing light intensity (for diffuse reflection) l θ n

Diffuse Lighting Examples Lambertian sphere from several lighting angles: need only consider angles from 0 to 90 why? demo: Brown exploratory on reflection http://www.cs.brown.edu/exploratories/freesoftware/repository/edu/brown/cs/ex ploratories/applets/reflection2d/reflection_2d_java_browser.html

Lighting II

Specular Reflection shiny surfaces exhibit specular reflection polished metal glossy car finish specular highlight diffuse diffuse plus specular bright spot from light shining on a specular surface view dependent highlight position is function of the viewer s position

Physics of Specular Reflection at the microscopic level a specular reflecting surface is very smooth thus rays of light are likely to bounce off the microgeometry in a mirror-like fashion the smoother the surface, the closer it becomes to a perfect mirror

Optics of Reflection reflection follows Snell s Law: incoming ray and reflected ray lie in a plane with the surface normal angle the reflected ray forms with surface normal equals angle formed by incoming ray and surface normal θ (l)ight = θ (r)eflection

Non-Ideal Specular Reflectance Snell s law applies to perfect mirror-like surfaces, but aside from mirrors (and chrome) few surfaces exhibit perfect specularity how can we capture the softer reflections of surface that are glossy, not mirror-like? one option: model the microgeometry of the surface and explicitly bounce rays off of it or

Empirical Approximation we expect most reflected light to travel in direction predicted by Snell s Law but because of microscopic surface variations, some light may be reflected in a direction slightly off the ideal reflected ray as angle from ideal reflected ray increases, we expect less light to be reflected

angular falloff Empirical Approximation how might we model this falloff?

Phong Lighting most common lighting model in computer graphics (Phong Bui-Tuong, 1975) I specular = k s I light (cosφ) n shiny n shiny : purely empirical constant, varies rate of falloff k s : specular coefficient, highlight color no physical basis, works ok in practice v

Phong Lighting: The n shiny Term Phong reflectance term drops off with divergence of viewing angle from ideal reflected ray what does this term control, visually? Viewing angle reflected angle

Phong Examples varying l varying n shiny

Calculating Phong Lighting compute cosine term of Phong lighting with vectors I specular = k s I light (v r) n shiny v: unit vector towards viewer/eye r: ideal reflectance direction (unit vector) k s : specular component highlight color I light : incoming light intensity v how to efficiently calculate r?

Calculating R Vector P = N cos θ = projection of L onto N L N θ P

Calculating R Vector P = N cos θ = projection of L onto N P = N ( N L ) L N θ P

Calculating R Vector P = N cos θ L N P = N cos θ P = N ( N L ) projection of L onto N L, N are unit length L N θ P

Calculating R Vector P = N cos θ L N P = N cos θ P = N ( N L ) projection of L onto N L, N are unit length 2 P = R + L 2 P L = R 2 (N ( N L )) - L = R L N θ P P L R

Phong Lighting Model combine ambient, diffuse, specular components # lights I total = k s I ambient + I i ( k d (n l i ) + k s (v r i ) nshiny ) i=1 commonly called Phong lighting once per light once per color component

Phong Lighting: Intensity Plots

Blinn-Phong Model variation with better physical interpretation Jim Blinn, 1977 I out (x) = k s (h n) n shiny I in (x);with h = (l + v)/2 h: halfway vector h must also be explicitly normalized: h / h highlight occurs when h near n h l n v

quadratic falloff Light Source Falloff brightness of objects depends on power per unit area that hits the object the power per unit area for a point or spot light decreases quadratically with distance Area 4πr 2 Area 4π(2r) 2

Light Source Falloff non-quadratic falloff many systems allow for other falloffs allows for faking effect of area light sources OpenGL / graphics hardware I o : intensity of light source x: object point r: distance of light from x I in 1 ( x) = I 2 ar + br + c 0

lighting models ambient Lighting Review normals don t matter Lambert/diffuse angle between surface normal and light Phong/specular surface normal, light, and viewpoint

Lighting in OpenGL light source: amount of RGB light emitted value represents percentage of full intensity e.g., (1.0,0.5,0.5) every light source emits ambient, diffuse, and specular light materials: amount of RGB light reflected value represents percentage reflected e.g., (0.0,1.0,0.5) interaction: multiply components red light (1,0,0) x green surface (0,1,0) = black (0,0,0)

Lighting in OpenGL gllightfv(gl_light0, GL_AMBIENT, amb_light_rgba ); gllightfv(gl_light0, GL_DIFFUSE, dif_light_rgba ); gllightfv(gl_light0, GL_SPECULAR, spec_light_rgba ); gllightfv(gl_light0, GL_POSITION, position); glenable(gl_light0); glmaterialfv( GL_FRONT, GL_AMBIENT, ambient_rgba ); glmaterialfv( GL_FRONT, GL_DIFFUSE, diffuse_rgba ); glmaterialfv( GL_FRONT, GL_SPECULAR, specular_rgba ); glmaterialfv( GL_FRONT, GL_SHININESS, n ); warning: glmaterial is expensive and tricky use cheap and simple glcolor when possible see OpenGL Pitfall #14 from Kilgard s list http://www.opengl.org/resources/features/kilgardtechniques/oglpitfall/

Shading

Lighting vs. Shading lighting process of computing the luminous intensity (i.e., outgoing light) at a particular 3-D point, usually on a surface shading the process of assigning colors to pixels (why the distinction?)

Applying Illumination we now have an illumination model for a point on a surface if surface defined as mesh of polygonal facets, which points should we use? fairly expensive calculation several possible answers, each with different implications for visual quality of result

Applying Illumination polygonal/triangular models each facet has a constant surface normal if light is directional, diffuse reflectance is constant across the facet. why?

Flat Shading simplest approach calculates illumination at a single point for each polygon obviously inaccurate for smooth surfaces

Flat Shading Approximations if an object really is faceted, is this accurate? no! for point sources, the direction to light varies across the facet for specular reflectance, direction to eye varies across the facet

Improving Flat Shading what if evaluate Phong lighting model at each pixel of the polygon? better, but result still clearly faceted for smoother-looking surfaces we introduce vertex normals at each vertex usually different from facet normal used only for shading think of as a better approximation of the real surface that the polygons approximate

Vertex Normals vertex normals may be provided with the model computed from first principles approximated by averaging the normals of the facets that share the vertex

Gouraud Shading most common approach, and what OpenGL does perform Phong lighting at the vertices linearly interpolate the resulting colors over faces along edges along scanlines edge: mix of c 1, c 2 C 1 does this eliminate the facets? C 3 interior: mix of c1, c2, c3 C 2 edge: mix of c1, c3

Gouraud Shading Artifacts often appears dull, chalky lacks accurate specular component if included, will be averaged over entire polygon C 1 C 1 C 3 C 3 C 2 this interior shading missed! C 2 this vertex shading spread over too much area

Gouraud Shading Artifacts Mach bands eye enhances discontinuity in first derivative very disturbing, especially for highlights

Mach bands Gouraud Shading Artifacts C 1 C 4 C 3 C 2 Discontinuity in rate of color change occurs here

Gouraud Shading Artifacts perspective transformations affine combinations only invariant under affine, not under perspective transformations thus, perspective projection alters the linear interpolation! Image plane Z into the scene

Gouraud Shading Artifacts perspective transformation problem colors slightly swim on the surface as objects move relative to the camera usually ignored since often only small difference usually smaller than changes from lighting variations to do it right either shading in object space or correction for perspective foreshortening expensive thus hardly ever done for colors

Phong Shading linearly interpolating surface normal across the facet, applying Phong lighting model at every pixel same input as Gouraud shading pro: much smoother results con: considerably more expensive not the same as Phong lighting common confusion Phong lighting: empirical model to calculate illumination at a point on a surface

Phong Shading linearly interpolate the vertex normals compute lighting equations at each pixel can use specular component N 1 # lights i=1 ( ( ) n ) shiny I total = k a I ambient + I i k ( d n l i )+ k s v r i remember: normals used in diffuse and specular terms N 4 N 2 N 3 discontinuity in normal s rate of change harder to detect

Phong Shading Difficulties computationally expensive per-pixel vector normalization and lighting computation! floating point operations required lighting after perspective projection messes up the angles between vectors have to keep eye-space vectors around no direct support in hardware but can be simulated with texture mapping

Shading Artifacts: Silhouettes polygonal silhouettes remain Gouraud Phong

Shading Artifacts: Orientation interpolation dependent on polygon orientation view dependence! A B D Rotate -90 o and color same point C B A C Interpolate between AB and AD D Interpolate between CD and AD

Shading Artifacts: Shared Vertices D C H vertex B shared by two rectangles on the right, but not by the one on the left B G first portion of the scanline is interpolated between DE and AC E A F second portion of the scanline is interpolated between BC and GH a large discontinuity could arise

flat shading Shading Models Summary compute Phong lighting once for entire polygon Gouraud shading compute Phong lighting at the vertices and interpolate lighting values across polygon Phong shading compute averaged vertex normals interpolate normals across polygon and perform Phong lighting across polygon

Shutterbug: Flat Shading

Shutterbug: Gouraud Shading

Shutterbug: Phong Shading

Non-Photorealistic Shading cool-to-warm shading k w = 1+ n l 2,c = k w c w + (1 k w )c c http://www.cs.utah.edu/~gooch/sig98/paper/drawing.html

Non-Photorealistic Shading draw silhouettes: if (e n 0 )(e n 1 ) 0, e=edge-eye vector draw creases: if (n 0 n 1 ) threshold http://www.cs.utah.edu/~gooch/sig98/paper/drawing.html

Computing Normals per-vertex normals by interpolating per-facet normals OpenGL supports both computing normal for a polygon b c a

Computing Normals per-vertex normals by interpolating per-facet normals OpenGL supports both computing normal for a polygon three points form two vectors b c b-c a-b a

Computing Normals per-vertex normals by interpolating per-facet normals OpenGL supports both computing normal for a polygon three points form two vectors cross: normal of plane (a-b) x (b-c) b c b-c a-b a

Computing Normals per-vertex normals by interpolating per-facet normals OpenGL supports both computing normal for a polygon three points form two vectors cross: normal of plane (a-b) x (b-c) b which side of plane is up? counterclockwise point order convention c b-c a-b a

Specifying Normals OpenGL state machine uses last normal specified if no normals specified, assumes all identical per-vertex normals glnormal3f(1,1,1); glvertex3f(3,4,5); glnormal3f(1,1,0); glvertex3f(10,5,2); per-face normals glnormal3f(1,1,1); glvertex3f(3,4,5); glvertex3f(10,5,2);