Lighting/Shading II. Week 7, Mon Mar 1

Similar documents
Lighting/Shading III. Week 7, Wed Mar 3

University of British Columbia CPSC 314 Computer Graphics Sep-Dec Tamara Munzner (guest lecturing) Lighting/Shading

CPSC 314 LIGHTING AND SHADING

Computer Graphics. Illumination and Shading

Lighting/Shading I, II, III. Week 3, Tue May 24

Illumination & Shading: Part 1

Shading, Advanced Rendering. Week 7, Wed Feb 28

Illumination and Shading

Page 1. News. Lighting/Shading I, II, III. Week 3, Tue May 24. Homework 2 Clarification. Clarification: N2D General Formulation. Reading: Next Time

CS5620 Intro to Computer Graphics

Sung-Eui Yoon ( 윤성의 )

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

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

Shading and Illumination

Illumination Models & Shading

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

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

Light Sources. Spotlight model

Computer Graphics. Illumination and Shading

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

ECS 175 COMPUTER GRAPHICS. Ken Joy.! Winter 2014

CPSC / Illumination and Shading

Illumination and Shading

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

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

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

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

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

Today s class. Simple shadows Shading Lighting in OpenGL. Informationsteknologi. Wednesday, November 21, 2007 Computer Graphics - Class 10 1

LIGHTING AND SHADING

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

CS Computer Graphics: Illumination and Shading I

CS Computer Graphics: Illumination and Shading I

Illumination & Shading

Three-Dimensional Graphics V. Guoying Zhao 1 / 55

Light Transport Baoquan Chen 2017

CSE 167: Lecture #8: Lighting. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

CS Illumination and Shading. Slide 1

CS770/870 Spring 2017 Color and Shading

w Foley, Section16.1 Reading

CEng 477 Introduction to Computer Graphics Fall

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

Illumination and Shading

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

INF3320 Computer Graphics and Discrete Geometry

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

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

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

CS Surface Rendering

Illumination and Shading

Scan Conversion- Polygons

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

Illumination and Shading ECE 567

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

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

Comp 410/510 Computer Graphics. Spring Shading

Methodology for Lecture. Importance of Lighting. Outline. Shading Models. Brief primer on Color. Foundations of Computer Graphics (Spring 2010)

Mach band effect. The Mach band effect increases the visual unpleasant representation of curved surface using flat shading.

Shading. CSE 457 Winter 2015

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

Virtual Reality for Human Computer Interaction

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

Shading 1: basics Christian Miller CS Fall 2011

Shading. Brian Curless CSE 457 Spring 2015

Shading Intro. Shading & Lighting. Light and Matter. Light and Matter

Why we need shading?

Complex Shading Algorithms

How do we draw a picture?

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

Introduction to Computer Graphics 7. Shading

Shading. Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller/Fuhrmann

Illumination & Shading I

Pipeline Operations. CS 4620 Lecture 10

Homework #2. Shading, Ray Tracing, and Texture Mapping

Computer Graphics. Illumination Models and Surface-Rendering Methods. Somsak Walairacht, Computer Engineering, KMITL

Interpolation using scanline algorithm

Illumination and Shading

Shading. Brian Curless CSE 457 Spring 2017

CSE 681 Illumination and Phong Shading

Lecture 17: Shading in OpenGL. CITS3003 Graphics & Animation

Shading , Fall 2004 Nancy Pollard Mark Tomczak

Lecture 15: Shading-I. CITS3003 Graphics & Animation

Chapter 10. Surface-Rendering Methods. Somsak Walairacht, Computer Engineering, KMITL

Pipeline Operations. CS 4620 Lecture 14

Illumination & Shading

The Rasterization Pipeline

Lighting and Shading Computer Graphics I Lecture 7. Light Sources Phong Illumination Model Normal Vectors [Angel, Ch

Shading I Computer Graphics I, Fall 2008

Computer Graphics Lighting

Computer Graphics Lighting. Why Do We Care About Lighting?

Reflection and Shading

CS 4731: Computer Graphics Lecture 16: Phong Illumination and Shading. Emmanuel Agu

Lighting and Shading

Visualisatie BMT. Rendering. Arjan Kok

Illumination and Shading

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

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

Shading in OpenGL. Outline. Defining and Maintaining Normals. Normalization. Enabling Lighting and Lights. Outline

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

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

Transcription:

University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Lighting/Shading II Week 7, Mon Mar 1 http://www.ugrad.cs.ubc.ca/~cs314/vjan2010

News Homework 3 out today Homework 2, Project 2 due tomorrow TA office hours in lab (Mon 2-3 lab, Shailen) Mon 3-5, Garrett Tue 11-1, Shailen (Tue 1-2 lab, Kai) Tue 3:50-5, Kai (my office hours in X661 Mon 4-5) intended for CS111, but will answer 314 questions if there are no 111 students waiting department news 2

Department of Computer Science Undergraduate Events Events this week Resume & Cover Letter Drop-In Session Date: Wed., Mar 3 Time: 12 3 pm (20 mins. sessions) Location: Rm 255, ICICS/CS Find a Job Fast! Info Session Date: Thurs., Mar 4 Time: 12:30 1:45 pm Location: DMP 201 Registration: Email dianejoh@cs.ubc.ca Townhall Meting 1 st Year CS Students Date: Thurs., Mar 4 Time: 12:30-2 pm Location: DMP 310 Lunch will be provided! Faculty Talk Son Vuong Title: Mobile Learning via LIVES Date: Thurs., Mar 4 Time: 12:30 1:45 pm Location: DMP 201 Events next week Townhall Meeting Combined Majors/Honours, BA, B.Comm in CS Date: Thurs., Mar 11 Time: 12:30 2 pm Location: DMP 310 Lunch will be provided! CS Distinguished Lecture Series Featuring David Parkes Title: Incentive Mechanism Engineering in the Internet Age Date: Thurs., Mar 11 Time: 3:30 4:50 pm Location: DMP 110 CSSS Moive Night Zombieland & Iron Man Date: Thurs., Mar 11 Time: 6 10 pm Location: DMP 310 Free pop & popcorn! 3

Review: Computing Barycentric 2D triangle area half of parallelogram area from cross product Coordinates P 1 (α,β,γ)) = (1,0,0) A = Α P1 +Α P2 +Α P3 α = Α P1 /A (α,β,γ)) = (0,0,1) A P 2 P 3 A P1 A P3 P β = Α P2 /A P 2 (α,β,γ)) = (0,1,0) γ = Α P3 /A weighted combination of three points 4

Review: Light Sources directional/parallel lights point at infinity: (x,y,z,0) T point lights finite position: (x,y,z,1) T spotlights position, direction, angle ambient lights 5

Review: Light Source Placement geometry: positions and directions standard: world coordinate system effect: lights fixed wrt world geometry alternative: camera coordinate system effect: lights attached to camera (car headlights) 6

Review: Reflectance specular: perfect mirror with no scattering gloss: mixed, partial specularity diffuse: all directions with equal energy + + = specular + glossy + diffuse = reflectance distribution 7

Review: Reflection Equations I diffuse = k d I light (n l) l θ n 8

Specular Reflection shiny surfaces exhibit specular reflection polished metal glossy car finish diffuse diffuse plus specular highlight bright spot from light shining on a specular surface view dependent highlight position is function of the viewer s position specular 9

Specular Highlights Michiel van de Panne 10

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 11

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 12

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 13

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 14

angular falloff Empirical Approximation how might we model this falloff? 15

Phong Lighting most common lighting model in computer graphics (Phong Bui-Tuong, 1975) I specular = k s I light (cos") 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 16

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 17

Phong Examples varying l varying n shiny 18

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? 19

Calculating R Vector P = N cos θ = projection of L onto N L N θ P 20

Calculating R Vector P = N cos θ = projection of L onto N P = N ( N L ) L N θ P 21

Calculating R Vector P = N cos θ L N projection of L onto N P = N cos θ L, N are unit length P = N ( N L ) N L θ P 22

Calculating R Vector P = N cos θ L N projection of L onto N P = N cos θ L, N are unit length P = N ( N L ) 2 P = R + L 2 P L = R 2 (N ( N L )) - L = R L N θ P P L R 23

Phong Lighting Model combine ambient, diffuse, specular components # lights I total = k a 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 reminder: normalize your vectors when calculating! normalize all vectors: n,l,r,v 24

Phong Lighting: Intensity Plots 25

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 26

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 27

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 28

lighting models ambient Lighting Review normals don t matter Lambert/diffuse angle between surface normal and light Phong/specular surface normal, light, and viewpoint 29

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) 30

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/ 31

Shading 32

lighting Lighting vs. Shading 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?) 33

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 34

Applying Illumination polygonal/triangular models each facet has a constant surface normal if light is directional, diffuse reflectance is constant across the facet why? 35

Flat Shading simplest approach calculates illumination at a single point for each polygon obviously inaccurate for smooth surfaces 36

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 37

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 38

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 39

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 40

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 41

Gouraud Shading Artifacts Mach bands eye enhances discontinuity in first derivative very disturbing, especially for highlights 42

Mach bands Gouraud Shading Artifacts C 1 C 4 C 3 C 2 Discontinuity in rate of color change occurs here 43

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 44

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 45

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 46

Phong Shading linearly interpolate the vertex normals compute lighting equations at each pixel can use specular component N 1 # lights # i=1 I total = k a I ambient + I i k d n" l i ( ( ) + k ( s v " r ) n ) shiny 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 47

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 pipeline hardware but can be simulated with texture mapping stay tuned for modern hardware: shaders 48

Shading Artifacts: Silhouettes polygonal silhouettes remain Gouraud Phong 49

Shading Artifacts: Orientation interpolation dependent on polygon orientation view dependence! A B D Rotate -90 o and color same point C B ι A C Interpolate between AB and AD D Interpolate between CD and AD 50

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 51

Shading Models Summary flat shading 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 52

Shutterbug: Flat Shading 53

Shutterbug: Gouraud Shading 54

Shutterbug: Phong Shading 55

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 56

Non-Photorealistic Shading draw silhouettes: if draw creases: if (e " n 0 )(e " n 1 ) # 0 (n 0 " n 1 ) # threshold, e=edge-eye vector http://www.cs.utah.edu/~gooch/sig98/paper/drawing.html 57

Computing Normals per-vertex normals by interpolating per-facet normals OpenGL supports both computing normal for a polygon b c a 58

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 c-b a-b a 59

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 gives direction normalize to unit length! (a-b) x (c-b) b which side is up? convention: points in counterclockwise order c c-b a-b a 60

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); 61