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Shading I CS4395: Computer Graphics 1 Mohan Sridharan Based on slides created by Edward Angel.

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Shading I CS4395: Computer Graphics 1 Mohan Sridharan Based on slides created by Edward Angel
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Shading I

CS4395: Computer Graphics 1

Mohan SridharanBased on slides created by Edward Angel

Objectives

• Learn to shade objects so their images appear three-dimensional.

• Introduce different types of light-material interactions.

• Build a simple reflection model---the Phong model--- that can be used with real time graphics hardware.

CS4395: Computer Graphics 2

Why do 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:

CS4395: Computer Graphics 3

Shading• Understand why the image of a real sphere looks like:

• Light-material interactions cause each point to have a different color or shade.

• Need to consider:– Light sources. Material properties.– Location of viewer. Surface orientation.

CS4395: Computer Graphics 4

Scattering

• Light strikes surface A :– Some scattered.– Some absorbed.

• Some scattered light strikes B:– Some scattered.– Some absorbed.

• Some of this scattered light strikes A.• And so on…

CS4395: Computer Graphics 5

Rendering Equation

• The infinite scattering and absorption of light can be described by the rendering equation: – Cannot be solved in general.– Ray-tracing is a special case for perfectly reflecting

surfaces.

• Rendering equation is global and includes:– Shadows.– Multiple scattering from object to object.

CS4395: Computer Graphics 6

Global Effects

CS4395: Computer Graphics 7

translucent surface

shadow

multiple reflection

Local vs Global Rendering

• Correct shading requires a global calculation for all objects and light sources:– Incompatible with pipeline model that shades each

polygon independently (local rendering).

• However, in real-time computer graphics we are happy if things “look right”.– Many techniques exist for approximating global effects.

CS4395: Computer Graphics 8

Light-Material Interaction

• Light that strikes an object is partially absorbed and partially scattered (reflected).

• The amount reflected determines the color and brightness of the object.– A surface appears red under white light because the red

component is reflected and the rest is absorbed.

• The reflected light is scattered depending on the smoothness and orientation of the surface.

CS4395: Computer Graphics 9

Light Sources

• General light sources are difficult to work with:– We must integrate light coming from all points on the

source

CS4395: Computer Graphics 10

Simple Light Sources• Point source:

– Model with position and color.– Distant source = infinite distance away (parallel).

• Spotlight:– Restrict light from ideal point source.

• Ambient light:– Same amount of light everywhere in the scene.– Can model contribution of many sources and reflecting

surfaces.

• Sections 6.1 and 6.2.CS4395: Computer Graphics 11

Surface Types

• The smoother a surface, the more it reflects light like a perfect mirror!

• A very rough surface scatters light in all directions.

CS4395: Computer Graphics 12

smooth surface rough surface

Components of Light

• Ambient, diffuse and specular components.• Sum up components of point sources:

CS4395: Computer Graphics 13

ssddaasda

ari

irsirdirar

irsirdirairsirsirdirdirairair

ibsigsirs

ibdigdird

ibaigaira

i

ibsigsirs

ibdigdird

ibaigaira

i

RLRLRLIIII

IIIII

IIILRLRLRI

RRR

RRR

RRR

R

LLL

LLL

LLL

L

)(

,

Phong Model

• A simple model that can be computed rapidly

• Has three components:– Diffuse, Specular, Ambient.

• Uses four vectors – To source (l).– To viewer (v).– Surface normal (n).– Perfect reflector (r).

CS4395: Computer Graphics 14

Ideal Reflector

• Normal is determined by local orientation.• Angle of incidence = angle of reflection.• The three vectors must be coplanar.

CS4395: Computer Graphics 15

Ambient Reflection

• Intensity of ambient light is same at every point on the surface.

• Reflected light given by ambient reflection coefficient:

• A surface has three ambient coefficients:

CS4395: Computer Graphics 16

aaa

aaa

LkI

kkR

10,

abagar kkk ,,

Lambertian Surface

• Perfectly diffuse reflector.

• Lambert’s law: amount of light reflected is proportional to the vertical component of incoming light.– Reflected light: – If vectors normalized: – There are also three coefficients, kr, kb, kg that show how much of

each color component is reflected.

• Light scattered equally in all directions:

CS4395: Computer Graphics 17

idR cosl.nicos

ddd LkI )(l.n

Specular Surfaces

• Most surfaces are neither ideal diffusers nor perfectly specular (ideal reflectors).

• Smooth surfaces show specular highlights due to incoming light being reflected in directions close to the direction of a perfect reflection.

CS4395: Computer Graphics 18

specularhighlight

Modeling Specular Reflections

• Phong proposed using a term that dropped off as the angle between the viewer and the ideal reflection increased.

CS4395: Computer Graphics 19

shininess coeff

absorption coeff

incoming intensityreflectedintensity

10,cos ssss kLkI

The Shininess Coefficient

• Values of between 100 and 200 correspond to metals.

• Values between 5 and 10 give surfaces that look like plastic.

CS4395: Computer Graphics 20

cos

90-90

What next?

• Modified Phong model.

• Polygonal shading.

CS4395: Computer Graphics 21


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