1
Week 3
Amy Gooch CS395: Intro to Animation
Agenda
- Quiz #1
- Critique & review of Project1
- Lecture on Shading & Texturing
- Looking forward to next assignment
– Bring to class material samples (images or
- bjects)
Agenda Quiz #1 Week 3 Critique & review of Project1 Amy - - PDF document
Agenda Quiz #1 Week 3 Critique & review of Project1 Amy Gooch Lecture on Shading & Texturing CS395: Intro to Animation Looking forward to next assignment Bring to class material samples (images or objects) Quiz
– Bring to class material samples (images or
Group1 Che Yusoff, Asrif Johnson, Rejaie Schatz, Matthew Group2 Chin, Ying (YZ) Krueger, DeBorah Meor Hamzah, Nurul Group3 Ku Abdul Rahman, Nizar Miller, Josh Pylypczak, Jaroslav Group4 Md Ishak, Nizam Nesbitt, Kiel Teng, Xian Yi Group5 Edwards, Tennile Simpson, Alan
n L θ
Light a point in any direction varies as the cosine of the angle between a vector from the point to the light source and the normal vector of the surface at the point
n L θ eye Idiffuse = kd Ilight cos θ
n L θ θ e r σ Add specular by looking at reflection, r Shiny surfaces, such as a mirror
n L θ θ e r σ
i = 1 lights
Itotal = ka Iambient + Σ Ii (kd(N . L) + ks(V . R)nshiney)
n L θ θ e r σ
Perfectly Perfectly Specular Specular: : “ “Mirror Mirror” ” “ “infinite gloss infinite gloss” ” Phong Phong Specular Specular Model: Model: L R L R cos cos∞( (θ θ) )
Andrew Andrew Glassner Glassner et al.. SIGGRAPH`94 Course 18: et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics Fundamentals and Overview of Computer Graphics”
θ θ
Incident Incident Light Light Ray Ray Surface Surface Normal Normal Reflected Reflected Light Light
Slightly scattered Slightly scattered Specular Specular: : “ “high gloss high gloss” ” Phong Phong Specular Specular Model: Model: L R cos L R cos15
15(
(θ θ) )
Incident Incident Light Light Ray Ray Surface Surface Normal Normal Reflected Reflected Light Light Andrew Andrew Glassner Glassner et al.. SIGGRAPH`94 Course 18: et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics Fundamentals and Overview of Computer Graphics”
More Scattered More Scattered Specular Specular: : “ “medium gloss medium gloss” ” Phong Phong Specular Specular Model: Model: L R cos L R cos5( (θ θ) )
Incident Incident Light Light Ray Ray Surface Surface Normal Normal Andrew Andrew Glassner Glassner et al.. SIGGRAPH`94 Course 18: et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics Fundamentals and Overview of Computer Graphics”
Perfectly Diffuse Perfectly Diffuse “ “flat flat” ”, , “ “chalky chalky” ”, ,… …
Incident Incident Light Light Ray Ray Surface Surface Normal Normal Andrew Andrew Glassner Glassner et al.. SIGGRAPH`94 Course 18: et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics Fundamentals and Overview of Computer Graphics”
Most Materials: Most Materials: Combination of Combination of Diffuse and Diffuse and Specular Specular
Incident Incident Light Light Ray Ray Surface Surface Normal Normal Andrew Andrew Glassner Glassner et al.. SIGGRAPH`94 Course 18: et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics Fundamentals and Overview of Computer Graphics”
vertex color = emissionmaterial + ambientlight model * ambient_material +
[ ambientlight *ambientmaterial + (max { L · n , 0} ) * diffuselight * diffusematerial + (max { s · n , 0} )shininess * specularlight * specularmaterial ] i n-1
Cornel Measurement Lab
Real Synthetic
Shirley, et. al., cornell
m fajaro, usc
s premoze, et.al., utah
Morning Evening a preetham, et. al.,
Final Fantasy (Sony) Jensen et al.
From Jose Parramon, 1993 From Jose Parramon, 1993
Complementary Shading Final Image From “The Book of Color” by Jose Parramon, 1993
From From Birren Birren (1976) (1976)
Warm to Cool Hue Shift
Without Highlights
With highlights Without Highlights
Phong Shaded
New Shading Without Edge Lines New Shading With Edge Lines
Intel: http://www.intel.com/labs/media/3dsoftware/nonphoto.htm
Nvidia: developer.nvidia.com/object/Toon_Shading.html
Blender: w3imagis.imag.fr/Membres/Jean-Dominique.Gascuel/DEAIVR/ Cours2002/17%20janvier/Blender-tutorial80.pdf
b gooch, et.al., utah
– Actually moving geometry – ie Create screw from cylinder, Terrain, etc
From Tomas Akenine-Moller
Controlling Filtering Controlling Filtering
From Tomas Akenine-Moller
– Gives 2 images
From Tomas Akenine-Moller
– No singularities – Much less distortion – Better result – Not dependent on view position
– Compute reflection vector r – Largest abs-value of component determines which cube face
– Hardware often does all the work
+ = Geometry Bump map Bump mapped geometry