lecture outline 433 324 graphics and interaction
play

Lecture outline 433-324 Graphics and Interaction Illumination - PowerPoint PPT Presentation

Introduction to illumiation Introduction to illumiation Lecture outline 433-324 Graphics and Interaction Illumination Models Adrian Pearce Introduction to illumiation Department of Computer Science and Software Engineering University of


  1. Introduction to illumiation Introduction to illumiation Lecture outline 433-324 Graphics and Interaction Illumination Models Adrian Pearce Introduction to illumiation Department of Computer Science and Software Engineering University of Melbourne The University of Melbourne university-logo university-logo Adrian Pearce University of Melbourne Adrian Pearce University of Melbourne 433-324 Graphics and InteractionIllumination Models 433-324 Graphics and InteractionIllumination Models Introduction to illumiation Introduction to illumiation Introduction to illumination Shading and illumination In real scenes, there is a variation of shading over object How does light interact with object surfaces? surfaces caused by ◮ surface material properties, Aim: understand illumination models and surface properties for realistic shading. ◮ orientation of surfaces, ◮ nature and direction of light sources, Reading: ◮ view direction and ◮ Foley Sections 14.1 Illumination models. ◮ shadows. university-logo university-logo Adrian Pearce University of Melbourne Adrian Pearce University of Melbourne 433-324 Graphics and InteractionIllumination Models 433-324 Graphics and InteractionIllumination Models

  2. Introduction to illumiation Introduction to illumiation Surface types Surface examples In order to create realistic renderings by computer graphics, we ◮ Self lunious example is some kinds of jelly fish that glow in need to attempt to simulate this shading for different kinds of dark or radioactive isotopes surfaces: ◮ Transparent refractive, – glass or water ◮ self-luminous, ◮ Transparent translucent – light interacts in more complex ◮ transparent refractive, way, e.g scatters. ◮ transparent translucent, ◮ reflection, either ◮ diffuse (body reflection), e.g. carpet ◮ reflective, ◮ specular (surface reflection), e.g. polished steel. ◮ diffuse (also body reflection or matte ), ◮ These shading patterns can provide useful perceptual ◮ specular (aka surface reflection or gloss), clues about the 3D structure of the scene. ◮ textured (macrotexture versus microtexture). university-logo university-logo Adrian Pearce University of Melbourne Adrian Pearce University of Melbourne 433-324 Graphics and InteractionIllumination Models 433-324 Graphics and InteractionIllumination Models Introduction to illumiation Introduction to illumiation Isotropic surfaces Shading model versus illumination model There is a difference between the shading model and the illumination model used in rendering scenes, In isotropic surfaces the relationship between the incoming (or ◮ the illumination model captures how light sources interacts incident) and outgoing (or reflected) direction of light is the with object surfaces, and same over the whole surface (otherwise anisotropic). ◮ the shading model determines how to render the faces of each polygon in the scene. Illumination models generally most often consider isotropic surfaces only, however: The shading model depends on illumination model, for example ◮ Certain kinds of material (such as velour) and certain rock or stone faces (look different depending on angle that you ◮ some shading models invoke an illumination model for view them). every pixel (such as ray tracing), ◮ As a result of asymmetric microtexture. ◮ others only use the illumination model for some pixels and the shade the remaining pixels by interpolation (such as university-logo university-logo Gouraud shading). Adrian Pearce University of Melbourne Adrian Pearce University of Melbourne 433-324 Graphics and InteractionIllumination Models 433-324 Graphics and InteractionIllumination Models

  3. Introduction to illumiation Introduction to illumiation The choice of illumination model will generally be a compromise between modelling the physics fully, and the computational cost. ◮ Simple illumination models do not consider shadows, ◮ The illumination model is about determining how light reflections or photon-based effects (such as radiosity). sources interacts with object surfaces ◮ In full ray tracing one considers all rays of light and their ◮ Whereas the shading model is about how to interpolate recursive interaction between each object —very over the faces of polygons, given the illumination. computationally complex! ◮ In limit can’t model exactly since (ray tracing is undecidable: not Turing computable), so have to make decision about model limitations no matter what, e.g. how many time will we recurse (in other words how many times will we allow for re-reflection) ? university-logo university-logo Adrian Pearce University of Melbourne Adrian Pearce University of Melbourne 433-324 Graphics and InteractionIllumination Models 433-324 Graphics and InteractionIllumination Models Introduction to illumiation Introduction to illumiation Ambient illumination The simplest kind of shading is that from ambient illumination, In ambient shading assume that light comes uniformly from all that is, light that comes uniformly from all directions. directions (average of full rendering case). The radiated light intensity I at a point on a surface depends on ◮ Involves integrating contributions from an infinite number of the intensity of the illumination I a , and on the reflectivity k a (or infinitesimal point light sources in all directions. albedo ) of the surface—the fraction of the incoming light which ◮ Radiated light intensity I at a point on a surface depends the object reflects, near zero for black objects, near one for on the intensity of illumination I a and reflectivity, or albedo, white objects. Thus of the surface k a . I = I a k a Ambient illumination is mathematically an extended form of Lambertian reflection, integrating contributions from an infinite number of infinitesimal point light sources in all directions, instead of a single point light source. university-logo university-logo Adrian Pearce University of Melbourne Adrian Pearce University of Melbourne 433-324 Graphics and InteractionIllumination Models 433-324 Graphics and InteractionIllumination Models

  4. Introduction to illumiation Introduction to illumiation Diffuse (Lambertian) reflection When a ray of light hits a surface, some fraction of it penetrates some way into the body of the object, where it is scattered (and ◮ The brightness depends only on the angle θ between the may interact with coloured pigment particles). Eventually, some direction ¯ L to the light source and the surface normal ¯ N . of the light is reradiated more-or-less uniformly in all directions. ◮ This is the so-called Lambertian reflection (or matte , or For a given surface, the brightness depends only on the angle θ between the direction ¯ diffuse or body reflection—all these terms are used.) L to the light source and the surface normal ¯ N (Foley Figure 14.01). ◮ In Lambertian reflection light is re-radiated uniformly in all directions. N L θ university-logo university-logo Adrian Pearce University of Melbourne Adrian Pearce University of Melbourne 433-324 Graphics and InteractionIllumination Models 433-324 Graphics and InteractionIllumination Models Introduction to illumiation Introduction to illumiation We assume that the light source is a point , so that over a tiny patch of surface, all the incident light rays are effectively The diffuse (or Lambertian) illumination equation is therefore parallel. (This will be approximated, in practice, by a small light source, like a light globe, which is reasonably far away.) I = I p k d cos θ The intensity of light re-radiated from a tiny patch of surface depends on the intensity I p of the incoming light from the point This cosine can be expressed as a scalar product, thus the light source, on how much of this light is intercepted by the Lambertian contribution to the total intensity is surface patch, and on the reflectivity k d (or albedo) of the I = I p k d (¯ N · ¯ L ) surface. If the surface patch is facing full-on to the light source, then it where ¯ L and ¯ N are unit vectors in the directions, respectively, of will intercept the maximum amount of light. As the patch turns the light source and of the surface normal. away from the light , it will intercept less of the light, following a cosine law, cos θ , where θ is the angle between the local surface normal, and the direction to the light source. university-logo university-logo Adrian Pearce University of Melbourne Adrian Pearce University of Melbourne 433-324 Graphics and InteractionIllumination Models 433-324 Graphics and InteractionIllumination Models

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend