Lighting Models Maksim Lind Computer Graphics Seminar MTAT.03.296 - - PowerPoint PPT Presentation

lighting models
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Lighting Models Maksim Lind Computer Graphics Seminar MTAT.03.296 - - PowerPoint PPT Presentation

Lighting Models Maksim Lind Computer Graphics Seminar MTAT.03.296 Spring 2014 University of Tartu Lighting Models Local lighting models Global lighting models Global lighting https://en.wikipedia.org/wiki/File:Global_illumination.JPG


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SLIDE 1

Lighting Models

Maksim Lind Computer Graphics Seminar MTAT.03.296 Spring 2014 University of Tartu

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SLIDE 2

Lighting Models

  • Local lighting models
  • Global lighting models
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SLIDE 3

Global lighting

https://en.wikipedia.org/wiki/File:Global_illumination.JPG

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SLIDE 4

Local lightning

https://en.wikipedia.org/wiki/File:Local_illumination.JPG

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SLIDE 5

Local vs Global

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SLIDE 6

Local vs Global

  • Global illumination needs more processing

power

  • More realistic with global illumination
  • = not fast, but accurate
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SLIDE 7

Global lighting

https://en.wikipedia.org/wiki/File:Global_illumination.JPG

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SLIDE 8

Ray tracing

https://en.wikipedia.org/wiki/File:Ray_trace_diagram.svg

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SLIDE 9

Ray tracing

  • http://www.pcper.com/reviews/Graphics-Cards

/Ray-Tracing-and-Gaming-Quake-4-Ray-Traced- Project/Quake-4-Ray-traced

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SLIDE 10

Ray tracing

https://en.wikipedia.org/wiki/File:Halo3-gameplay.png

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SLIDE 11

Local lightning

https://en.wikipedia.org/wiki/File:Local_illumination.JPG

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SLIDE 12

Local Lighting

  • Constant (flat)
  • Smooth
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SLIDE 13

Constant shading

https://commons.wikimedia.org/wiki/File:Flat-shading-sample.jpg

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SLIDE 14

Smooth shading

https://commons.wikimedia.org/wiki/File:Phong-shading-sample.jpg

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SLIDE 15

Gouraud shading

https://en.wikipedia.org/wiki/File:D3D_Shading_Modes.png

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SLIDE 16

Gouraud shading

https://en.wikipedia.org/wiki/File:Gouraud_low_anim.gif

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SLIDE 17

Gouraud shading

http://www.giantbomb.com/gouraud-shading/3015-4864/games/ http://www.edge-online.com/features/brief-history-3d/2/

  • Quake III uses gouraud shading for player and

weapon, and optionally for the maps

  • Star Wars: TIE Fighter, released in 1994
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SLIDE 18

Gouraud shading

https://en.wikipedia.org/wiki/File:Quake_III_Arena_q3dm0.png

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SLIDE 19

Phong shading

https://commons.wikimedia.org/wiki/File:Phong-shading-sample.jpg

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SLIDE 20

Lambertian reflection model

  • Model of diffuse reflection
  • Reflection = normal (dot) light_direction * color *

intensity_of_light

https://en.wikipedia.org/wiki/File:Lambert2.gif

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SLIDE 21

Phong reflection model

  • Specular highlight of shiny surfaces
  • Less expensive that ray tracing

https://en.wikipedia.org/wiki/File:Phong_components_version_4.png

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SLIDE 22

Phong reflection model

  • Crytek's CryEngine
  • Valve's Source Engine
  • Epic's Unreal Engine 3.

http://www.giantbomb.com/phong-shading/3015-7940/

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SLIDE 23

Bill-Phong reflection model

https://en.wikipedia.org/wiki/File:Blinn_Vectors.svg http://www.arcsynthesis.org/gltut/Illumination/Tut11 BlinnPhong Model.html

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SLIDE 24

Questions?

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SLIDE 25
  • Bildverarbeitung, Klassifikation und Visualisierung, Teil 2, Heiko

Neumonn, Inst. f. Neuroinformatik, Fakultät für Ingeneurwissenchaften und Informatik, Universität Ulm, 2013/2014

  • https://en.wikipedia.org/wiki/Global_illumination
  • https://en.wikipedia.org/wiki/3D_rendering#Reflection_and_sha

ding_models

  • http://www.pcper.com/reviews/Graphics-Cards/Ray-Tracing-

and-Gaming-Quake-4-Ray-Traced-Project/Quake-4-Ray-traced

  • https://en.wikipedia.org/wiki/Gouraud_shading
  • https://en.wikipedia.org/wiki/Phong_shading
  • https://en.wikipedia.org/wiki/Diffuse_reflection
  • https://en.wikipedia.org/wiki/Lambertian_reflectance
  • http://www.arcsynthesis.org/gltut/Illumination/Tut11%20BlinnPh
  • ng%20Model.html