week 6 wednesday what did we talk about last time light
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Week 6 -Wednesday What did we talk about last time? Light Material - PowerPoint PPT Presentation

Week 6 -Wednesday What did we talk about last time? Light Material Sensors In general, sensors are made up of many tiny sensors Rods and cones in the eye Photodiodes attached to a CCD in a digital camera Dye


  1. Week 6 -Wednesday

  2.  What did we talk about last time?  Light  Material  Sensors

  3.  In general, sensors are made up of many tiny sensors  Rods and cones in the eye  Photodiodes attached to a CCD in a digital camera  Dye particles in traditional film  Typically, an aperture restricts the directions from which the light can come  Then, a lens focuses the light onto the sensor elements

  4.  Irradiance sensors can't produce an image because they average over all directions  Lens + aperture = directionally specific  Consequently, the sensors measure radiance ( L ), the density of light per flow area AND incoming direction

  5.  In a rendering system, radiance is computed rather than measured  A radiance sample for each imaginary sensor element is made along a ray that goes through the point representing the sensor and point p , the center of projection for the perspective transform  The sample is computed by using a shading equation along the view ray v

  6.  After all this hoopla is done, we need a mathematical equation to say what the color (radiance) at a particular pixel is  There are many equations to use and people still do research on how to make them better  Remember, these are all rule of thumb approximations and are only distantly related to physical law

  7.  Diffuse exitance M diff = c diff ⊗ E L cos θ  Lambertian (diffuse) shading assumes that outgoing radiance is (linearly) proportional to irradiance  Because diffuse radiance is assumed to be the same in all directions, we divide by π (explained later) c π ⊗  Final Lambertian radiance L diff = diff E cos θ L

  8.  Specular shading is dependent on the angles between the surface normal to the light vector and to the view vector  For the calculation, we compute h , the half vector half between v and l +  l v = h + l v

  9.  The total specular exitance is almost exactly the same as the total diffuse exitance:  M spec = c spec ⊗ E L cos θ  What is seen by the viewer is a fraction of M spec dependent on the half vector h  Final specular radiance + m 8  L spec = ⊗ m cos φ c E cos θ h spec L 8 π  Where does m come from?  It's the smoothness parameter

  10.  Final lighting is: +     n c m 8 ∑ = + φ ⊗    m  diff L ( v ) cos c E cos θ π π h spec L i     8 i = i 1  We want to implement this in shaders  The book goes into detail about how often it is computed  Note that many terms can be precomputed, only the ones with angles in them change

  11.  Computing the shading equation more often gives better visual results but takes more time  Flat shading  Computes shading equation once per primitive  Gouraud shading  Computes shading equation once per vertex, linearly interpolates color for pixel values  Phong shading  Computes color per pixel

  12.  When sampling any continuous thing (image, sound, wave) into a discrete environment (like the computer), multiple samples can end up being indistinguishable from each other  This is called aliasing  We can reduce aliasing by carefully considering how sampling and reconstruction of the signal is done

  13.  Ever seen wheels of a car spinning the wrong way?  Without enough samples, it may be impossible to tell which way it's spinning  You need a sampling frequency twice as high as the maximum frequency of the events to reconstruct the original signal  Called the Nyquist limit

  14.  Review for Exam 1  Review all material covered so far  Exam 1 is next Monday in class

  15.  Finish Assignment 2, due this Friday  Keep working on Project 2, due Friday, November 1  Review Chapters 1 – 4 and Appendices A and B

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