Illumination Lighting and Shading CPI 400 SciComp & Viz Arizona State University Terminology • Illumination: 1. luminous flux at any point on a surface exposed to incident light (direct or indirect) 2. A light source 3. Spiritual or intellectual enlightenment • Lighting: 1. Method to provide artificial illumination 2. Illumination 3. The act of igniting Lighting Overview • • • • CG lighting models Elements of a lighting model The Phong illumination model Application of the Phong model Shading methods: flat, Gouraud, Phong CG Lighting Models: Global Multiple interaction of light & objects Not real-time (yet) Examples: Raytracing, radiosity, photon mapping … From: http://jedi.ks.uiuc.edu/~johns/raytracer/rayga llery/stills.html CG Lighting Models: Local Single interaction of light & objects Real-time Supported by OGL Example: Phong illumination model Elements of a Lighting Model: • light sources: number, type (desk lamp vs sun), color Elements of a Lighting Model: • light sources: number, type, color • reflections Elements of a Lighting Model: • light sources: number, type, color • reflections • material properties: reflection & absorption of light 3D feel, depth perception lighting model == approximation of real-world lighting! Elements of the Phong Model Light Source Properties 1. ambient light > > > > scattered no detectable direction backlighting in a room can use to give a feel for the main color in a room > not dependent on viewpoint Elements of the Phong Model Light Source Properties 1. ambient light 2. diffuse light > > > > directional scatters equally in all directions once hits object closest to the color of light not dependent on eye position Elements of the Phong Model Light Source Properties 1. ambient light 2. diffuse light 3. specular light > > > > comes from a detectable direction bounces off object in preferred direction plays a role in shininess dependent on viewpoint diffuse and specular normally set the same Elements of the Phong Model Light Source Properties 1. 2. 3. 4. ambient light diffuse light specular light point source vs spotlight > point source: light emitted in all directions > spotlight: cone-shaped Elements of the Phong Model Material properties Elements of the Phong Model Material properties 1. reflectance of light a. ambient > amount of ambient light > most visible where no direct light hits Elements of the Phong Model Material properties 1. reflectance of light a. ambient b. diffuse > degree of scattering of light on surface > matte vs flat paint finish Color of object == ambient and diffuse (typically set the same) Elements of the Phong Model Material properties 1. reflectance of light a. ambient b. diffuse c. specular > degree of mirror-like quality > typically set to white so highlights produced are color of light Elements of the Phong Model Material properties 1. reflectance of light a. ambient b. diffuse c. specular d. translucent (opaque) Elements of the Phong Model Material properties 1. reflectance of light a. ambient b. diffuse c. specular d. translucent (opaque) 2. surface normals (unit length!) Elements of the Phong Model Material properties 1. reflectance of light a. ambient b. diffuse c. specular d. translucent (opaque) 2. surface normals 3. emissive color Light & Material Properties Examples increasing diffuse increasing ambient increasing specular Light & Material Properties absorption/reflectance influence on color Example: red box will reflect red light absorb green and blue light Geometry of the Phong Model v p l n r v theta phi point on surface (light – p) vector normal to surface reflection vector (viewpoint – p) vector angle of incidence angle between v and r All vectors normalized p Recall: angle of incidence equals angle of reflection Diffuse Intensity Calculation Lambert’s Law: light reflected is proportional to the cosine of the angle (theta) between surface normal n and light vector l theta is called the angle of incidence Diffuse Intensity Calculation Lambert’s Law: light reflected is proportional to the cosine of the angle (theta) between surface normal n and light vector l theta is called the angle of incidence theta=0 theta=60 Flat Shading One normal per triangle Simulates viewer and light source distant then v, n, l same over triangle one shading calculation glShadeModel(GL_FLAT) Gouraud (smooth) Shading One normal per vertex Lighting calculation made at each vertex I1, I2, I3 Lighting at any point p within triangle v1, v2, v3 I = b1*I1 + b2*I2 + b3* I3 where b1, b2, b3 are the barycentric coordinates of p wrt v1, v2, v3 p = b1*v1 + b2*v2 + b3*v3 (b1 + b2 + b3 = 1) Phong Shading One normal per vertex ... however a normal is calculated for each rendered point p in triangle vertex normals n1, n2, n3 p = b1*v1 + b2*v2 + b3*v3 n = b1*n1 + b2*n2 + b3*n3 Calculate intensity at p wrt n Not considered a real-time algorithm therefore, not in ogl
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