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CG 4th Module Notes
Computer Graphics Notes
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CG 4th Module Notes
Computer Graphics Notes
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__ classmate A) f : -S “MODULE 4 = “GOLOUR ILLUMINATION meETHOoDS “Colm Models 1 RGB Colom Model rate Amd detewile color, He RGB Ola _ —macel «nade gu te tee all wide coloed. came _ wy, the Pat colon sed, pea “blue. colons ane Vinown Bd __prriwaan? —_ dale Because aida combined i enual __Anounks Hy qed, rpolite. when tuo _- om Aste of tn atte Combed m _— Aillwums — oamaaunts, odiese _ Colasud_ at Red + Gren = Wellow Gomnr + Blut. Cy ame Rra + Blue “tegen Wh mo gue of tude primary colos it - Mol predonk — we ac black © volo,ye om spouted ate RGB vaede) alae LL” _corbi Sobnifimned HOM Ry iG ant att of ghowu mM the felon Glos 19) ce. ati 0 Ane prisnany cole — ; ~ phuce, = oct _wolow. ia __ Colon poink Came Sepssomted Hae Pole CR ee Vase Henge — Peete the Chip Clo, a , jfile ak 61,131) 2 she SW I Behar and blag ‘wertis.Hue + Satunalton ae Ls Choomalict ly? — a ont of Abe _mwet popular colon _ od, HST stands fom Mure, Satwuation, and Tntenity. Hue das maith she purity wh ttre colows , Satwution —dulmvmuines te ~ aamoumd 0f awile Light _anaited wilt tae _ oniginal colo, 1 srpausondy the ‘nda of te salah fi aae che aly): uted to Aainguigh ove colour _ pe : ee oe AA rhue and — gatunation. The duie _seprctenl _cLomintot colon, FA _Ltomaple, whine wt call am __ _pbleck dud, 0 om yellow, awe _ OME ih ite a owe on Hus and — kpeei ys ett Jako _,toqetn One _ called { Lpuomaosies by , ise we, & ~wWA may be se a Nancie td _ Anauartiou xed The Et colon made YX Meprtonted by pyramidal chape. Rid, aren Oaad bide ou Located ot the comers of the bage. White amd black ome ak the to p__ ond bottom , tule uu ancatwed by the— tng wisn nat to Will aieh 2 Hue aa - Rud i 120" = pun _. 2yo" = bbe 860° — Yulow S00 — Magill _Sptusalion o-1 BlackCMYK. Coles Medte| A Coles model defined cotth the primacy Colows “Cyan, Mogenia , Yellows and Kou, (black) Ss uses} fos desciiary Coloe Oxdput to Froted— copy devices . Gyan can be foomed by adele green and blue Light - Therefove J Whon cohite Lott & aebleobd Fiore Cyan —tcloard ky “the aflecid light roust hove No ved Component. That ts, ved (git Ss absoobed’ ox Bubtoaced , by the ink . Sentlanly reagnta CO Subtoacts tho geen Cormporemt Parra twcidont ight anc yeloco Susfeaets the. blue Coreporent 7MTn Be con noodle! ,. poest C1,1,0 Reyeeserks lack, bemuse at! Components of the incclant- light ae Sabtoattd. “The origi Epa! Arouris of each of the pina along the rong Alogpeal of Cube. A Combiaatio’s of cep and Mogenta Sok Pandluces blue Wht, bemuse the wd And green Components of the intidest tight ase Ckeodted. Othex —Colow Combinatising cae obtarsed by a Sevilag Subteaitne process . We pris Peoess used coith the omy Model greats a by pont ect a Collection of fous tok dotg, Some a8 20 RGB roofer uses a Collediss of there Proephos dolg . One clot % Used) fey each of ‘te Piracy Coloss, C Cyan, roagenta and eo) And one dot & Hack. A Black dot ts codudedDecnuse the — Coroitaahan of Cyan, roagenta. avd gelloro toka “Ypaaly Pooduce dase gay tnstiad) of lack . ac We an Cxpass the Conversioo Pare an ROB reposertatic, to a CMYK eeprsentation coh the mmnitatx -tearattornit,,, Cidhere the coffe. 1S apseuned to ‘the\ ROLE Syéiro 03 be unit Glue Vedor. Grotladly / coe Convert fiom a CMY Colos aepacentalis, to ar ROB repraertaticn wt fe rate, foonslomadtise : 6 tohere, Hook is. repnaertad to the. cmy gprs & the unit Column Vectos +Animation —_ a Aaiemation Mo vem covamvonly uted em mM Computem Apinylics OMA ony btionedia. TT mmnd dicplny’ ee Le, — baningying iwto Mile V tle Anat. diggan Bala objecla ' amd events dat Wht SEMA 1M Ww mM tit. i did of SUAU be: vita lization . Animale U_wat a MK amu an ond j beawiowr of _objdk a | Wd ua mutes oh Compute 4A? eaty chscmute | ate In amination kequome uu ogi it Lape _dollonsing lege. — T i, tomy board | wh j, Object Atfimitions ji, Kuy frame — epeeificatiows i Geacation +4 ‘wm between Frewur dhe ‘stores bound «om ourliine of bre aroun . I Athimed ~ de motion S OAM aft a tk ef bose ewents tat ane to ince pe. Depeding ew Abe vf animation , - Ane Clomuy — bece A bootd comic of mm gel Au object —_Aakinntion 4 give ov each qaudiciprat Ww Ane avtiow - Object Can _be Atvined im erm st asic. alrarper. Tan Addinon, We ayocdatul smovemnts PL Gdn obtet ame — pecitved ‘along with the _ A , ; ; see rome i Ato olvaw s { the . ak ao ' coma kre im rhe Aaiwaiian : Yate nat Hana cau vin frme , eachfee ed Li to dW tity + val nn tn beta ane ae fawleymmedinds. rm — “whet uu diletnined by He —widin_da_be wit _to Ade paay the ow imalon: Fila ed 08 homes bu : fotowd md __oprapi \ Mowdlwabics one bbl ad Nak Hart m7 30-66 fr co Lyd fone = Whim we view an 7 aul _ bet athecte Vig, trom. ML sua 6 wm objek- (ue total we acled \ ie i oe d he Se (om Mp gourteg and oft a eras ane, hak wot cine exposed be Louale rane be viaivle t went a oka _ ae ud Lighk gow 4 aust whe two} “i Pipuss apd Ugh _| sth cing to -—djeck cay be ban a Vala source wufuton for cramp, a plastic —& Now — fntiole oth — mil and a fom the cura 9 the gabe Wt : ryt wodel tor rhe OW _emnitton, 4 ite pout bourne, for example , ous kuch ak Mt ane coilficiewlly far bom the zene cam ve _atunatel, modell as povnk cowren. A wEoEDY soure gulla_as theo \laroscemt _ y u i aon _aceustatily —wodclua ot __ dichibuted Vga. Source» _ Wun lah’ cdot On om _ opaque surhie , “park sh ey guflected and part 4 tk U absorbed The —owanvat
“flo Toye " framed fn om, do se ‘aad wwaage aed a a “ Hat plied mart | ¢ show. cic we Heid Mate Squares , Sit fumed into stows oteclassmate. —I4 aLip u the dui = a si = 4 Che port ah mag P have | Hoi picdluoe. maw aig aii eS ara vizthle amd clean» Zoomin "mage Was V application! cng a mt an innage Ou bloat, the. We tam Zoom om. —_imags dione stops, dhe pout ei Elomi b = vg core takcsagclassmate 5 = omen? 4 Ane _psvoces of panning at as o “jullie fos tha Korn ri hanes Adi elep _ avis the ow up’ portion of’ the | = - Aduamkay echt qaambas in: 200" OMA mw. a LY dntaliad es ‘if: the Kderied we fa she Conlin i the Sun dnd ‘clependiig, ow dhe Keake.. fautor, fllup the enbime Sone. a3 s va 2 _ mM nye oibion Cfo cooing» AM sous eee “ = —Atobient Light . A Swfice ‘Bob T5 ak expesed directly toa we ace ll ech be vesile ip nenaby cbpela ose lurctnatsd + Tn te base ‘Mlumination roedel, coe: Ahn set a GFreeat love of boightness Rr a eg A Sveple Coagy tp Medel the Combination of (ht beflettong fooro vasioug Suafeces to Peeckico a Canin Numrcatiss called fe Crbient Galt Oo backascnd Lip. Aroblest lrg hos ne Spatial or direction havacksislits, » The Amount of cuobiert UgbE ioctelant On ead object (5 ee Constant for all Suwftees and over att directions « We aan set the level of for the arnbyent tight fo @ Stone edith prramctoy La, and each Surface % then Mlumirated ott th¥e Constant value . The pattie reflec Caght is @ Constant fox eads Gualace., tndlopendest of the viesocd dereckisio and he apditita | orlentatisn of the Qafaa. * But the ieslorsily af the deflected (Egpot - ath anlaw clopends on the offeal Poopesties of he Gualgco + (@, boos rch of the ioGdorst enenget % to be aedledad and boca rauch atecoabed),Polygon Rendering MethodsGouraud shading This Intensity-Interpolation scheme, developed by Gouraud and usually referred to as Gouraud Shading, renders a polygon surface by linear interpolating intensity value across the surface. Intensity values for each polygon are coordinate with the value of adjacent polygons along the common edges, thus eliminating the intensity discontinuities that can occur in flat shading. Each polygon surface is rendered with Gouraud Shading by performing the following calculations:1. Determining the average unit normal vector at each polygon vertex. 2. Apply an illumination model to each vertex to determine the vertex intensity. 3. Linear interpolate the vertex intensities over the surface of the polygon.At each polygon vertex, we obtain a normal vector by averaging the surface normals of all polygons staring that vertex as shown in fig: Na 3 Na Fig: The normal vertex at vertex V is calculated as the average of surface normal for each polygon sharing the vertex. Thus, for any vertex position V, we acquire the unit vertex normal with the calculation - Theos Nx [Shes Nx| Ny Once we have the vertex normals, we can determine the intensity at the vertices from a lighting model.Following figures demonstrate the next step: Interpolating intensities along the polygon edges. For each scan line, the intensities at the intersection of the scan line with a polygon edge are linearly interpolated from the intensities at the edge endpoints. For example: In fig, the polygon edge with endpoint vertices at position 1 and 2 is intersected by the scanline at point 4. A fast method for obtaining the intensities at point 4 is to interpolate between intensities |; and Iz using only the vertical displacement of the scan line.Fig: For Gouraud Shading, the intensity at point 4 is linearty interpolated from the intensities at vertices 1 and 2. The intensity at point 5 is linearty interpolated from intensities at vertices 2 and 3. An interior point P is then assigned an intensity value that is linearly interpolated from intensities at 4and 6. ya-y2 yi-Y4 1, = 2%, 4p MY 4 ya-y2 3” ya-ye Similarly, the intensity at the right intersection of this scan line (point 5) is interpolated from the intensity values at vertices 2 and 3. Once these bounding intensities are established for a scan line, an interior point (such as point P in the previous fig) is interpolated from the bounding intensities at point 4 and 5 as =S + P 4 X5—X4 x5—x4 >Incremental calculations are used to obtain successive edge intensity values between scan lines and to obtain successive intensities along ascan line as shown in fig: Y xX XH Fig: Incremental Interpolation of intensity value along a polygon edge for successive scan lines. If the intensity at edge position (x, y) is interpolated as I= Y-Y2 Vi-y = +41 yi-y2 * yi-y2 2 Then we can obtain the intensity along this edae for the next scan line. Y-1 asVW=14228 yi-y2 Similar calculations are used to obtain intensities at successive horizontal pixel positions along each scan line. When surfaces are to be rendered in color, the intensities of each color component is calculated at the vertices. Gouraud Shading can be connected with a_hidden-surface algorithm to fill in the visible polygons along each _ scan-line.Phong Shading A more accurate method for rendering a polygon surface is to interpolate the normal vector and then apply the illumination model to each surface point. This method developed by Phong Bui Tuong is called Phong Shading or normal vector Interpolation Shading. It displays more realistic highlights on a surface and greatly reduces the Match-band effect. A polygon surface is rendered using Phong shading by carrying out the following steps: 1. Determine the average unit normal vector at each polygon vertex. 2. Linearly & interpolate the vertex normals over the surface of the polygon. 3. Apply an illumination model along each scan line to calculate projected pixel intensities for the surface points.Interpolation of the surface normal along a polynomial edge between two vertices as shown in fig: N3 Scan Line N2 Fig: Interpolation of surface normals along a polygon edge. Y-Y; = N=—2 Nn, +2 2n, yi-y2 yi-y2 Incremental methods are used to evaluate normals between scan lines and along each scan line. At each pixel position along a scan line, the illumination model is applied to determine the surface intensity at that point. Intensity calculations using an approximated normal vector at each point along the scan line produce more accurate results than the direct interpolation of intensities, as in GouraudIntensity calculations using an approximated normal vector at each point along the scan line produce more accurate results than the direct interpolation of intensities, as in Gouraud Shading. The trade-off, however, is that phong shading requires considerably more calculations.iy “spanon Ded hindi model and comelianet pelerred " fy._ad dhadiing aod i uted bo caltubale “atu tae by of Dighk Hunt wie dould “| Vem yn ak A Given point Ov the curfew eh am object Liglkwing, alautalion — bated on We optical —_p _of _euofacee, Wee background Mgt coud itiond ama ae ds LOWLE peer'ficaliond Wy Ambienk Dig A¢ bat Wo meh expose Auiswek ly te - on source wr e ieible if nearby shies © axe Wlminated . Im Ou hace * i A mrodtA wie Aw fet & gona 12 2 teu af bpvig(h ants fom a cee HtMalloy caMed er Awetemd > fi > 0A backormind Maik» Tht amount of Cooma Hight iwuldewk ow tae Obyeck kw Cove tom} for ae busta. amd — ovewalh. dhinoctiog, Wile lam tek te Ave do, te achioud —Aigak in a seek ute — poonnelin» Ty —aand tat, kuohate Ufo il nated - Mite Ah Oudtowe value. Buk te ik toh te acticted — Sink don Tate candace eee ee propenti of te durface LG, ow cand ok ane weidonk — Oh iu tobe el omd ta absorbed ci, Diffuse 9uyleckion. bukaus Abat ave m0 on oeradian ea ko keattin +he hi im Ainechows. Fis scattonrd Qi u Aifused KeKection. iffwred “neflection — enntows ovin each surface ns & sth ndependomk ab We viewing — diseclien _ eel.the fractional _ = Ee aap nt dn 1 4 cach stele OM be ge He ge CONE wet team, ed _ diffuse acy by pYometo ka ‘y aM A _comdtant value rt cata, mae. Look ok ovr illum mater Ching — guofau, Cue al es meta, ee aah rr q ie Teostion aah ~ . culo u called AF Ltn a te mead st see ukDin Ana comembalea — Aion abound CY Satenaity alkonwalion — padi —emngy fawn a point Libs ace, ly _ | howe brawls Ahoy gpa, Ue te Vtude atonal’ td by the | Ya whe A ig the iets Aah. she Kigluc. Wat doavelled « Wd anton that a gurlace Chose te te : Bigs sow, Cewall Ad poco a a higher _ Wmuident incident fle fom the sowue thon a Aigo pias _ C A), Before to poclice Heabgt - light ea Qu ‘Luinabion modal int og a ae wh we Curing Li au fu aul » Sons lai wo mation drow fot Ahey cw'g be from the: Light dowd.Or? “yun ei inntthode cam be vued te Peal OHLAS gh power oy P fu stl ser ad douliee ve at de VIEW post tion, jth _§ Surface kocions cannot co gem pm Ane igk £oume toot ast Wat. “Koadown avons Mi LOU, {tat dain coud be forall. guifaae — pata tend _ctanad im pation 066
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