0% found this document useful (0 votes)
16 views22 pages

Lightning and Shading (Part-I)

The document discusses the importance of shading in creating three-dimensional images in graphics, introducing the Phong reflection model for light-material interactions. It covers various types of light sources, their interactions with surfaces, and the effects of surface smoothness on light reflection. The document also explains different reflection types including ambient, diffuse, and specular reflections, as well as the modeling of specular reflections using the shininess coefficient.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
16 views22 pages

Lightning and Shading (Part-I)

The document discusses the importance of shading in creating three-dimensional images in graphics, introducing the Phong reflection model for light-material interactions. It covers various types of light sources, their interactions with surfaces, and the effects of surface smoothness on light reflection. The document also explains different reflection types including ambient, diffuse, and specular reflections, as well as the modeling of specular reflections using the shininess coefficient.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 22

Lightning and Shading (part-I)

1
Objectives

• Learn to shade objects so their images


appear three-dimensional
• Introduce the types of light-material
interactions
• Build a simple reflection model---the
Phong model--- that can be used with
real time graphics hardware

2
Why we need shading

• Suppose we build a model of a sphere


using many polygons and color it with
glColor. We get something like
­ because, the orthographic projection of sphere
is rendered as a uniformly colored circle

• But we want to see it in its three-


dimensional nature

3
Shading

• Why does the image of a real sphere look like


­ A circular shape with many
gradations or shades of color
­ each gradations is a polygon

• Light-material interactions cause each point to


have a different color or shade
• Need to consider
­ Light sources
­ Material properties
­ Location of viewer
­ Surface orientation
4
Scattering
Conservation of energy
principle is used to derive
• Light strikes A equations that describe how
light interacts with materials
­ Some scattered
­ Some absorbed
• Some of scattered light strikes B
­ Some scattered
­ Some absorbed
• Some of this scattered
light strikes A
and so on
5
Rendering Equation

• The infinite scattering and absorption of


light can be described by an integral
equation called the rendering equation
­ This equation generally cannot be solved
analytically
­ Radiosity, Ray tracing are special case for
perfectly reflecting surfaces
• Rendering equation is global and includes
­ Shadows
­ Multiple scattering from object to object
6
Global Effects

shadow
Point Source of
Light

multiple reflection
translucent surface

7
Local vs Global Rendering

• Correct shading requires a global


calculation involving all objects and light
sources
­ Incompatible with pipeline model which shades
each polygon independently (local rendering)
• However, in computer graphics, especially
real time graphics, we are happy if things
“look right”
­ Exist many techniques for approximating global
effects

8
Light-Material Interaction

• Light that strikes an object is partially


absorbed and partially scattered (reflected)
• The amount reflected determines the color
and brightness of the object
­ A surface appears red under white light because
the red component of the light is reflected and the
rest is absorbed
• The reflected light is scattered in a manner
that depends on the smoothness and
orientation of the surface
9
• Two fundamental processes of light
­ Self-emission
­ reflection
• Light source emits light
only through internal
energy source

illuminating function
I(x,y,z,θ,ϕ,λ)
10
Light Sources

General light sources are difficult to work with


because we must integrate light coming from
all points on the source
Basic types of light sources
1. Ambient Lightning
2. point sources
3. spot light
4. distant light

11
Light Sources
• Point source
­ Model with position and color
­ Distant source = infinite distance away (parallel)
• Spotlight
­ Restrict light from ideal point source
­ narrow range of angles through which light is emitted
• Ambient light
­ Uniform lightning by large sources
­ Same amount of light everywhere in scene
­ Can model contribution of many sources and reflecting
surfaces
12
Light Sources

Point Source Spot Light Distant Light

Distant Light
-Light source is far from the surface of the object, ex: Sun
-so, the intensity at every point on the object surface is same

13
Interaction b/w rays and object

• Interaction determines color


• When light strikes a surface, some of it is absorbed and some
of it is reflected.
• Interactions depends on
Wavelength of the light
Surface material of the object
• Interaction between light and materials can be classified into
three groups:
1) Specular surfaces : Shiny surfaces
2) Diffuse Surfaces : rough surfaces
3) Translucent surfaces : glass and water

14
Surface Types

• The smoother a surface, the more reflected light


is concentrated in the direction a perfect mirror
would reflected the light
• A very rough surface scatters light in all
directions

smooth surface rough surface translucent surface

15
Phong Lightning Model
• A simple model that can be computed rapidly
• supports three types of light-material interactions
­ Diffuse
­ Specular
­ Ambient
• Uses four vectors
­ Light source
­ To viewer
­ Normal
­ Perfect reflector
to define the color for point p
16
Ideal Reflector

• Normal is determined by local orientation


• Angle of incidence = angle of relection
• The three vectors must be coplanar

r = 2 (l · n ) n - l

17
Ambient Reflection

• Intensity of ambient light I ais same at every


point on the surface.
• Reflection coefficient is Ra = ka

Ia=ka.La I a

Every surface will have three ambient relections


coefficients kar, kag, kab

18
Diffuse Reflection
• Perfectly diffuse reflector
• Light scattered equally in all directions
• Amount of light reflected is proportional to the
vertical component of incoming light-
Lambert's law
­ reflected light ~cos i
­ cos i = l · n if vectors normalized
­ There are also three coefficients, kr, kb, kg that show
how much of each color component is reflected

19
Specular Reflections

• Most surfaces are neither ideal diffusers nor


perfectly specular (ideal reflectors)
• Smooth surfaces show specular highlights due
to incoming light being reflected in directions
concentrated close to the direction of a perfect
reflection

specular
highlight

20
Modeling Specular Relections

• Phong proposed using a term that


dropped off as the angle between the
viewer and the ideal reflection increased

Ir ~ ks I cos


reflected shininess coef
intensity incoming intensity
absorption coef

21
The Shininess Coefficient

• Values of  between 100 and 200 correspond to


metals
• Values between 5 and 10 give surface that look
like plastic

cos 

-90  90
22

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy