Title: Lighting, Shading Models
1Lighting, ShadingModels
Abdennour El Rhalibi
2Illumination Models
- Discuss how to shade surfaces based on position,
orientation, and characteristics of the surfaces
and the light sources illuminating them - Light components
- Illumination models
3Definitions
- Illumination
- The transport of energy from a light source to a
surface - Lighting
- The process of computing the luminous intensity
(i.e., outgoing light) at a particular 3D point,
usually on a surface - Shading
- Assigning colors to pixels
4Classification of Lights
- Lighting is divided into 4 independent
components - Ambient light
- Diffuse light
- Specular light
- Emissive light
5Ambient Light (1/3)
- Ambient illumination is light thats been
scattered so much by the environment that its
direction is impossible to determine it seems
to come from all directions - Backlighting in a room has a large ambient
component since most of the light reaching your
eye has first bounced off many surfaces - A spotlight outdoors has a tiny ambient component
since most of the light travels in the same
direction
6Ambient Light (2/3)
- Illumination equation resulting intensity at
each point on the object is - I Ia ?ka
- Ia intensity of the ambient light (light
property) - ka ambient-reflection coefficient, ranging
between 0 and 1. (material property)
7Ambient Light (3/3)
A sphere lit by a directional light
A sphere lit by an ambient light
- Viewpoint not important
- Light position not important
- Surface angle not important
8Diffuse Light
- The diffuse component is the light that comes
from one direction, - so its brighter if it comes squarely down on a
surface than if it barely glances off the surface - Once it hits the surface, its scattered equally
in all directions, - so it appears equally bright from all viewing
positions
9Lamberts Law
- Brightness depends on the angle ? between the
light direction and the surface normal
Illumination equation I Ip ? kd ? cos?
Ip point light intensity kd materials
diffuse-reflection coefficient
10Light-Source Attenuation
- Lambertian reflection does not take into account
distance between light source and surface points - We introduce a light-source attenuation factor
fatt - The energy from a point light source that reaches
a given part of a surface falls off as the
distance to this part lengthens. - c1, c2, c3 are user-defined constants associated
with the light source
I fatt ? Ip ? kd ? cos?
11Specular Light
- Specular light comes from a particular direction
and tends to bounce the surface in a preferred
direction - A well-collimated laser beam bouncing off a
mirror produces almost 100 specular reflection - Shiny surface has a high specular component
- Chalk and carpet have almost no specular component
12Phongs Law
I Is ? ks ? cosn?
- Specular reflection depends on viewpoint max
when ? 0 and falls off as ? increases - ks ? 0, 1 specular-reflection coefficient, a
material property - n ? 1, 100s specular-reflection exponent, a
material property
13Putting It All Together
lights
- Itotal kaIa ?fatt,jIj(kdcos?j kscosn?j)
j1
Ambient component
Diffuse component
Specular component
attenuation factor
- Usually called Phong Lighting Model
- What about colored light???
14Shading Models
- Surface shading
- apply shading model to each point of curved
surface - approximate curved surfaces by plane surfaces
and then shade the plane surfaces - Constant shading, Gouraud shading, Phong shading
15Constant Shading (Flat Shading)
- infinitely distant light source (constant )
result in constant diffuse reflection - constant and infinitely distant viewpoint
(constant ) result in constant specular
reflection - abrupt change in surface orientation of adjacent
surfaces produce an unrealistic effect
16Smooth shading
- Two popular methods
- Gouraud shading (used by OpenGL)
- Phong shading (better specular highlight, not in
OpenGL)
17Normal vector of a vertex
18Gouraud Shading
- Compute vertex illumination (color) before the
projection transformation - Shade interior pixels color interpolation
(normals are not needed)
C1
for all scanlines
Ca lerp(C1, C2)
Cb lerp(C1, C3)
C3
C2
lerp linear interpolation
Lerp(Ca, Cb)
19Gouraud Shading Problem
- Lighting in the polygon interior can be inaccurate
20Mach band effect
- These Mach Bands are not physically there.
Instead, they are illusions due to excitation and
inhibition in our neural processing.
The bright bands at 45 degrees (and 135 degrees)
are illusory. The intensity of each square is the
same.
21Mach band effect
Count the Black Dots. ?
22Phong Shading
- Surface normals are interpolated
- Shades are computed at each point using the
interpolated normal vector - The shading computed by Phong shading is C1
continuous. - Fix the mach band effect remove edge
discontinuity
23Phong Shading
- Normal interpolation
- Slow not supported by OpenGL and most graphics
hardware
24Problems with Interpolated Shading
- Polygon silhouette
- Perspective distortion
- Orientation dependence
- Shared edges
- Unrepresentative vertex
- normals
25Refractions (Transparent Surfaces)
- ? diffuse refraction
- partially transparent object (e.g. frosted glass)
penetrating light is diffused - decrease light intensity, spread intensity
contribution of each point onto a finite area on
the refracting surface - expensive, seldom used
26Specular Refraction (Snells law)
- N
- L R
- T
- , index of refraction of each material
- (averaged over wavelengths)
27Specular Refraction
- Path shifts are ignored for thin objects
- From Snells law, we can obtain the unit
transmission vector T in the direction
28Interpolated Transparency
transmission coefficient (0 for opaque
objects, 1 for totally transparent
objects)
2
1
line of sight