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Shading Definitions

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Specular reflection. At certain points a shiny surface reflects all incident light. ... It renders specular reflections properly. It is very expensive in computer time ... – PowerPoint PPT presentation

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Title: Shading Definitions


1
Shading Definitions
  • Light emanating from small surfaces is called a
    Point light source e.g. the sun (not really small
    though!)
  • Light emanating from a large surface is call a
    Distributed light source e.g. fluorescent tube
  • Multiple reflections of light from nearby objects
    combine to produce uniform illumination called
    Ambient light e.g. walls

2
ShadingDefinitions
  • Diffuse reflection occurs when light hits a
    dull surface and the surface re-emits some of
    the light in all directions
  • Specular reflection is the direct reflection of
    light by a shiny surface

3
ShadingAmbient Light
  • Ambient light can be considered to be of uniform
    intensity in all directions
  • It is cloudy day light, no specific origin so
    no shadows
  • It is usually modelled as a constant within a
    scene
  • The intensity of a surface exposed to ambient
    light depends on the reflectivity of the surface
    and the ambient light level

4
ShadingDiffuse reflection
  • The intensity of a surface due to a point light
    source is calculated from Lamberts cosine law,
    so objects appear brighter when light is almost
    behind your viewpoint
  • It also depends on the distance of the object
    from the light source and the reflectivity of the
    surface

5
ShadingSpecular reflection
  • At certain points a shiny surface reflects all
    incident light.
  • This produces a spot of reflected light that is
    the same colour as the incident light

R
N
R
N
L
L
q
q
q
q
Dull surfaces have a wider reflection range
Shiny surfaces have a narrow reflection range
6
ShadingFlat
  • Each surface intensity is calculated using
    ambient and diffuse reflections
  • The whole surface is coloured with this one flat
    colour
  • Objects look faceted
  • Mach banding occurs
  • Very quick to calculate

7
ShadingGouraud
  • Assumes that uniform shading is not desired
  • It interpolates the brightness over the surface
  • Intensity at each vertex is calculated and then
    linearly interpolated across the surface
  • Smoother appearance, in fact it can smooth hard
    edges too much
  • Not good at incorporating specular reflection

8
ShadingPhong
From a lecture by B.Wyvill
  • Phong Shading
  • Extends Gourauds method but instead of
    interpolating intensities it interpolates the
    normals and calculates the intensity at every
    point on the surface
  • It renders specular reflections properly
  • It is very expensive in computer time

9
Shadows (Hard and Soft)
umbra
penumbra
10
Umbra-Penumbra
Penumbra
Umbra
  • Umbra -penumbra dependence on the size of the
    light source

11
Shadows
  • Shadows can be
  • used to anchor objects
  • used to emphasize the changing direction of the
    light source
  • hard edged or soft edged
  • contain both an umbra and penumbra
  • Shadows are a quality add on
  • No one particular shadow algorithm

12
Shadows
  • For static scenes, shadows are fixed and do not
    change as viewpoint changes
  • If relative positions of objects and light
    sources change the shadows have to be
    recalculated
  • There is a high computational overhead
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