Title: CS G140 Graduate Computer Graphics
1CS G140Graduate Computer Graphics
- Prof. Harriet Fell
- Spring 2006
- Lecture 2 - January 23, 2006
2Todays Topics
- Ray Tracing
- Ray-Sphere Intersection
- Light Diffuse Reflection
- Shadows
- Phong Shading
- More Math
- Matrices
- Transformations
- Homogeneous Coordinates
3Ray Tracinga World of Spheres
4What is a Sphere
- Vector3D center // 3 doubles
- double radius
- double R, G, B // for RGB colors between 0 and
1 - double kd // diffuse coeficient
- double ks // specular coefficient
- int specExp // specular exponent 0 if ks 0
- (double ka // ambient light coefficient)
- double kgr // global reflection coefficient
- double kt // transmitting coefficient
- int pic // gt 0 if picture texture is used
5- -.01 .01 500 800 // transform theta phi mu
distance - 1 // antialias
- 1 // numlights
- 100 500 800 // Lx, Ly, Lz
- 9 // numspheres
- //cx cy cz radius R G B ka kd ks specExp kgr
kt pic - -100 -100 0 40 .9 0 0 .2 .9 .0 4 0
0 0 - -100 0 0 40 .9 0 0 .2 .8 .1 8 .1
0 0 - -100 100 0 40 .9 0 0 .2 .7 .2 12 .2
0 0 - 0 -100 0 40 .9 0 0 .2 .6 .3 16 .3
0 0 - 0 0 0 40 .9 0 0 .2 .5 .4 20 .4
0 0 - 0 100 0 40 .9 0 0 .2 .4 .5 24 .5
0 0 - 100 -100 0 40 .9 0 0 .2 .3 .6 28 .6
0 0 - 100 0 0 40 .9 0 0 .2 .2 .7 32 .7
0 0 - 100 100 0 40 .9 0 0 .2 .1 .8 36 .8
0 0
6World of Spheres
- Vector3D VP // the viewpoint
- int numLights
- Vector3D theLights5 // up to 5 white lights
- double ka // ambient light coefficient
- int numSpheres
- Sphere theSpheres20 // 20 sphere max
- int ppmT3 // ppm texture files
- View sceneView // transform data
- double distance // view plane to VP
- bool antialias // if true antialias
7Simple Ray Tracing for Detecting Visible Surfaces
- select window on viewplane and center of
projection - for (each scanline in image)
- for (each pixel in the scanline)
- determine ray from center of projection
- through pixel
- for (each object in scene)
- if (object is intersected and
- is closest considered thus far)
- record intersection and object name
-
- set pixels color to that of closest object
intersected -
8Ray Trace 1Finding Visible Surfaces
9Ray-Sphere Intersection
- Given
- Sphere
- Center (cx, cy, cz)
- Radius, R
- Ray from P0 to P1
- P0 (x0, y0, z0) and P1 (x1, y1, z1)
- View Point
- (Vx, Vy, Vz)
- Project to window from (0,0,0) to (w,h,0)
10Sphere Equation
11Ray Equation
- P0 (x0, y0, z0) and P1 (x1, y1, z1)
- The ray from P0 to P1 is given by
- P(t) (1 - t)P0 tP1 0 lt t lt 1
- P0 t(P1 - P0)
12Intersection Equation
- P(t) P0 t(P1 - P0) 0 lt t lt 1
- is really three equations
- x(t) x0 t(x1 - x0)
- y(t) y0 t(y1 - y0)
- z(t) z0 t(z1 - z0) 0 lt t lt 1
- Substitute x(t), y(t), and z(t) for x, y, z,
respectively in
13Solving the Intersection Equation
is a quadratic equation in variable t. For a
fixed pixel, VP, and sphere, x0, y0, z0, x1,
y1, z1, cx, cy, cz, and R eye pixel
sphere are all constants. We solve for t using
the quadratic formula.
14The Quadratic Coefficients
Set dx x1 - x0 dy y1 - y0 dz z1 - z0
Now find the the coefficients
15Computing Coefficients
16The Coefficients
17Solving the Equation
18- The intersection nearest P0 is given by
- To find the coordinates of the intersection
point -
19First Lighting Model
- Ambient light is a global constant.
- Ambient Light ka (AR, AG, AB)
- ka is in the World of Spheres
- 0 ? ka ? 1
- (AR, AG, AB) average of the light sources
- (AR, AG, AB) (1, 1, 1) for white light
- Color of object S (SR, SG, SB)
- Visible Color of an object S with only ambient
light - CS ka (AR SR, AG SG, AB SB)
- For white light
- CS ka (SR, SG, SB)
20Visible SurfacesAmbient Light
21Second Lighting Model
- Point source light L (LR, LG, LB) at (Lx, Ly,
Lz) - Ambient light is also present.
- Color at point p on an object S with ambient
diffuse reflection - Cp ka (AR SR, AG SG, AB SB) kd kp(LR SR, LG SG,
LB SB) - For white light, L (1, 1, 1)
- Cp ka (SR, SG, SB) kd kp(SR, SG, SB)
- kp depends on the point p on the object and (Lx,
Ly, Lz) - kd depends on the object (sphere)
- ka is global
- ka kd ? 1
22Diffuse Light
23Lambertian Reflection ModelDiffuse Shading
- For matte (non-shiny) objects
- Examples
- Matte paper, newsprint
- Unpolished wood
- Unpolished stones
- Color at a point on a matte object does not
change with viewpoint.
24Physics of Lambertian Reflection
- Incoming light is partially absorbed and
partially transmitted equally in all directions
25Geometry of Lamberts Law
90 - ?
?
dAcos(?)
90 - ?
Surface 2
Surface 1
26cos(?)N?L
Cp ka (SR, SG, SB) kd N?L (SR, SG, SB)
27Finding N
N (x-cx, y-cy, z-cz) (x-cx, y-cy, z-cz)
normal
(x, y, z)
radius
(cx, cy, cz)
28Diffuse Light 2
29Time for a Break
30Shadows on Spheres
31More Shadows
32Finding Shadows
Shadow Ray
P
Pixel gets shadow color
33Shadow Color
- Given
- Ray from P (point on sphere S) to L (light)
- P P0 (x0, y0, z0) and L P1 (x1, y1, z1)
- Find out whether the ray intersects any other
object (sphere). - If it does, P is in shadow.
- Use only ambient light for pixel.
34Shape of Shadows
35Different Views
36Planets
37Starry Skies
38Shadows on the Plane
39Finding Shadowson the Back Plane
Shadow Ray
P
Pixel in Shadow
40Close up
41On the Table
42Phong Highlight
43Phong Lighting Model
Light Normal Reflected View
The viewer only sees the light when ? is 0.
N
L
R
V
?
?
?
We make the highlight maximal when ? is 0, but
have it fade off gradually.
Surface
44Phong Lighting Model
cos(?) R?V We use cosn(?). The higher n is,
the faster the drop off.
N
L
R
V
For white light
?
?
?
Surface
Cp ka (SR, SG, SB) kd N?L (SR, SG, SB) ks
(R?V)n(1, 1, 1)
45Powers of cos(?)
cos10(?) cos20(?) cos40(?) cos80(?)
46Computing R
L R (2 L?N) N R (2 L?N) N - L
L
R
N
LR
R
L
?
?
47The Halfway Vector
- From the picture
- ? ? - ? ?
- So ? ?/2.
H L V L V Use H?N instead of
R?V. H is less expensive to compute than R.
N
H
This is not generally true. Why?
L
R
?
V
?
?
?
Surface
Cp ka (SR, SG, SB) kd N?L (SR, SG, SB) ks
(H?N)n (1, 1, 1)
48Varied Phong Highlights
49Varying Reflectivity
50More Math
- Matrices
- Transformations
- Homogeneous Coordinates
51Matrices
- We use 2x2, 3x3, and 4x4 matrices in computer
graphics. - Well start with a review of 2D matrices and
transformations.
52Basic 2D Linear Transforms
53Scale by .5
54Scaling by .5
55General Scaling
56General Scaling
57Rotation
-sin(?)
cos(?)
58Rotation
?
59Reflection in y-axis
60Reflection in y-axis
y
x
61Reflection in x-axis
62Reflection in x-axis
y
y
x
x
63Shear-x
s
64Shear x
65Shear-y
s
66Shear y
67Linear Transformations
- Scale, Reflection, Rotation, and Shear are all
linear transformations - They satisfy T(au bv) aT(u) bT(v)
- u and v are vectors
- a and b are scalars
- If T is a linear transformation
- T((0, 0)) (0, 0)
68Composing Linear Transformations
- If T1 and T2 are transformations
- T2 T1(v) def T2( T1(v))
- If T1 and T2 are linear and are represented by
matrices M1 and M2 - T2 T1 is represented by M2 M1
- T2 T1(v) T2( T1(v)) (M2 M1)(v)
69Reflection About an Arbitrary Line (through the
origin)
70Reflection as a Composition
71Decomposing Linear Transformations
- Any 2D Linear Transformation can be decomposed
into the product of a rotation, a scale, and a
rotation if the scale can have negative numbers. - M R1SR2
72Rotation about an Arbitrary Point
?
This is not a linear transformation. The origin
moves.
73Translation
(x, y)?(xa,yb)
y
y
(a, b)
x
x
This is not a linear transformation. The origin
moves.
74Homogeneous Coordinates
y
Embed the xy-plane in R3 at z 1. (x, y) ? (x,
y, 1)
y
x
x
z
752D Linear Transformations as 3D Matrices
- Any 2D linear transformation can be represented
by a 2x2 matrix
or a 3x3 matrix
762D Linear Translations as 3D Matrices
- Any 2D translation can be represented by a 3x3
matrix.
This is a 3D shear that acts as a translation on
the plane z 1.
77Translation as a Shear
y
y
x
x
z