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Dr. Scott Schaefer

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Global illumination accounts for light from all sources as it is transmitted ... Glossy. Directional diffuse. 6 /40. Illumination Model. Ambient Light ... – PowerPoint PPT presentation

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Title: Dr. Scott Schaefer


1
Lighting
  • Dr. Scott Schaefer

2
Lighting/Illumination
  • Color is a function of how light reflects from
    surfaces to the eye
  • Global illumination accounts for light from all
    sources as it is transmitted throughout the
    environment
  • Local illumination only accounts for light that
    directly hits a surface and is transmitted to the
    eye

3
Global Illumination
Image taken from http//graphics.ucsd.edu/henrik/
images/cbox.html
4
Reflection Models
  • Definition Reflection is the process by which
    light incident on a surface interacts with the
    surface such that it leaves on the incident side
    without change in frequency.

5
Types of Reflection Functions
  • Ideal Specular
  • Reflection Law
  • Mirror
  • Ideal Diffuse
  • Lamberts Law
  • Matte
  • Specular
  • Glossy
  • Directional diffuse

6
Illumination Model
  • Ambient Light
  • Uniform light caused by secondary reflections
  • Diffuse Light
  • Light scattered equally in all directions
  • Specular Light
  • Highlights on shiny surfaces

7
Ambient Light
  • A intensity of ambient light
  • ka ambient reflection coefficient
  • Really 3 equations! (Red, Green, Blue)
  • Accounts for indirect illumination
  • Determines color of shadows

8
Total Illumination
9
Diffuse Light
  • Assumes that light is reflected equally in all
    directions
  • Handles both local and infinite light sources
  • Infinite distance L doesnt change
  • Finite distance must calculate L for each point
    on surface

Surface
10
Diffuse Light
  • C intensity of point light source
  • kd diffuse reflection coefficient
  • angle between normal and direction to light

Surface
11
Lamberts Law
Beam of Light
Surface
12
Lamberts Law
Beam of Light
Surface
13
Lamberts Law
Beam of Light
Surface
14
Total Illumination
15
Total Illumination
16
Specular Light
  • Perfect, mirror-like reflection of light from
    surface
  • Forms highlights on shiny objects (metal, plastic)

Surface
17
Specular Light
  • C intensity of point light source
  • ks specular reflection coefficient
  • angle between reflected vector (R) and eye
    (E)
  • n specular coefficient

Surface
18
Finding the Reflected Vector
Surface
19
Finding the Reflected Vector
Surface
20
Finding the Reflected Vector
Surface
21
Finding the Reflected Vector
Surface
22
Finding the Reflected Vector
Surface
23
Total Illumination
24
Total Illumination
25
Total Illumination
26
Total Illumination
27
Multiple Light Sources
  • Only one ambient term no matter how many lights
  • Light is additive add contribution of multiple
    lights (diffuse/specular components)

28
Total Illumination
29
Total Illumination
30
Attenuation
  • Decrease intensity with distance from light
  • d distance to light
  • r radius of attenuation for light

31
Attenuation
32
Attenuation
33
Spot Lights
  • Eliminate light contribution outside of a cone

Surface
34
Spot Lights
  • Eliminate light contribution outside of a cone

Surface
35
Attenuation
36
Spot Lights
37
Spot Lights
38
Implementation Considerations
Surface
39
Implementation Considerations
  • Two options
  • 2-sided
  • 1-sided

Surface
40
Implementation Considerations
  • Typically choose
  • Clamp each color component to 0,1
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