Shading Variation in observed color across an object

Slides:



Advertisements
Similar presentations
Shaders Information on Light, Shadows & Roughness.
Advertisements

1 Graphics CSCI 343, Fall 2013 Lecture 18 Lighting and Shading.
Virtual Realism LIGHTING AND SHADING. Lighting & Shading Approximate physical reality Ray tracing: Follow light rays through a scene Accurate, but expensive.
Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 21: Radiometry Many slides courtesy Pat Hanrahan.
Advanced Computer Graphics (Spring 2013) CS 283, Lecture 8: Illumination and Reflection Many slides courtesy.
Lighting and Illumination Lighting is the major problem in computer graphics, for either realism or real-time compositions- harder than modeling Consider.
Torrance Sparrow Model of Reflectance + Oren Nayar Model of Reflectance.
1. What is Lighting? 2 Example 1. Find the cubic polynomial or that passes through the four points and satisfies 1.As a photon Metal Insulator.
Based on slides created by Edward Angel
1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Shading I.
University of New Mexico
Rendering (彩現 渲染).
IMGD 1001: Illumination by Mark Claypool
Computer Graphics (Spring 2008) COMS 4160, Lecture 20: Illumination and Shading 2
Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2
7M836 Animation & Rendering
Objectives Learn to shade objects so their images appear three- dimensional Learn to shade objects so their images appear three- dimensional Introduce.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2005 Tamara Munzner Lighting and Shading Week.
Computer Graphics (Fall 2004) COMS 4160, Lecture 16: Illumination and Shading 2 Lecture includes number of slides from.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Shading I Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
Lighting affects appearance. Light Source emits photons Photons travel in a straight line When they hit an object they: bounce off in a new direction.
Lighting & Shading.
CS 480/680 Computer Graphics Shading I Dr. Frederick C Harris, Jr.
Fundamentals of Computer Graphics Part 6 Shading prof.ing.Václav Skala, CSc. University of West Bohemia Plzeň, Czech Republic ©2002 Prepared with Angel,E.:
CS 445 / 645: Introductory Computer Graphics
Shading (introduction to rendering). Rendering  We know how to specify the geometry but how is the color calculated.
University of Texas at Austin CS395T - Advanced Image Synthesis Spring 2007 Don Fussell Reflection Models I Today Types of reflection models The BRDF and.
MIT EECS 6.837, Durand and Cutler Local Illumination.
CSC418 Computer Graphics n Illumination n Lights n Lightinging models.
David Luebke 1 10/26/2015 Lighting CS 445/645 Introduction to Computer Graphics David Luebke, Spring 2003.
Taku KomuraComputer Graphics Local Illumination and Shading Computer Graphics – Lecture 10 Taku Komura Institute for Perception, Action.
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology Basic Rendering Pipeline and Shading Spring 2012.
Illumination and Shading How to shade surfaces based on the position,orientation,characteristics of the surfaces and the light sources illuminating them.
Advanced Illumination Models Chapter 7 of “Real-Time Rendering, 3 rd Edition”
Announcements Office hours today 2:30-3:30 Graded midterms will be returned at the end of the class.
Computer Graphics: Programming, Problem Solving, and Visual Communication Steve Cunningham California State University Stanislaus and Grinnell College.
Illumination and Shading
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
CSCE 641 Computer Graphics: Reflection Models Jinxiang Chai.
Computer Graphics (Spring 2003) COMS 4160, Lecture 18: Shading 2 Ravi Ramamoorthi Guest Lecturer: Aner Benartzi.
UV Mapping After a 3D object has been modeled it must be prepared for texturing. 3D surfaces can be “unwrapped” into a 2D representation with. This process.
Specular Reflection Lecture 27 Mon, Nov 10, 2003.
Local Illumination and Shading
Cornell CS465 Spring 2004 Lecture 4© 2004 Steve Marschner 1 Shading CS 465 Lecture 4.
CS348B Lecture 10Pat Hanrahan, Spring 2005 Reflection Models I Today Types of reflection models The BRDF and reflectance The reflection equation Ideal.
COMPUTER GRAPHICS CS 482 – FALL 2015 OCTOBER 27, 2015 SCATTERING LIGHT SCATTERING PHYSICALLY BASED SCATTERING SUBSURFACE SCATTERING AMBIENT OCCLUSION.
OpenGL Shading. 2 Objectives Learn to shade objects so their images appear three-dimensional Introduce the types of light-material interactions Build.
David Luebke3/16/2016 CS 551 / 645: Introductory Computer Graphics David Luebke
Computer Graphics Lecture 25 Fasih ur Rehman. Last Class Shading.
Physically-based Illumination Models (2) CPSC 591/691.
Reflectance Models CS 319 Advanced Topics in Computer Graphics John C. Hart.
Computer Graphics: Illumination
Illumination and Shading. Illumination (Lighting) Model the interaction of light with surface points to determine their final color and brightness OpenGL.
Computer Graphics (fall,2010) School of Computer Science University of Seoul Minho Kim.
Shading CS 465 Lecture 4 © 2004 Steve Marschner • 1.
Advanced Computer Graphics
Unit-7 Lighting and Shading
Texture Mapping COMP575/COMP770.
Previous lecture Reflectance I BRDF, BTDF, BSDF Ideal specular model
Illumination Model How to compute color to represent a scene
CS-378: Game Technology Lecture #3: Shading Prof. Okan Arikan
Fundamentals of Computer Graphics Part 6 Shading
Isaac Gang University of Mary Hardin-Baylor
Chapter IX Lighting.
Advanced Computer Graphics
Computer Graphics (Fall 2003)
CS 480/680 Computer Graphics Shading.
Computer Animation Surface Materials.
Lighting Calculations
Presentation transcript:

Shading Variation in observed color across an object strongly affected by lighting present even for homogeneous material caused by how a material reflects light depends on geometry lighting material therefore gives cues to all 3 [Philip Greenspun] © 2004 Steve Marschner • 1

Recognizing materials Human visual system is quite good at understanding shading [Dror, Adelson, & Willsky] © 2004 Steve Marschner • 2

metal dielectric Simple materials © 2004 Steve Marschner • 3 Materials - physics -> conductors and insulators (mirrors and glass) - complex interface -> glossy behavior - complex subsurface -> diffuse © 2004 Steve Marschner • 3

Adding microgeometry © 2004 Steve Marschner • 4

Classic reflection behavior ideal specular (Fresnel) rough specular Lambertian © 2004 Steve Marschner • 5

Diffuse reflection Light is scattered uniformly in all directions the surface color is the same for all viewing directions Lambert’s cosine law Top face of cube receives a certain amount of light Top face of 60º rotated cube intercepts half the light In general, light per unit area is proportional to cos  = L . N © 2004 Steve Marschner • 7

Lambertian shading Shading independent of view direction illumination from source diffuse coefficient diffusely reflected light © 2004 Steve Marschner • 8

Lambertian shading Produces matte appearance [Foley et al.] © 2004 Steve Marschner • 9

Diffuse shading © 2004 Steve Marschner • 10

Q Lambertian Shading In which configuration does the Lambertian surface appear brightest? (A) (B) (C) (D) © 2004 Steve Marschner • 11

Specular shading (Phong model) Intensity depends on view direction bright near mirror configuration © 2004 Steve Marschner • 12

Specular shading (Phong model) Intensity depends on view direction bright near mirror configuration © 2004 Steve Marschner • 13

Specular shading (Phong model) Intensity depends on view direction bright near mirror configuration specularly reflected light specular coefficient © 2004 Steve Marschner • 14

Phong model—plots Increasing n narrows the lobe [Foley et al.] © 2004 Steve Marschner • 15

Phong variant: Blinn-Phong Rather than computing reflection directly, just compare to normal bisection property © 2004 Steve Marschner • 16

Specular shading Phong and Blinn-Phong [Foley et al.] © 2004 Steve Marschner • 17

Diffuse + Phong shading © 2004 Steve Marschner • 18

Q Specular Shading In which configuration does the specular surface appear brightest? (A) (B) (C) (D) © 2004 Steve Marschner • 19

reflected ambient light Ambient shading Shading does not depend on anything add constant color to account for disregarded illumination and fill in black shadows ambient coefficient reflected ambient light © 2004 Steve Marschner • 20

Putting it together Usually include ambient, diffuse, Phong in one model The final result is the sum over many lights © 2004 Steve Marschner • 21

Lighting Coefficients Q What are the coefficients for this rendering? kAmbient = 0, kDiffuse = 0, kSpecular = 0 kAmbient = 0, kDiffuse = 0.5, kSpecular = 0.5 kAmbient = 0.5, kDiffuse = 0.5, kSpecular = 0 kAmbient = 0.5, kDiffuse = 0, kSpecular = 0.5 kAmbient = 0, kDiffuse = 0, kSpecular = 0.5

Diffuse + mirror reflection (glazed) (glazed material on floor) © 2004 Steve Marschner • 23

http://www.cs.brown.edu/exploratories/freeSoftware/repository/edu/brown/cs/exploratories/applets/reflection2D/reflection_2d_java_browser.html http://www.cs.princeton.edu/~min/cs426/jar/light.html © 2004 Steve Marschner • 24

© 2004 Steve Marschner • 25

[levoy] © 2004 Steve Marschner • 26

Isotropic vs anisotropic © 2004 Steve Marschner • 27

© 2004 Steve Marschner • 28

© 2004 Steve Marschner • 29

BRDF Q (A) (B) (C) (D)