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Shading Variation in observed color across an object

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Presentation on theme: "Shading Variation in observed color across an object"— Presentation transcript:

1 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

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

3 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

4 Adding microgeometry © 2004 Steve Marschner • 4

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

6 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

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

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

9 Diffuse shading © 2004 Steve Marschner • 10

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

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

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

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

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

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

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

17 Diffuse + Phong shading
© 2004 Steve Marschner • 18

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

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

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

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

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

23 © 2004 Steve Marschner • 24

24 © 2004 Steve Marschner • 25

25 [levoy] © 2004 Steve Marschner • 26

26 Isotropic vs anisotropic
© 2004 Steve Marschner • 27

27 © 2004 Steve Marschner • 28

28 © 2004 Steve Marschner • 29

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

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