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Shading. For Further Reading Angel 7 th Ed: ­Chapter 6 2.

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Presentation on theme: "Shading. For Further Reading Angel 7 th Ed: ­Chapter 6 2."— Presentation transcript:

1 Shading

2 For Further Reading Angel 7 th Ed: ­Chapter 6 2

3 3 Why we need shading Suppose we build a model of a sphere using many polygons and color it with glColor. We get something like But we want

4 4 Shading Why does the image of a real sphere look like Light-material interactions cause each point to have a different color or shade Need to consider ­Light sources ­Material properties ­Location of viewer ­Surface orientation

5 Lab – Design Your Own Shading Write a simple function to compute the light intensity from: ­Light direction ­Normal ­Eye direction You’re actually writing a GLSL shader! But don’t worry, your task is greatly simplified. ­vec3 type has x, y, z component. ­dot(u, v) produces the dot product of u and v. 5

6 6 Scattering Light strikes A ­Some scattered ­Some absorbed Some of scattered light strikes B ­Some scattered ­Some absorbed Some of this scattered light strikes A and so on

7 7 Rendering Equation The infinite scattering and absorption of light can be described by the rendering equation ­Cannot be solved in general ­Ray tracing is a special case for perfectly reflecting surfaces Rendering equation is global and includes ­Shadows ­Multiple scattering from object to object

8 8 Global Effects translucent surface shadow multiple reflection

9 9 Local vs Global Rendering Correct shading requires a global calculation involving all objects and light sources ­Incompatible with pipeline model which shades each polygon independently (local rendering) However, in computer graphics, especially real time graphics, we are happy if things “look right” ­Exist many techniques for approximating global effects

10 10 Light-Material Interaction Light that strikes an object is partially absorbed and partially scattered (reflected) The amount reflected determines the color and brightness of the object ­A surface appears red under white light because the red component of the light is reflected and the rest is absorbed The reflected light is scattered in a manner that depends on the smoothness and orientation of the surface

11 11 Light Sources General light sources are difficult to work with because we must integrate light coming from all points on the source

12 12 Simple Light Sources Point source ­Model with position and color ­Distant source = infinite distance away (parallel) Spotlight ­Restrict light from ideal point source Ambient light ­Same amount of light everywhere in scene ­Can model contribution of many sources and reflecting surfaces

13 13 Surface Types The smoother a surface, the more reflected light is concentrated in the direction a perfect mirror would reflected the light A very rough surface scatters light in all directions smooth surface rough surface

14 14 Phong Model A simple model that can be computed rapidly Has three components ­Diffuse ­Specular ­Ambient Uses four vectors ­To source ­To viewer ­Normal ­Perfect reflector

15 15 Ideal Reflector Normal is determined by local orientation Angle of incidence = angle of relection The three vectors must be coplanar r = 2 (l · n ) n - l

16 16 Lambertian Surface Perfectly diffuse reflector Light scattered equally in all directions Amount of light reflected is proportional to the vertical component of incoming light ­reflected light ~ cos  i ­cos  i = l · n if vectors normalized ­There are also three coefficients, k r, k b, k g that show how much of each color component is reflected

17 17 Specular Surfaces Most surfaces are neither ideal diffusers nor perfectly specular (ideal refectors) Smooth surfaces show specular highlights due to incoming light being reflected in directions concentrated close to the direction of a perfect reflection specular highlight

18 18 Modeling Specular Relections Phong proposed using a term that dropped off as the angle between the viewer and the ideal reflection increased  I r ~ k s I cos   shininess coef absorption coef incoming intensity reflected intensity

19 19 The Shininess Coefficient Values of  between 100 and 200 correspond to metals Values between 5 and 10 give surface that look like plastic cos    90 -90

20 20 Ambient Light Ambient light is the result of multiple interactions between (large) light sources and the objects in the environment Amount and color depend on both the color of the light(s) and the material properties of the object Add k a I a to diffuse and specular terms reflection coef intensity of ambient light

21 21 Distance Terms The light from a point source that reaches a surface is inversely proportional to the square of the distance between them We can add a factor of the form 1/(a + bd +cd 2 ) to the diffuse and specular terms The constant and linear terms soften the effect of the point source

22 22 Light Sources In the Phong Model, we add the results from each light source Each light source has separate diffuse, specular, and ambient terms to allow for maximum flexibility even though this form does not have a physical justification Separate red, green and blue components Hence, 9 coefficients for each point source ­I dr, I dg, I db, I sr, I sg, I sb, I ar, I ag, I ab

23 23 Material Properties Material properties match light source properties ­Nine absorption coefficients k dr, k dg, k db, k sr, k sg, k sb, k ar, k ag, k ab ­Shininess coefficient 

24 Coefficients Simplified OpenGL allows maximum flexibility by giving us: ­9 coefficients for each light source I dr, I dg, I db, I sr, I sg, I sb, I ar, I ag, I ab ­9 absorption coefficients k dr, k dg, k db, k sr, k sg, k sb, k ar, k ag, k ab 24

25 But those are counter-intuitive. Usually it is enough to specify: 3 coefficients for the light source: –I r, I g, I b, –We assume (I dr, I dg, I db ) = (I sr, I sg, I sb ) = (I ar, I ag, I ab ) 6 coefficients for the material: –(k dr, k dg, k db ), ( k sr, k sg, k sb ), –We assume (k dr, k dg, k db ) = ( k ar, k ag, k ab ) –Often, we also have ( k sr, k sg, k sb ) = (1, 1, 1) 25

26 26 Adding up the Components For each light source and each color component, the Phong model can be written (without the distance terms) as I = k d I d l · n + k s I s ( v · r )  + k a I a For each color component we add contributions from all sources

27 27 Example Only differences in these teapots are the parameters in the Phong model

28 Shading in WebGL

29 29 WebGL lighting Need ­Normals ­Material properties ­Lights ­State-based shading functions have been deprecated (glNormal, glMaterial, glLight) ­Compute in application or in shaders Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

30 Example: Cube Lighting

31 31 Adding up the Components For each light source and each color component, the Phong model can be written (without the distance terms) as I = k d I d l · n + k s I s ( v · r )  + k a I a For each color component we add contributions from all sources

32 32 Modified Phong Model The specular term in the Phong model is problematic because it requires the calculation of a new reflection vector and view vector for each vertex Blinn suggested an approximation using the halfway vector that is more efficient Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

33 33 The Halfway Vector h is normalized vector halfway between l and v h = ( l + v )/ | l + v | Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

34 34 Using the halfway vector Replace ( v · r )  by ( n · h )   is chosen to match shininess Note that halfway angle is half of angle between r and v if vectors are coplanar Resulting model is known as the modified Phong or Phong-Blinn lighting model ­Specified in OpenGL standard Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

35 Vertex Shader in HTML (HTML code)HTML code // vertex attributes attribute vec4 vPosition; attribute vec4 vColor; attribute vec4 vNormal; varying vec4 fColor; uniform mat4 modelingMatrix; uniform mat4 viewingMatrix; uniform mat4 projectionMatrix; uniform vec4 lightPosition; uniform vec4 materialAmbient; uniform vec4 materialDiffuse; uniform vec4 materialSpecular; uniform float shininess;

36 Quick Review of Shader Variable Qualifiers Attribute attribute vec4 vNormal; from application varying –copy vertex attributes and other variables from vertex shaders to fragment shaders –values are interpolated by rasterizer varying vec4 fColor; uniform –shader-constant variable from application uniform mat4 modelingMatrix; uniform vec4 lightPosition;

37 (HTML code)HTML code void main() { vec4 L = normalize( lightPosition ); vec4 N = normalize( vNormal ); // Compute terms in the illumination equation vec4 ambient = materialAmbient; float Kd = max( dot(L, N), 0.0 ); vec4 diffuse = Kd * materialDiffuse; fColor = (ambient + diffuse) * vColor; gl_Position = projectionMatrix * viewingMatrix * modelingMatrix * vPosition; }

38 Setting Up Normals and Light (JavaScript code)JavaScript code function quad(a, b, c, d) { var t1 = subtract(vertices[b], vertices[a]); var t2 = subtract(vertices[c], vertices[b]); var normal = cross(t1, t2); var normal = vec4(normal); normal = normalize(normal); pointsArray.push(vertices[a]); colorsArray.push(vertexColors[a]); normalsArray.push(normal); pointsArray.push(vertices[b]); colorsArray.push(vertexColors[b]); normalsArray.push(normal);... } function colorCube() { quad( 1, 0, 3, 2 );... }

39 (JavaScript code)JavaScript code window.onload = function init() { var canvas = document.getElementById( "gl-canvas" );... // Generate pointsArray[], colorsArray[] and normalsArray[] from // vertices[] and vertexColors[]. colorCube(); // normal array atrribute buffer var nBuffer = gl.createBuffer(); gl.bindBuffer( gl.ARRAY_BUFFER, nBuffer ); gl.bufferData( gl.ARRAY_BUFFER, flatten(normalsArray), gl.STATIC_DRAW ); var vNormal = gl.getAttribLocation( program, "vNormal" ); gl.vertexAttribPointer( vNormal, 4, gl.FLOAT, false, 0, 0 ); gl.enableVertexAttribArray( vNormal );

40 (JavaScript code)JavaScript code // uniform variables in shaders modelingLoc = gl.getUniformLocation(program, "modelingMatrix"); viewingLoc = gl.getUniformLocation(program, "viewingMatrix"); projectionLoc = gl.getUniformLocation(program, "projectionMatrix"); gl.uniform4fv( gl.getUniformLocation(program, "lightPosition"), flatten(lightPosition) ); gl.uniform4fv( gl.getUniformLocation(program, "materialAmbient"), flatten(materialAmbient)); gl.uniform4fv( gl.getUniformLocation(program, "materialDiffuse"), flatten(materialDiffuse) ); gl.uniform4fv( gl.getUniformLocation(program, "materialSpecular"), flatten(materialSpecular) ); gl.uniform1f( gl.getUniformLocation(program, "shininess"), materialShininess);

41 (JavaScript code)JavaScript code function render() { modeling = mult(rotate(theta[xAxis], 1, 0, 0), mult(rotate(theta[yAxis], 0, 1, 0), rotate(theta[zAxis], 0, 0, 1))); viewing = lookAt([0,0,-2], [0,0,0], [0,1,0]); projection = perspective(45, 1.0, 1.0, 3.0);... gl.uniformMatrix4fv( modelingLoc, 0, flatten(modeling) ); gl.uniformMatrix4fv( viewingLoc, 0, flatten(viewing) ); gl.uniformMatrix4fv( projectionLoc, 0, flatten(projection) ); gl.drawArrays( gl.TRIANGLES, 0, numVertices ); requestAnimFrame( render ); }

42 A Quick Summary Phong lighting implemented in the vertex shader (inside the HTML file). Added to the WebGL JavaScript code: –(Per-vertex) normal vectors. –Light position –Material properties: ambient, diffuse, specular, shininess. 42

43 43 Normalization Cosine terms in lighting calculations can be computed using dot product Unit length vectors simplify calculation Usually we want to set the magnitudes to have unit length but ­Length can be affected by transformations ­Note that scaling does not preserved length GLSL has a normalization function Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

44 44 Normal for Triangle p0p0 p1p1 p2p2 n plane n ·(p - p 0 ) = 0 n = (p 2 - p 0 ) ×(p 1 - p 0 ) normalize n  n/ |n| p Note that right-hand rule determines outward face Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

45 45 Specifying a Point Light Source For each light source, we can set an RGBA for the diffuse, specular, and ambient components, and for the position var diffuse0 = vec4(1.0, 0.0, 0.0, 1.0); var ambient0 = vec4(1.0, 0.0, 0.0, 1.0); var specular0 = vec4(1.0, 0.0, 0.0, 1.0); var light0_pos = vec4(1.0, 2.0, 3,0, 1.0); Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

46 46 Distance and Direction The source colors are specified in RGBA The position is given in homogeneous coordinates ­If w =1.0, we are specifying a finite location ­If w =0.0, we are specifying a parallel source with the given direction vector The coefficients in distance terms are usually quadratic (1/(a+b*d+c*d*d)) where d is the distance from the point being rendered to the light source Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

47 47 Spotlights Derive from point source ­Direction ­Cutoff ­Attenuation Proportional to cos      Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

48 48 Moving Light Sources Light sources are geometric objects whose positions or directions are affected by the model-view matrix Depending on where we place the position (direction) setting function, we can ­Move the light source(s) with the object(s) ­Fix the object(s) and move the light source(s) ­Fix the light source(s) and move the object(s) ­Move the light source(s) and object(s) independently Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

49 49 Material Properties Material properties should match the terms in the light model Reflectivities w component gives opacity var materialAmbient = vec4( 1.0, 0.0, 1.0, 1.0 ); var materialDiffuse = vec4( 1.0, 0.8, 0.0, 1.0); var materialSpecular = vec4( 1.0, 0.8, 0.0, 1.0 ); var materialShininess = 100.0; Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

50 50 Front and Back Faces Every face has a front and back For many objects, we never see the back face so we don’t care how or if it’s rendered If it matters, we can handle in shader back faces not visibleback faces visible Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

51 51 Polygon Normals Polygons have a single normal ­Shades at the vertices as computed by the Phong model can be almost same ­Identical for a distant viewer (default) or if there is no specular component Consider model of sphere Want different normals at each vertex even though this concept is not quite correct mathematically

52 52 Smooth Shading We can set a new normal at each vertex Easy for sphere model ­If centered at origin n = p Now smooth shading works Note silhouette edge

53 53 Mesh Shading The previous example is not general because we knew the normal at each vertex analytically For polygonal models, Gouraud proposed we use the average of normals around a mesh vertex

54 54 Gouraud and Phong Shading Gouraud Shading ­Find average normal at each vertex (vertex normals) ­Apply Phong model at each vertex ­Interpolate vertex shades across each polygon Phong shading ­Find vertex normals ­Interpolate vertex normals across edges ­Option 1 (faster, but less accurate): Find shades along edges Interpolate edge shades across polygons ­Option 2 (slower but more accurate): Interpolate normals across polygons Find shades (for each pixel)

55 55 Gouraud Low polygon count Gouraud High polygon count

56 56 Comparison If the polygon mesh approximates surfaces with a high curvatures, Phong shading may look smooth while Gouraud shading may show edges Phong shading requires much more work than Gouraud shading ­Usually not available in real time systems Both need data structures to represent meshes so we can obtain vertex normals


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