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Premium member Presentation Transcript Light and Rendering: Light and Rendering CS5600 Computer Graphics Rich Riesenfeld Spring 2006 Lecture Set 12Lighting Models: Lighting Models Shading Schemes: Shading Schemes Flat Shading: same shade to entire polygon Shading Schemes: Shading Schemes Gouraud Shading: smoothly blended intensity across each polygonShading Schemes: Shading Schemes Phong Shading: interpolated normals to compute intensity at each point Bui Toung Phong ThesisScan Convert Polygon P: Scan Convert Polygon P Intensity Interpolation: Compute by direction evaluation of illumination expression, whichever formula is being used Intensity InterpolationUsing Average Normals: Using Average Normals N = true (geometric) normalUsing Average Normals: Using Average NormalsUsing Average Normals: Using Average NormalsWhat should corner normals be?: What should corner normals be? More generally, Relevant Light (unit) Vectors: Relevant Light (unit) Vectors Point light source direction Surface Normal Reflection direction Viewpoint directionComputing R Vector: Computing R Vector Computing R Vector: Computing R Vector Computing R Vector: Computing R Vector Flat (Cosine) Shading: Flat (Cosine) Shading Compute constant shading function, over each polygon, based on simple cosine term Same normal and light vector across whole polygon Constant shading for polygon Flat (Cosine) Shading: Flat (Cosine) Shading Where, , for unit N, L intensity of point light source diffuse reflection coefficientIntensity Interpolation (Gouraud): Intensity Interpolation (Gouraud)Slide19: Normal Interpolation (Phong)Slide20: Normal Interpolation (Phong) Normalizing makes this a unit vector Illumination Formula (1/2): Illumination Formula (1/2)Illumination Formula (2/2): Illumination Formula (2/2) Where, a denotes ambient term d denotes diffuse term s denotes specular term O denotes object k denotes constant I denotes intensityEffect of Exponent Parameter: Effect of Exponent Parameter As n increases, highlight is more concentrated, surface appears glossierMach Band Illusion: Mach Band IllusionEx: Mach Band Illusion: Ex: Mach Band IllusionEx: Mach Band Illusion: Ex: Mach Band Illusion Mach Bands measured signal perceived signalMach Band Illusion: Mach Band Illusion How can we avoid the illusion in this image? How do we make the fields appear flat?Mach Band Illusion: Mach Band Illusion Ex: rotating colors eliminate effectMach Band Illusion: Mach Band Illusion Example (intensity fields are flat!)Lateral Inhibition: Lateral Inhibition Mach Band Illusion is explained by Lateral Inhibition Neighboring visual sensors are connected When one fires, it inhibits its next door neighbors from firingLateral Inhibition: Lateral Inhibition How does Lateral Inhibition work? Eye sees only difference from surrounding area Eye is a differencing mechanism, a differentiator, an edge detector, a motion detectorSimultaneous Contrast: Simultaneous ContrastSimultaneous Contrast: Simultaneous ContrastSimultaneous Contrast: Simultaneous ContrastSimultaneous Contrast: Simultaneous ContrastSimultaneous Contrast: Simultaneous Contrast Georgia O’Keefe, “New York Street with Moon” Motion Illusion: Motion Illusion Illusion Clips of Edward H. Adelson, MITIllusions Clips of E. H. Adelson, MIT: Illusions Clips of E. H. Adelson, MITIllusions Clips of E. H. Adelson, MIT: Illusions Clips of E. H. Adelson, MITMotion Illusion: Motion Illusion Illusion caused by saccadic eye movementsMotion Illusion: Motion IllusionConcentric Circles or Spirals?: Concentric Circles or Spirals?Imposition of Assumptions: Imposition of AssumptionsVasarely: Optical Art: Vasarely: Optical ArtVasarely: Optical Art (2): Vasarely: Optical Art (2)Vasarely: Optical Art (3): Vasarely: Optical Art (3)Vasarely: Optical Art (4): Vasarely: Optical Art (4)Two Categories of Shadows: Two Categories of Shadows Two kinds of shadows to consider: study a flag pole The shaded side of the pole is under shadow The pole casts a shadow on the ground.Two Categories of Shadows: Two Categories of Shadows Progress in Shadows(2): Progress in Shadows(2) Eye at light source gives no shadows Separate eye and point source of light Do VSD twice: from light (mark stuff not visible) from eye (shade appropriately)Progress in Shadows: Progress in Shadows Shadow Volumes (Frank Crow) Weiler-Atherton Intersect all polygons againts all others… Big process, not stable, conceptially elegantProgress in Shadows (3): Progress in Shadows (3) Many algorithms, particularly Hechtbert’s “events” General problem: area lights (luminaires) and area blockers Answer can be found in 4D, or higherSlide53: Soft Shadows Complicated structure Seek an analytic solution Point source Area sourceSimple Case: One Blocker: Simple Case: One Blocker Analytic solution involves splines in 4 dimensionsSlide55: Diffuse Scene Direct lighting Indirect lightingLighting Effects (1): Lighting Effects (1) Multiple Lights Spectral Absorption Texture Surface Irregularities Transparency RefractionLighting Effects (2): Lighting Effects (2) Atmospheric Effects Subsurface Interaction Shadows Directional Variations (anisotropic) Reflections Environment mapping Lighting Effects (3): Lighting Effects (3) Directional Light Color Bleeding Camera EffectsRay Tracing: Ray Tracing Classical geometric optics technique Extremely versatile Historically viewed as expensive Good for special effects Computationally intensive Can do sophisticated graphicsRay Tracing: Ray Tracing Screen-space point Film plane point in canonical view volume World-space ray Environment Mapping: Environment MappingRadiosity: Radiosity Considers all light in entire environment Gives indirect lighting Every surface can be an “emitter” Big linear system to solveRadiosity: Radiosity Break up sceen into a system of interacting polygons: Early Cornell Radiosity Image: Early Cornell Radiosity Image Extraordinary image of indirect lighting. Image has color bleeding and warm glowEarly Cornell Radiosity Image: Early Cornell Radiosity ImageEnd Light and Rendering: End Light and Rendering 67 Lecture Set 12 You do not have the permission to view this presentation. In order to view it, please contact the author of the presentation.
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Premium member Presentation Transcript Light and Rendering: Light and Rendering CS5600 Computer Graphics Rich Riesenfeld Spring 2006 Lecture Set 12Lighting Models: Lighting Models Shading Schemes: Shading Schemes Flat Shading: same shade to entire polygon Shading Schemes: Shading Schemes Gouraud Shading: smoothly blended intensity across each polygonShading Schemes: Shading Schemes Phong Shading: interpolated normals to compute intensity at each point Bui Toung Phong ThesisScan Convert Polygon P: Scan Convert Polygon P Intensity Interpolation: Compute by direction evaluation of illumination expression, whichever formula is being used Intensity InterpolationUsing Average Normals: Using Average Normals N = true (geometric) normalUsing Average Normals: Using Average NormalsUsing Average Normals: Using Average NormalsWhat should corner normals be?: What should corner normals be? More generally, Relevant Light (unit) Vectors: Relevant Light (unit) Vectors Point light source direction Surface Normal Reflection direction Viewpoint directionComputing R Vector: Computing R Vector Computing R Vector: Computing R Vector Computing R Vector: Computing R Vector Flat (Cosine) Shading: Flat (Cosine) Shading Compute constant shading function, over each polygon, based on simple cosine term Same normal and light vector across whole polygon Constant shading for polygon Flat (Cosine) Shading: Flat (Cosine) Shading Where, , for unit N, L intensity of point light source diffuse reflection coefficientIntensity Interpolation (Gouraud): Intensity Interpolation (Gouraud)Slide19: Normal Interpolation (Phong)Slide20: Normal Interpolation (Phong) Normalizing makes this a unit vector Illumination Formula (1/2): Illumination Formula (1/2)Illumination Formula (2/2): Illumination Formula (2/2) Where, a denotes ambient term d denotes diffuse term s denotes specular term O denotes object k denotes constant I denotes intensityEffect of Exponent Parameter: Effect of Exponent Parameter As n increases, highlight is more concentrated, surface appears glossierMach Band Illusion: Mach Band IllusionEx: Mach Band Illusion: Ex: Mach Band IllusionEx: Mach Band Illusion: Ex: Mach Band Illusion Mach Bands measured signal perceived signalMach Band Illusion: Mach Band Illusion How can we avoid the illusion in this image? How do we make the fields appear flat?Mach Band Illusion: Mach Band Illusion Ex: rotating colors eliminate effectMach Band Illusion: Mach Band Illusion Example (intensity fields are flat!)Lateral Inhibition: Lateral Inhibition Mach Band Illusion is explained by Lateral Inhibition Neighboring visual sensors are connected When one fires, it inhibits its next door neighbors from firingLateral Inhibition: Lateral Inhibition How does Lateral Inhibition work? Eye sees only difference from surrounding area Eye is a differencing mechanism, a differentiator, an edge detector, a motion detectorSimultaneous Contrast: Simultaneous ContrastSimultaneous Contrast: Simultaneous ContrastSimultaneous Contrast: Simultaneous ContrastSimultaneous Contrast: Simultaneous ContrastSimultaneous Contrast: Simultaneous Contrast Georgia O’Keefe, “New York Street with Moon” Motion Illusion: Motion Illusion Illusion Clips of Edward H. Adelson, MITIllusions Clips of E. H. Adelson, MIT: Illusions Clips of E. H. Adelson, MITIllusions Clips of E. H. Adelson, MIT: Illusions Clips of E. H. Adelson, MITMotion Illusion: Motion Illusion Illusion caused by saccadic eye movementsMotion Illusion: Motion IllusionConcentric Circles or Spirals?: Concentric Circles or Spirals?Imposition of Assumptions: Imposition of AssumptionsVasarely: Optical Art: Vasarely: Optical ArtVasarely: Optical Art (2): Vasarely: Optical Art (2)Vasarely: Optical Art (3): Vasarely: Optical Art (3)Vasarely: Optical Art (4): Vasarely: Optical Art (4)Two Categories of Shadows: Two Categories of Shadows Two kinds of shadows to consider: study a flag pole The shaded side of the pole is under shadow The pole casts a shadow on the ground.Two Categories of Shadows: Two Categories of Shadows Progress in Shadows(2): Progress in Shadows(2) Eye at light source gives no shadows Separate eye and point source of light Do VSD twice: from light (mark stuff not visible) from eye (shade appropriately)Progress in Shadows: Progress in Shadows Shadow Volumes (Frank Crow) Weiler-Atherton Intersect all polygons againts all others… Big process, not stable, conceptially elegantProgress in Shadows (3): Progress in Shadows (3) Many algorithms, particularly Hechtbert’s “events” General problem: area lights (luminaires) and area blockers Answer can be found in 4D, or higherSlide53: Soft Shadows Complicated structure Seek an analytic solution Point source Area sourceSimple Case: One Blocker: Simple Case: One Blocker Analytic solution involves splines in 4 dimensionsSlide55: Diffuse Scene Direct lighting Indirect lightingLighting Effects (1): Lighting Effects (1) Multiple Lights Spectral Absorption Texture Surface Irregularities Transparency RefractionLighting Effects (2): Lighting Effects (2) Atmospheric Effects Subsurface Interaction Shadows Directional Variations (anisotropic) Reflections Environment mapping Lighting Effects (3): Lighting Effects (3) Directional Light Color Bleeding Camera EffectsRay Tracing: Ray Tracing Classical geometric optics technique Extremely versatile Historically viewed as expensive Good for special effects Computationally intensive Can do sophisticated graphicsRay Tracing: Ray Tracing Screen-space point Film plane point in canonical view volume World-space ray Environment Mapping: Environment MappingRadiosity: Radiosity Considers all light in entire environment Gives indirect lighting Every surface can be an “emitter” Big linear system to solveRadiosity: Radiosity Break up sceen into a system of interacting polygons: Early Cornell Radiosity Image: Early Cornell Radiosity Image Extraordinary image of indirect lighting. Image has color bleeding and warm glowEarly Cornell Radiosity Image: Early Cornell Radiosity ImageEnd Light and Rendering: End Light and Rendering 67 Lecture Set 12