chapter 6.1a
Objectives
- Learn to shade objects so their images appear three-dimensional
- Introduce the types of light-material interactions
- Build a simple reflection model---the Phong model--- that can be used with real time graphics hardware
Why we need shading
- Suppose we build a model of a sphere using many polygons and color it with glColor.
- We get something like the top sphere  but we want the bottom 
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
 
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
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
 
Global Effects

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”
    - Many techniques exist for approximating global effects
 
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
Light Sources
- General light sources are difficult to work with because we must integrate light coming from all points on the

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
 
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

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
 
Ideal Reflector
- Normal is determined by local orientation
- Angle of incidence, l = angle of reflection, r
- The three vectors must be coplanar

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 i
- cos i = l · n if
vectors are normalized i = l · n if
vectors are normalized
- There are also three coefficients, kr, kb, kg that show how much of each color component is reflected
 
- reflected light ~cos 
Specular Surfaces
- Most surfaces are neither ideal diffusers nor perfectly specular (ideal reflectors)
- Smooth surfaces show specular highlights due to incoming light being reflected in directions concentrated close to the direction of a perfect reflection

Modeling Specular Reflections
- Phong proposed using a term that dropped off as the angle between the viewer and the ideal reflection increased

The Shininess Coefficient
- Values of a between 100 and 200 correspond to metals
- Values between 5 and 10 give surface that look like plastic

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 ka, Ia to
diffuse and specular terms
    - ka is the reflection coefficient
- Ia is the intensity of ambient light
 
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/(ad + bd +cd2) to the diffuse and specular terms
- The constant and linear terms soften the effect of the point source

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
    - Idr, Idg, Idb, Isr, Isg, Isb, Iar, Iag, Iab
 
Material Properties
- Material properties match light source
properties
    - Nine absorbtion coefficients
        - kdr, kdg, kdb, ksr, ksg, ksb, kar, kag, kab
 
- Shininess coefficient a
 
- Nine absorbtion coefficients
        
Adding up the Components
- For each light source and each color component, the Phong model can be written (without the distance terms) as
- For each color component we add contributions from all sources
I =kd Id l · n + ks Is (v · r )a + ka Ia

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

