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
- cosi = l · n if vectors are normalized
- There are also three coefficients, kr, kb, kg that show how much of each color component is reflected
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