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CS112:  Shading How to determine the color of each surface point? CS112:  Shading How to determine the color of each surface point?

CS112: Shading How to determine the color of each surface point? - PowerPoint Presentation

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Uploaded On 2023-11-23

CS112: Shading How to determine the color of each surface point? - PPT Presentation

Given a compete 3D scene with viewinglighting conditions and object geometry and material properties fully specified First at Vertices then in the interior of the triangle Shading cgtradercom ID: 1034578

shading light reflectance ambient light shading ambient reflectance phong specular diffuse reflection model triangle normal illumination point color reflected

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1. CS112: Shading

2. How to determine the color of each surface point?Given a compete 3D scene with viewing/lighting conditions and object geometry and material properties fully specifiedFirst at Vertices, then in the interior of the triangleShading[cgtrader.com]

3. Interaction between light and matterPhysics of optics (and thermal radiation)Very complex (e.g., light can bounce off several surfaces before reaching the eye)Geometric opticsLight travels in straight line (in vacuum)Neglects wave effects (e.g., diffraction and interference)Need further approximations for interactive renderingSimple and produces visually plausible resultsNeglecting/approximating indirect illuminationShading

4. Do NOT think of triangulated surfaces All vectors are unit vectorsMonochromatic light (i.e., single wavelength)Shading a Surface PointSurfaceNLθAngle of IncidenceθAngle of ReflectanceVRαP

5. Approximate interreflection (i.e., light bouncing off multiple surfaces)Inaccurate Directionally independent (i.e., equal contribution from all directions)Ia = intensity of ambient lightka = percentage of the light reflected by the objectCoefficient of ambient reflectionAmbient Reflection

6. Approximate “body reflection” of rough surfacesEqual amount of light reflected in all directionsDiffuse Reflection

7. Shading a Surface Point Ip = intensity of lightkd = diffuse coefficient If light is at infinity, L is constant over the whole surfaceSurfaceNLθθRP

8. Ambient and Diffuse Reflection

9. Did not take distance of the source from surface into account d = distance of light from the surfacea, b and c are user defined constantsDiffuse Reflection

10. Falloff of LightIncreasing distance from the light sourcea=0, b=0, c=1a=0.25, b=0.25, c=0.5a=0, b=1, c=0

11. Highlights on shiny surfacesAmount of reflection changes with viewpointThink of a mirror, perfectly specularPhong reflectance modelSpecular Reflection LRLR

12. Phong Reflectance Model : fall off as V moves away from Rn gives the sharpnessLθθVRαP

13. Phong Reflectance ModelComputing the reflected direction R:

14. Only one ambient light sourceMultiple point/directional sourcesAddition of light from different light sourcesCan be slow when there are many light sourcesMultiple Light Sources

15. Ambient

16. Ambient + Diffuse

17. Ambient + Diffuse + Specular

18. Chromatic Light Ambient Light : (IaR, IaG, IaB) Point (IpR, IpG, IpB)May have diffused and specular components(IdR, IdG, IdB) and (IsR, IsG, IsB)Object’s color by a RGB value: (OR, OG, OB)ambient, diffuse and specular components(OaR, OaG, OaB), (OdR, OdG, OdB), (OsR, OsG, OsB)Multiply by object color

19. Chromatic Light Each channel treated independentAmbient : IaCkaOC Diffuse: fattIpCkdOC(N.L)Specular: IpCks(R.V)OC Total for each channelOC(IaCka + fattIpCkd(N.L)+ IpCks(R.V))Different components OaCIaC + fattOdCIdC(N.L)+ OsCIsC(R.V)

20. Multiple Light sourcesOnly one ambient light sourceMultiple point light sourcesAddition of light from different light sources

21. How should we “shade” each pixel using the aforementioned models using the standard interactive rendering pipeline?Shading in Interactive Rendering

22. Evaluate shading model at the vertices of the trianglesNormally in the eye/camera space (after model-view transformation)Use interpolation to color the interior of the triangles during rasterizationDifferent shading methods use interpolation differentlyShading in Interactive Rendering

23. Normal ComputationNormal of a triangle Vertices are in anticlockwise direction with respect to normal Normal of a vertexAverage of all the triangle incident on the vertexABCN

24. Illumination model applied once per triangleUsing normal of the triangleShade the whole triangle uniformlyColor associated with triangles and not verticesConstant/Flat/Faceted Shading

25. Gouraud ShadingInterpolating illumination between verticesCalculate the illumination using vertex normals at verticesBilinear interpolation across the triangle

26. Edges get same color, irrespective of which triangle they are rendered fromShading is continuous at edgesTends to spread sharp illumination spots over the triangleCon: miss specular highlights within trianglesGouraud Shading

27. Not to be confused with the Phong reflectance modelInterpolate the normal across the triangleCalculate the illumination at every pixel during rasterizationUsing the interpolated normalCon: slower than GouraudPro: does not miss specular highlightsGood for shiny specular objectsPhong Shading

28. Gouraud vs. Phong ShadingSpreads highlights across the triangleMisses a highlight completelyGouraudPhongGouraudPhong

29. Flat Shading

30. Gouraud Shading

31. Phong Shading

32. Problem: the Phong reflectance model is NOT physics-based and does not closely resemble real-world materialsBidirectional reflectance distribution functions (BRDFs):Captures the fraction of lightbeing reflected into direction Vwith incident direction LThe Phong reflectance model isone realization of this formulationBeyond Phong Reflectance

33. To be physically plausible, a BRDF needs to beNonnegativeReciprocalEnergy conservingEmpirical modelsPhong, Blinn-PhongWardPhysics-based modelsMicrofacetCook-Torrance, Torrance-Sparrow, …Bidirectional Reflectance Distribution Functions