(Lighting) Shading Illumination Model
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												  Lighting and ShadingChapter 8 Lighting and Shading When we think that we \see" an object in the real world, we are not actually seeing the object itself. Instead, we are seeing light either emitted from or reflected off of that object. The pattern of the light reaching our eyes allows us to reconstruct, in our minds, the form of the object that we are looking at. Consequently, in order to simulate this image formation process in a computer, we need to be able to model lights, materials and geometry. Lights provide a source of illumination, materials determine how light is reflected off of a surface made of this material, and geometry provides the shape of the surface. 47 48 CHAPTER 8. LIGHTING AND SHADING 8.1 Point and parallel lights In the real world, all lights have a finite size and shape, and a location in space. However, we will see later that modeling the surface area of the light in a lighting algorithm can be difficult. It turns out to be much easier, and generally quite effective, to model lights as either being geometric points or as being infinitely far away. A point light has a single location in 3D space, and radiates light equally in all directions. An infinite light is considered to be so far away that all of its light rays are parallel to each other. Thus, an infinite light has no position, but there is a fixed direction for all of its rays. Such a light is sometimes called a parallel light source. uL xL cL cL Point Light Parallel Light A point light is specified by its position xL, and a parallel light is specified by its light direction vector uL.
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												  The Magic Lantern Gazette a Journal of Research Volume 26, Number 1 Spring 2014ISSN 1059-1249 The Magic Lantern Gazette A Journal of Research Volume 26, Number 1 Spring 2014 The Magic Lantern Society of the United States and Canada www.magiclanternsociety.org 2 Above: Fig. 3 and detail. Right and below: Fig. 5 Color figures (see interior pages for complete captions) Cover Article 3 Outstanding Colorists of American Magic Lantern Slides Terry Borton American Magic-Lantern Theater P.O. Box 44 East Haddam CT 06423-0044 [email protected] They knocked the socks off their audiences, these colorists did. They wowed their critics. They created slides that shimmered like opals. They made a major contribution to the success of the best lantern presentations. Yet they received little notice in their own time, and have received even less in ours. Who were these people? Who created the best color for the commercial lantern slide companies? Who colored the slides that helped make the best lecturers into superstars? What were their secrets—their domestic and foreign inspirations, their hidden artistic techniques—the elements that made them so outstanding? What was the “revolution” in slide coloring, and who followed in the footsteps of the revolutionaries? When we speak of “colorists” we are usually referring to The lantern catalogs offered hundreds of pages of black and those who hand-colored photographic magic lantern slides white images—both photographs and photographed illustra- in the years 1850–1940. Nevertheless, for two hundred tions—to be used by the thousands of small-time showmen years, from the 1650s, when the magic lantern was in- operating in churches and small halls.
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												  Opengl 4.0 Shading Language CookbookOpenGL 4.0 Shading Language Cookbook Over 60 highly focused, practical recipes to maximize your use of the OpenGL Shading Language David Wolff BIRMINGHAM - MUMBAI OpenGL 4.0 Shading Language Cookbook Copyright © 2011 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: July 2011 Production Reference: 1180711 Published by Packt Publishing Ltd. 32 Lincoln Road Olton Birmingham, B27 6PA, UK. ISBN 978-1-849514-76-7 www.packtpub.com Cover Image by Fillipo ([email protected]) Credits Author Project Coordinator David Wolff Srimoyee Ghoshal Reviewers Proofreader Martin Christen Bernadette Watkins Nicolas Delalondre Indexer Markus Pabst Hemangini Bari Brandon Whitley Graphics Acquisition Editor Nilesh Mohite Usha Iyer Valentina J. D’silva Development Editor Production Coordinators Chris Rodrigues Kruthika Bangera Technical Editors Adline Swetha Jesuthas Kavita Iyer Cover Work Azharuddin Sheikh Kruthika Bangera Copy Editor Neha Shetty About the Author David Wolff is an associate professor in the Computer Science and Computer Engineering Department at Pacific Lutheran University (PLU).
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												  Phong ShadingComputer Graphics Shading Based on slides by Dianna Xu, Bryn Mawr College Image Synthesis and Shading Perception of 3D Objects • Displays almost always 2 dimensional. • Depth cues needed to restore the third dimension. • Need to portray planar, curved, textured, translucent, etc. surfaces. • Model light and shadow. Depth Cues Eliminate hidden parts (lines or surfaces) Front? “Wire-frame” Back? Convex? “Opaque Object” Concave? 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 Shading implies Curvature Shading Motivation • Originated in trying to give polygonal models the appearance of smooth curvature. • Numerous shading models – Quick and dirty – Physics-based – Specific techniques for particular effects – Non-photorealistic techniques (pen and ink, brushes, etching) 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 Wireframe: Color, no Substance Substance but no Surfaces Why the Surface Normal is Important 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
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												  CS488/688 GlossaryCS488/688 Glossary University of Waterloo Department of Computer Science Computer Graphics Lab August 31, 2017 This glossary defines terms in the context which they will be used throughout CS488/688. 1 A 1.1 affine combination: Let P1 and P2 be two points in an affine space. The point Q = tP1 + (1 − t)P2 with t real is an affine combination of P1 and P2. In general, given n points fPig and n real values fλig such that P P i λi = 1, then R = i λiPi is an affine combination of the Pi. 1.2 affine space: A geometric space composed of points and vectors along with all transformations that preserve affine combinations. 1.3 aliasing: If a signal is sampled at a rate less than twice its highest frequency (in the Fourier transform sense) then aliasing, the mapping of high frequencies to lower frequencies, can occur. This can cause objectionable visual artifacts to appear in the image. 1.4 alpha blending: See compositing. 1.5 ambient reflection: A constant term in the Phong lighting model to account for light which has been scattered so many times that its directionality can not be determined. This is a rather poor approximation to the complex issue of global lighting. 1 1.6CS488/688 antialiasing: Glossary Introduction to Computer Graphics 2 Aliasing artifacts can be alleviated if the signal is filtered before sampling. Antialiasing involves evaluating a possibly weighted integral of the (geometric) image over the area surrounding each pixel. This can be done either numerically (based on multiple point samples) or analytically.
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												  Shading Models15-462, Fall 2004 Nancy Pollard Mark Tomczak Shading Shading Concepts Shading Equations Lambertian, Gouraud shading Phong Illumination Model Non-photorealistic rendering [Shirly, Ch. 8] Announcements • Written assignment #2 due Tuesday – Handin at beginning of class • Programming assignment #2 out Tuesday Why Shade? • Human vision uses shading as a cue to form, position, and depth • Total handling of light is very expensive • Shading models can give us a good approximation of what would “really” happen, much less expensively • Average and approximate Outline • Lighting models (OpenGL oriented) – Light styles – Lambertian shading – Gouraud shading • Reflection models (Phong shading) • Non-Photorealistic rendering Common Types of Light Sources • Ambient light: no identifiable source or direction • Point source: given only by point • Distant light: given only by direction • Spotlight: from source in direction – Cut-off angle defines a cone of light – Attenuation function (brighter in center) • Light source described by a luminance – Each color is described separately T – I = [Ir Ig Ib] (I for intensity) – Sometimes calculate generically (applies to r, g, b) Ambient Light • Intensity is the same at all points • This light does not have a direction (or .. it is the same in all directions) Point Source • Given by a point p0 • Light emitted from that point equally in all directions • Intensity decreases with square of distance One Limitation of Point Sources • Shading and shadows inaccurate • Example: penumbra (partial “soft” shadow) Distant
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												  FAKE PHONG SHADING by Daniel Vlasic Submitted to the DepartmentFAKE PHONG SHADING by Daniel Vlasic Submitted to the Department of Electrical Engineering and Computer Science in Partial Fulfillment of the Requirements for the Degrees of Bachelor of Science in Computer Science and Engineering and Master of Engineering in Electrical Engineering and Computer Science at the Massachusetts Institute of Technology May 17, 2002 Copyright 2002 M.I.T. All Rights Reserved. Author ________________________________________________________ Department of Electrical Engineering and Computer Science May 17, 2002 Approved by ___________________________________________________ Leonard McMillan Thesis Supervisor Accepted by ____________________________________________________ Arthur C. Smith Chairman, Department Committee on Graduate Theses FAKE PHONG SHADING by Daniel Vlasic Submitted to the Department of Electrical Engineering and Computer Science May 17, 2002 In Partial Fulfillment of the Requirements for the Degrees of Bachelor of Science in Computer Science and Engineering And Master of Engineering in Electrical Engineering and Computer Science ABSTRACT In the real-time 3D graphics pipeline framework, rendering quality greatly depends on illumination and shading models. The highest-quality shading method in this framework is Phong shading. However, due to the computational complexity of Phong shading, current graphics hardware implementations use a simpler Gouraud shading. Today, programmable hardware shaders are becoming available, and, although real-time Phong shading is still not possible, there is no reason not to improve on Gouraud shading. This thesis analyzes four different methods for approximating Phong shading: quadratic shading, environment map, Blinn map, and quadratic Blinn map. Quadratic shading uses quadratic interpolation of color. Environment and Blinn maps use texture mapping. Finally, quadratic Blinn map combines both approaches, and quadratically interpolates texture coordinates. All four methods adequately render higher-resolution methods.
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												  Two-Color Double-Cloth Development in Alignment with Subtractive CMYK Color Theory by Deploying Digital TechnologyVolume 11, Issue 2, 2020 Two-color Double-cloth Development in Alignment with Subtractive CMYK Color Theory by Deploying Digital Technology Ken Ri Kim, Lecturer, Loughborough University Trence Kavanagh, Professor, Loughborough University, United Kingdom ABSTRACT This study aims to introduce new aesthetic values of modern double-cloth by resolving the current restriction in woven textile coloration. Previously, realizing pictorial images on both sides of a fabric was experimented with two weft yarns and further possibility was suggested to extend an applicable number of weft yarns for which a prototype of two-color double-cloth was tested and fabricated by employing four weft yarns. In this study, therefore, reproduction of highly complicated patterns in a two-color shading effect is aimed to further develop the current double- cloth design capability. The core principle lies on weave structure design to interweave two sets of warps and wefts into separate layers whilst two distinctive images are designed in alignment with CMYK color theory to enlarge a feasible weave color scope by using the subtractive primary yarn colors. Details of digital weave pattern design and weave structure development are explained based on empirical experiment results. Keywords: Two-color double-cloth, digital weave pattern design, subtractive color theory, double- cloth weave structure, new color expression Introduction number of color resources in weft is also Digital technology employed in modern constrained (Watson & Grosicki, 1997). As a weaving greatly enhanced production result, the color accuracy level to be able to efficiency and convenience (Ishida, 1994). In correspond to high-quality imagery designs modern digital weaving, however, an has been highly limited.
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												  Dental Lab White Paper.PdfLIGHTING LABS DENTAL INDUSTRY’S SECRET ASSET Dental laboratories place high demands on light quality. The LED luminaire TANEO and the efficient TEVISIO magnifier are ideally suited for the needs of a dental laboratory workplace. High light quality The advanced reflection and light control technology produces a diffused, glare- free, even light, relieving the technician’s eyes from strain and fatigue. Lenses can be customized with a choice of the clear prismatic lens or a more translucent style, according to preference. Custom capabilities Dimming capabilities with memory function allow the light intensity to be adapted to the visual task at hand. TANEO also has a state-of-the-art arm system for user-friendly handling. It is easy to adjust, yet remains firmly in place. The most optimal setting can be locked if required. High-quality LED technology Compared with conventional fluorescents delivering the same light output, TANEO consumes 30% less energy thanks to its technically advanced LED technology and intelligent thermal management. Moreover, the long service life of the LEDs ensures up to 50,000 or more hours of maintenance-free operation. TANEO ensures ideal viewing conditions for the laboratory delivering light output of up to 3600 lux and color temperature of 5000K. With a color rendering index of 90 using the translucent lens, colors can be measured and compared, showing contrasts and shading especially well. 2 TANEO offers a robust aluminum arm system designed for years of trouble-free versatility. The spring-balanced arm can be effortlessly adjusted into any position and offers complete rotation without exposed springs or hardware.
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												  Height and Gradient from ShadingMassachusetts Institute of Technology The Artificial Intelligence Laboratory A.I. Memo No. 1105A May 1989 Height and Gradient from Shading Berthold K.P. Horn Abstract: The method described here for recovering the shape of a surface from a shaded image can deal with complex, wrinkled surfaces. Integrability can be enforced easily because both surface height and gradient are represented (A gra- dient field is integrable if it is the gradient of some surface height function). The robustness of the method stems in part from linearization of the reflectance map about the current estimate of the surface orientation at each picture cell (The reflectance map gives the dependence of scene radiance on surface orientation). The new scheme can find an exact solution of a given shape-from-shading prob- lem even though a regularizing term is included. The reason is that the penalty term is needed only to stabilize the iterative scheme when it is far from the correct solution; it can be turned off as the solution is approached. This is a reflection of the fact that shape-from-shading problems are not ill-posed when boundary conditions are available, or when the image contains singular points. This paper includes a review of previous work on shape from shading and photoclinometry. Novel features of the new scheme are introduced one at a time to make it easier to see what each contributes. Included is a discussion of im- plementation details that are important if exact algebraic solutions of synthetic shape-from-shading problems are to be obtained. The hope is that better perfor- mance on synthetic data will lead to better performance on real data.
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												  Binary Shading Using Appearance and GeometryAuthors Draft - Final version published in COMPUTER GRAPHICS forum Binary Shading using Appearance and Geometry Bert Buchholz+ Tamy Boubekeur+ Doug DeCarlo†;∗ Marc Alexa∗ + Telecom ParisTech - CNRS LTCI ∗ TU Berlin † Rutgers University Abstract In the style of binary shading, shape and illumination are depicted using two colors, typically black and white, that form coherent lines and regions in the image. We formulate the problem of assigning colors in the rendered image as an energy minimization, computed using graph cut on the image grid. The terms of this energy come from two sources: appearance (shading) and geometry (depth and curvature). Our contributions are in the use of geometric information in determining colors, and how this information is incorporated into a graph cut approach. This optimization yields boundaries between black and white regions that tend towards being shorter and to run along geometric features like creases. We show a range of results, and demonstrate that this approach produces more coherent images than simpler approaches that make local decisions when assigning colors, or that do not use geometry. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism: Color, shading, shadowing, and texture back rendering of geometric features. As expected, large black or white regions in the drawing correspond to low and high levels of illumination, respectively. Furthermore, high local 1. Introduction contrast in illumination can override the absolute illumina- Depiction of an object requires at least one foreground and tion levels. For instance, a coherent area which is darker one background color.
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