Surface Shading: Materials

Surface Shading: Materials

Surface shading: materials Computer Graphics CSE 167 Lecture 5 CSE 167: Computer Graphics • Global illumination • Local illumination • Surface shading – Materials – Lights CSE 167, Winter 2018 2 Rendering Pipeline Scene data Modeling and viewing • Position object in 3D transformation • Determine colors of vertices Shading – Per vertex shading Projection • Map triangles to 2D •Draw triangles Scan conversion, – Per pixel shading visibility Image CSE 167, Winter 2018 3 Appearance: lighting, surface reflectance, and shading CSE 167, Winter 2018 4 Global illumination • Photorealistic rendering using physics‐based simulation – Multiple bounces of light • Direct (from light source) and indirect (from light reflected by other surfaces) illumination • Computationally expensive (minutes per image) • Used in movies, architectural design, etc. CSE 167, Winter 2018 5 Based on slides courtesy of Jurgen Schulze Global illumination CSE 167, Winter 2018 6 Local illumination • Not a physics‐based simulation • Uses simplified models that reproduce perceptually most important effects – One bounce of light • Direct (from light source) illumination – Indirect illumination with an “ambient” term • Computationally very fast • Used in interactive applications CSE 167, Winter 2018 7 Local illumination CSE 167, Winter 2018 8 Local illumination • Model reflection of light at surfaces – Assumption: no subsurface scattering • Bidirectional reflectance distribution function (BRDF) – Given light direction, viewing direction, how much light is reflected towards the viewer – For any pair of light/viewing directions! CSE 167, Winter 2018 9 Local illumination • Simplified model – Sum of 3 components – Covers a large class of real surfaces diffuse specular ambient CSE 167, Winter 2018 10 Local illumination • Simplified model – Sum of 3 components – Covers a large class of real surfaces diffuse specular ambient CSE 167, Winter 2018 11 Diffuse reflection • Ideal diffuse material reflects light equally in all directions • View‐independent • Matte, not shiny materials – Paper – Unfinished wood – Unpolished stone CSE 167, Winter 2018 12 Diffuse reflection • Beam of parallel rays shining on a surface – Area covered by beam varies with the angle between the beam and the normal – The larger the area, the less incident light per area – Incident light per unit area is proportional to the cosine of the angle between the normal and the light rays • Object darkens as normal turns away from light • Lambert’s cosine law (Johann Heinrich Lambert, 1760) • Diffuse surfaces are also called Lambertian surfaces n n n CSE 167, Winter 2018 13 Diffuse reflection • Given – Unit surface normal n – Unit light direction L – Material color (albedo) kd – Light color cl • Reflected color cd is given by Do not allow angles less than 0 (light is behind back of surface) CSE 167, Winter 2018 14 Diffuse reflection • Notes – Material color (albedo) kd and light color cl are r,g,b vectors – Need to compute r,g,b values of reflected color cd separately CSE 167, Winter 2018 15 Surface normals • Important to bring out 3D appearance • Important for correct shading under lights • The way shading is done also Flat important – Flat: Each facet has single normal – Smooth: Each vertex has a single normal, interpolate normal vectors to determine normal at point on facet CSE 167, Winter 2018Smooth 16 Diffuse reflection • Provides visual cues – Surface curvature – Depth variation Lambertian (diffuse) sphere under different lighting directions CSE 167, Winter 2018 17 Local illumination • Simplified model – Sum of 3 components – Covers a large class of real surfaces diffuse specular ambient CSE 167, Winter 2018 18 Specular reflection • Shiny surfaces – Polished metal – Glossy car finish – Plastics • Specular highlight – Blurred reflection of the light source – Position of highlight depends on viewing direction Specular highlight CSE 167, Winter 2018 19 Specular reflection • Ideal specular reflection is mirror reflection – Perfectly smooth surface – Incoming light ray is bounced in single direction – Angle of incidence equals angle of reflection CSE 167, Winter 2018 20 Projection of vector on another vector CSE 167, Winter 2018 21 Law of reflection • Angle of incidence equals angle of reflection CSE 167, Winter 2018 22 Specular reflection • Many materials are not perfect mirrors – Glossy materials Glossy teapot CSE 167, Winter 2018 23 Glossy materials • Assume surface composed of small mirrors with random orientation (micro‐facets) • Smooth surfaces – Micro‐facet normals close to surface normal – Sharp highlights • Rough surfaces – Micro‐facet normals vary strongly – Blurry highlight Polished Smooth Rough Very rough CSE 167, Winter 2018 24 Glossy surfaces • Expect most light to be reflected in mirror direction • Because of micro‐facets, some light is reflected slightly off ideal reflection direction • Reflection – Brightest when view vector is aligned with reflection – Decreases as angle between view vector and reflection direction increases CSE 167, Winter 2018 25 Phong shading model • Developed by Bui Tuong Phong in 1973 • Specular reflectance coefficient ks • Phong exponent p – Greater p means smaller (sharper) highlight CSE 167, Winter 2018 26 Phong shading model CSE 167, Winter 2018 27 Local Illumination • Simplified model – Sum of 3 components – Covers a large class of real surfaces diffuse specular ambient CSE 167, Winter 2018 28 Ambient light • In real world, light is bounced all around scene • Could use global illumination techniques to simulate • Simple approximation – Add constant ambient light at each point: kaca • Ambient light color ca • Ambient reflection coefficient ka • Areas with no direct illumination are not completely dark CSE 167, Winter 2018 29 Complete Phong shading model • Phong model supports multiple light sources • All light colors c and material coefficients k are 3‐component vectors for red, green, blue Sum over all ∙ ∙ light sources Image by Brad Smith CSE 167, Winter 2018 30.

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