Title: Lighting
1Lighting
2(No Transcript)
3Wireframe rendering
Filled regions some colouring
Smoothened curves with shading algorithm
Positional Light Note the gradient on the plane
Simple lighting and shading
4Fake shadow Immediately gives a better idea of
what the image represents (i.e. position of
sphere is more apparent)
A bit of texturing enhances the scene
considerable making it look more real-world-like
Global Illumination proper shadows, specular
reflections on objects
5Rendering
- fundamentally concerned with determining the most
appropriate colour (i.e. RGB triple) to assign to
a pixel associated with an object in a scene. - The colour of an object at a point depends on
- geometry of the object at that point (normal
direction) - position, geometry and colour of the light
sources (luminaires) - position and visual response of the viewer
- surface reflectance properties of the object at
that point - scattering by any participating media (e.g.
smoke, rising hot air)
6Lighting a Scene
- All surfaces considered to contribute by emitting
light or reflecting - The color of any point in the scene is determined
by multiple interactions among light sources and
reflective surfaces - Recursive process of light transfer causes subtle
effects such as colour bleeding between adjacent
surfaces - Mathematically represented as an integral
equation the Rendering Equation
7The Rendering Equation
Kajiya 1986
- I(x, x) intensity of light passing from x to
x - (two point transport intensity)
- g(x, x)
- (geometry factor)
- e (x, x) intensity of light emitted by x and
passing to x - r (x, x, x) bi-directional reflectance
scaling factor for light passing from x to x by
reflecting off x - S all surfaces in the scene
8Rendering Algorithms
- Rendering algorithms differ in the assumptions
made regarding lighting and reflectance in the
scene and in the solution space - local illumination algorithms consider lighting
only from the light sources and ignore the
effects of other objects in the scene (i.e.
reflection off other objects or shadowing) - global illumination algorithms account for all
modes of light transport - view dependent solutions determine an image by
solving the illumination that arrives through the
viewport only. - view independent solutions determine the
lighting distribution in an entire scene
regardless of viewing position. Views are then
taken after lighting simulation by sampling the
full solution to determine the view through the
viewport.
9Local vs. Global Illumination
Global
Local
Illumination at a point can depend on any other
point in the scene
Illumination depends on local object light
sources only
10View Dependent Solution (Ray Traced)
Scene Geometry
Solution determined only for directions through
pixels in the viewport
11View Independent (Radiosity)
A single solution for the light distribution in
the entire scene is determined in advance.
Then we can take different snapshots of the
solution from different viewpoints by sampling
the complete solution for specific positions and
directions.
12Global Illumination Algorithms
- Different algorithms solve the illumination
problem with making different assumptions to vary
the speed/accuracy tradeoff. - Z-Buffer Algorithms
- can compute approximate shadows and reflection
from planar surfaces - Ray Tracing Algorithms
- determine exact shadows, reflections and
refractive effects (transparency) assuming point
light sources (no volume). - Radiosity Algorithms
- computes approximate solutions assuming no shiny
surfaces, but light sources can be arbitrarily
large and all surfaces polygonal. - Path Tracing Algorithms
- currently the most powerful methods, employing an
expensive Monte-Carlo solution to handle
arbitrary geometries, reflectance and lighting.
Fast
Slow
13Crystal Glass Rendering using Path Tracing
14Illumination Model
- Lighting is described with models that consider
the interaction of electromagnetic energy with
object surfaces - An illumination model is used to calculate the
intensity of light that we see at a given point
on the surface of an object in a specified
viewing direction - Illumination models are derived from physical
laws that describe surface light intensities
15Illumination Variables
- Light source
- Positions
- Properties
- Object
- position relative to lights
- position relative to other objects
- material properties
- opaque/ transparent, shiny/ dull, texture surface
patterns - Position and orientation of view plane
16A Model for Lighting
- Follow rays from light source
- only light that reaches the viewers eye is ever
seen - direct light is seen as the colour of the light
source - indirect light depends on interaction properties
17Lighting in Computer Graphics
- For Computer graphics we replace viewer with
projection plane - rays which reach COP after passing through
viewing plane are actually seen - colour of pixels is determined by our interaction
model
18Interaction Between Light and Materials
- The nature of interaction is determined by the
material property - colour, smoothness and brightness of an object is
determined by these interactions - Light hitting a surface is either absorbed,
reflected or transmitted through material to
interact with other objects - Shading also depends on the orientation of the
surface
19Specular Surfaces
- Three general groups of interactions
- Specular Surfaces
- appear shiny
- reflected light is scattered in a narrow range of
angles close to angle of reflection - Mirrors are perfectly specular surface all
reflected light is at single angle (angle of
reflection)
20Diffuse Surfaces
- Characterized by
- light scattered in all directions
- rough surfaces
- end up appearing to have consistent chalky
texture - perfectly diffuse surfaces scatter light equally
in all directions
21Translucent Surfaces
- Properties
- allow some light to penetrate and emerge from
another location - an accurate model possibly involves refraction
- some incident light may also be reflected at the
surface
22BRDF
- Bi-directional reflectance distribution function
describes reflected radiance given incident
radiance. i.e. proportion of incoming light that
is reflected
Ideal specular
Ideal diffuse
Rough specular
Directional diffuse