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Lighting

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Global Illumination: 'proper' shadows, specular reflections on objects ... Mirrors are perfectly specular surface: all reflected light is at single angle ... – PowerPoint PPT presentation

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Title: Lighting


1
Lighting
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(No Transcript)
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Wireframe rendering
Filled regions some colouring
Smoothened curves with shading algorithm
Positional Light Note the gradient on the plane
Simple lighting and shading
4
Fake 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
5
Rendering
  • 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)

6
Lighting 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

7
The 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

8
Rendering 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.

9
Local 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
10
View Dependent Solution (Ray Traced)
Scene Geometry
Solution determined only for directions through
pixels in the viewport
11
View 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.
12
Global 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
13
Crystal Glass Rendering using Path Tracing
14
Illumination 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

15
Illumination 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

16
A 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

17
Lighting 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

18
Interaction 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

19
Specular 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)

20
Diffuse 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

21
Translucent 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

22
BRDF
  • 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
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