CAP 4703 Computer Graphic Methods - PowerPoint PPT Presentation

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CAP 4703 Computer Graphic Methods

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Recusrively applying the effect from a source to the viewer yields the ... ks is shininess coefficient. OpenGL Shading. Polygonal shading ... – PowerPoint PPT presentation

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Title: CAP 4703 Computer Graphic Methods


1
CAP 4703Computer Graphic Methods
  • Prof. Roy Levow
  • Chapter 6

2
Light and Matter
  • Surface may
  • emit light
  • reflect light
  • Rendering equation
  • Recusrively applying the effect from a source to
    the viewer yields the
  • Equation cannot be solved in general
  • Approximate approaches can be computationally
    intensive

3
Approximations
  • Ray tracing
  • trace light from source to eye
  • most rays dont reach the eye
  • Radiosity
  • Treat surfaces as small regions each emitting
    fixed light
  • Calculate emission independent of viewer
  • Simplified ray tracing
  • Single interaction between light source and each
    surface

4
Light and Surfaces
5
Interaction with Surfaces
  • Specular surface
  • Similar to mirror
  • Light leaves atsame angle as entry

6
Interaction with Surfaces (cont)
  • Diffuse Surface
  • Light leaves inall directions

7
Interaction with Surfaces (cont)
  • Translucent Surface
  • some light penetrates surface
  • leaves at modified angle refraction
  • some reflected

8
Light Sources
  • Six variable illumination function
  • I(x,y,x,theta, phi, lambda)
  • Generally too complex to compute for all points

9
Light Sources
  • Consider four simpler light sources
  • Ambient lighting
  • Omnidirectional constant everywhere
  • Point source
  • Radiates in all directions
  • Spot lights
  • Small cone of constant light
  • Distant light
  • rays are parallel

10
Color Sources
  • Describe color with 3-dimensional RGB vector
  • (Ir, Ig, Ib)T

11
Characteristics of Light Sources
  • Ambient light
  • every point in scene receives same light in every
    direction
  • Point source
  • Intensity decreases with inverse square of
    distance
  • Often approximate with form
  • (a bd cd2)-1 where d is distance to soften
    effect

12
Characteristics of Light Sources
  • Spot light
  • Light limited to cone of angle
  • diminishes toward edges of cone as
  • cose(theta) for some value of e
  • intensity as for point source
  • Distant source
  • constant intensity
  • fixed direction

13
Phong Reflection Model
  • Described by 4 vectors
  • n normal to p
  • v to viewer
  • l to source
  • r reflected ray

14
Phong Reflection Model
  • Supports
  • ambient
  • diffuse
  • specular
  • or combination of these
  • Uses 3 x 3 matrix
  • columns for r g b
  • rows for ambient, diffuse, specular
  • Color source and reflection matrices

15
Phong Reflection Model
  • resulting intensity is sum or products of
    corresponding terms
  • Iir RiraLiraRirdLirdRirsLirs
  • IiraIirdIirs
  • for red, etc
  • Sum over all points for complete effect

16
Ambient Reflection
  • Ra ka, 0 lt ka lt 1
  • a fraction of light is reflected
  • one coefficient for each color

17
Diffuse reflection
  • Lambertian surfaces
  • reflect only vertical component
  • Rd proportional to cos(theta)
  • Id kd (l . n) Ld / (a bd cd2)

18
Specular Reflection
  • Phong model equation
  • Is ks Ls (R . v)a
  • ks is shininess coefficient

19
OpenGL Shading
  • Polygonal shading
  • Generate shading on individual polygons
  • Flat shading
  • glShadeModel(GL_FLAT)
  • select one vertex of polygon for normal
  • same color throughout polygon
  • tends to produce artificial looking surfaces with
    distinctly colored regions
  • eye is very sensitive to change
  • Mach Bands

20
Flat Shading
21
Interpolative and Gourand Shading
  • GL_SMOOTH
  • average normals
  • example plates 4 5
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