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Basic Illumination

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Color or intensity determined solely by elevation 'depth' of polygon. ... Light bounces off a glossy surface maintaining the color of the light source. ... – PowerPoint PPT presentation

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Title: Basic Illumination


1
Basic Illumination
2
Light Source Independent Models
  • Depth Shading
  • Color or intensity determined solely by
    elevation "depth" of polygon.
  • Darker colors or intensities at lower
    elevations.
  • Effective in modeling terrain or surface data
  • Avoids complex calculations of lighting
    dependent models
  • Simulates realism
  • Depth Cueing
  • Reduce intensity of pixel as the distance from
    the observer increases
  • Simulates reduction in clarity as distances
    from the observer increases
  • Image fades in the distance
  • Often used in medical imaging

3
Light Source Dependent Models
  • What an object looks like depends on
  • Properties of the light source such as color,
    distance from object, direction from object,
    intensity of source
  • Surface characteristics of object such as
    color and reflectance properties
  • Location of the observer
  • Light striking a surface of an object can be
  • Reflected (Diffuse reflection Specular
    reflection)
  • Absorbed
  • Transmitted (Translucent or transparent)
  • Combination of all three

4
Ambient Illumination
  • Ambient light is the illumination of an object
    caused by reflected light from other surfaces.
    To calculate this exactly would be very
    complicated. A simple model assumes ambient
    light is uniform in the environment.
  • Let
  • Ia Ambient light intensity
  • ka Ambient light reflected
  • Then intensity on the surface is described by
  • I Iaka

5
Diffuse Reflection using Lambert's Law
  • Lambert's Law - The intensity of light reflected
    from a surface is proportional to the cosine of
    the angle between the vector L to the light
    source and the normal vector N perpendicular to
    the surface.

The amount of reflected light is dependent on the
position of the light source and the object but
independent of the observer's position.
6
Simple Illumination Model
  • Let
  • I Illumination intensity
  • Ip Point light source intensity (white light)
  • kd Surface reflection coefficient (0?kd ? 1)
  • A simple illumination model I Ipkd(cosß)
  • Since cosß (LN)/(L N), then if L and N
    have unit length then we can use
  • Adding diffuse reflectance to
  • our illumination model
  • I Iaka Ipkd (LN)

7
Light-source Attenuation
  • Thus far we have ignored the inverse square law
    energy decays with the inverse square of the
    distance dL to the light source. Including this
    term we get
  • I Iaka Ipkd (LN)/dL2
  • However, due to our previous assumptions of a
    point light source and uniform ambient light,
    using the dL2 term gives too rapid of a decrease
    in illumination intensity to look realistic. The
    dL2 term is usually replaced by 1/fatt where
  • fatt MIN (1/(c1 c2dL c3dL2), 1)
  • I Iaka Ipkd (NL)fatt

8
Specular Reflection
  • Light bounces off a glossy surface maintaining
    the color of the light source.
  • Visible when the angle of incidence of the light
    from the point light source is equal to the angle
    of reflection toward the observer.
  • For a nonperfect reflector, intensity of
    reflected light decreases rapidly as angle to
    observer increases beyond the angle of incidence.

Position of
V Observer Position N Normal Vector L Light
Src Vector
Max Specular
N
L
Reflection
R
V
ø
ø
ß
9
Phong's Highlighting Term
  • Ipfatt W(ø) cosnß
  • Ip Point light source intensity
  • fatt Light-source Attenuation
  • W(ø) Fraction of specularly reflected light
    (usually a constant, ks)
  • n Specular reflection exponent
  • cos ß R V (if R and V are of unit length)
  • I Iaka Ipkd (NL)fatt Specular Component
  • Specular Component Ipfatt W(ø) cosnß
  • This term represents the amount of the light
    sources color that should be added!

10
Illumination and Color Models
  • The illumination equation for many sources of
    white light is
  • I Iaka ?sources(Ip fatt (kd (NL)
    ks(RV)n))
  • Colored lights have different intensities for
    different wavelengths.
  • A colored object reflects light of some
    wavelengths more than others.
  • Handling the R, G, and B wavelengths separately
    gives a rough (incorrect, but acceptable)
    approximation of this
  • Ambient color (IaR, IaG, IaB), Diffuse color of
    light source (IpR, IpG, IpB)
  • Objects color (OR, OG, OB)
  • IR IaRka OR ?sources(IpR fatt (kdOR(NL)
    ks(RV)n))
  • IG IaGkaOG ?sources(IpG fatt (kdOG(NL)
    ks(RV)n))
  • IB IaBkaOB ?sources(IpB fatt (kdOB(NL)
    ks(RV)n))

11
Too Intense
  • With multiple light sources, it is easy to
    generated values of I gt 1
  • One solution is to set the color value to be
    MAX(I, 1)
  • An object can change color, saturating towards
    white
  • Ex. (0.1, 0.4, 0.8) (0.5, 0.5, 0.5) (0.6,
    0.9, 1.0)
  • Another solution is to renormalize the
    intensities to vary from 0 to 1 if one I gt 1.
  • Requires calculating all Is before rendering
    anything.
  • No over-saturation, but image may be too bright,
    and contrasts a little off.
  • Image-processing on image to be rendered (with
    original Is) will produce better results, but is
    costly.
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