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SI31 Advanced Computer Graphics AGR

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Title: SI31 Advanced Computer Graphics AGR


1
SI31Advanced Computer GraphicsAGR
  • Lecture 5
  • A Simple Reflection Model

2
What is a Reflection Model?
  • A reflection model (also called lighting or
    illumination model) describes the interaction
    between light and a surface, in terms of
  • surface properties
  • nature of incident light
  • Computer graphics uses a simplification of
    accurate physical models
  • objective is to mimic reality to an acceptable
    degree

3
Phong Reflection Model
  • The most common reflection model in computer
    graphics is due to Bui-Tuong Phong - in 1975
  • Has proved an acceptable compromise between
    simplicity and accuracy
  • Largely empirical

4
Diffuse Reflection and Specular Reflection -
Phong Approach
white light
specular reflection (white)
Some light reflected directly from
surface. Other light passes into material.
Particles of pigment absorb certain wavelengths
from the incident light, but also scatter the
light through multiple reflections - some light
emerges back through surface as diffuse
reflection.
diffuse reflection (yellow)
yellow pigment particles
microscopic view
5
Ambient Reflection
  • In addition to diffuse and specular reflection, a
    scene will also include ambient reflection
  • This is caused by light falling on an object
    after reflection off other surfaces
  • eg in a room with a light above a table, the
    floor below the table will not be totally black,
    despite having no direct illumination - this is
    reflection of ambient light

6
Reflection Model - Ambient Light
hemisphere of ambient light
surface
P
Ia Intensity of ambient light Ka
Ambient-reflection coefficient I Reflected
intensity ?? wavelength of light
I ( ??) Ka ( ??)Ia(???)
7
Ambient Lighting
8
Reflection Model - Diffuse Reflection
light source
light source
P
P
Light reflected equally in all directions -
intensity dependent on angle ? between light
source and surface normal Lamberts cosine law
I I cos ? where I is intensity of light source
light source
N
L
?
surface
9
Reflection Model - Diffuse Reflection
light source
N
L
?
surface
Light reflected equally in all directions,
with intensity depending on angle ? between light
and surface normal
I Intensity of light source N Surface
normal L Direction of light source Kd
Diffuse-reflection coefficient I Reflected
intensity
I Kd ( cos ??) I
10
Reflection Model - Diffuse Reflection
light source
  • The angle between two vectors is given by their
    dot product cos ? L . N (assume L, N are unit
    length)
  • The coefficient Kd depends on the wavelength ??of
    the incoming light

N
L
?
surface
I ( ? ) Kd(?) ( L . N ) I(?)
11
Ambient and Diffuse
12
Reflection Model - Specular Reflection
N
light source
R
P
In perfect specular reflection, light is
only reflected along the unique direction
symmetric to the incoming light
13
Reflection Model - Specular Reflection
N
light source
R
P
In practice, light is reflected within a small
angle of the perfect reflection direction - the
intensity of the reflection tails off at the
outside of the cone. This gives a narrow
highlight for shiny surfaces, and a broad
highlight for dull surfaces.
14
Reflection Model - Specular Reflection
  • Thus we want to model intensity, I, as a
    function of angle between viewer and R, say ?,
    like this

I
?
with a sharper peak for shinier surfaces, and
broader peak for dull surfaces.
15
Reflection Model - Specular Reflection
  • Phong realised this effect can be modelled by
  • (cos ? )n
  • with a sharper peak for larger n

I
n1
n10
?
16
Reflection Model - Specular Reflection
light source
N
R
L
eye
?
V
surface
Intensity depends on angle between eye
and reflected light ray
I Intensity of light source V View
direction R Direction of perfect reflected
light Ks Specular-reflection coefficient I
Reflected intensity
I Ks( cos ??)n I
n varies with material large n shiny small n
dull
17
Reflection Model - Specular Reflection
light source
N
R
L
eye
?
V
surface
Using cos ?? R . V (R, V unit vectors), we have
I (?) Ks ( R . V )n I(?)
Note Ks does not depend on the wavelength ? -
hence colour of highlight is same as source
18
Ambient, Diffuse and Specular
19
Reflection Model - Ambient, Diffuse and Specular
light source
N
R
L
eye
?
V
?
surface
I(?) Ka(?)Ia(?) ( Kd(?)( L . N ) Ks( R .
V )n ) I(?)
20
Example - Ambient Reflection
21
Example - Ambient and Diffuse
22
Ambient, Diffuse and Specular
23
Reflection Model - Effect of Distance
light source
d
surface
The intensity of light reaching a surface
decreases with distance - so we use typically
I
K1, K2, K3 constant - often K21, K30
K1 K2d K3d2
24
Final Reflection Model
light source
N
R
L
eye
?
V
d
?
surface
This needs to be applied for every light source
in the scene
25
Phong illumination model Ks 0.0 to 1.0, Kd 0.0
to 1.0 (Ka 0.7, n 10.0)
Ks
Kd
26
Phong Illumination Model Ks 0.0 to 1.0 n 10.0
to 810.0 (Ka 0.7, Kd 1.0)
n
Ks
27
Phong Model in Practice
  • In practice, some simplifications are made to the
    model for sake of efficiency
  • For example, ambient light is sometimes assumed
    to be a constant
  • Other simplifications are
  • lights at infinity
  • simple colour model

28
Practicalities - Effect of Distance
  • There are advantages in assuming light source and
    viewer are at infinity
  • L and V are then fixed for whole scene and
    calculations become simpler
  • Lights at infinity are called directional lights
  • Lights at a specified position are called
    positional, or point, lights

29
Practicalities - Calculating R
N
  • R L 2 ( N.L ) N
  • hence
  • R 2 ( N.L )N - L
  • In practice, implementations often compute H (
    L V ) / 2
  • and replace (R.V) with (H.N)
  • these are not the same, but compensation is made
    with choice of n (angle between N and H is half
    angle between R and V - if vectors coplanar)

R
L
R
H
N
V
L
R
30
Practicalities - Calculating R
  • As noted, if viewer and light source both
    sufficiently far from surface, then V and L are
    constant over scene - and so H (LV)/2 just
    needs to be calculated once
  • H is often called the halfway vector

31
Practicalities - Effect of Colour
  • The Phong reflection model gives reflection for
    each wavelength ? in visible spectrum
  • In practice, we assume light to be composed as a
    mixture of RGB (red, green, blue) components -
    and reflection model is applied for each
    component
  • Coefficients of ambient-reflection (Ka) and
    diffuse-reflection (Kd) have separate components
    for RGB
  • Coefficient of specular-reflection (Ks) is
    independent of colour

32
Acknowledgements
  • Thanks to Alan Watt for the images
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