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CSE 681 Illumination continued

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1. luminous flux at any point on a surface exposed to incident light ... Take the cross product (also called the curl) Will this always work? Collinear points ... – PowerPoint PPT presentation

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Title: CSE 681 Illumination continued


1
CSE 681Illumination continued
2
Light Material Properties Examples
  • increasing diffuse

increasing ambient
increasing specular
3
Material Properties
4
Terminology Again
  • Illumination 1. luminous flux at any point on a
    surface exposed to incident light (direct or
    indirect)
  • Lighting1. The method used to provide
    artificial illumination
  • Shading 1. Produce gradations of light or
    color2. Process of assigning colors to pixels

But youll hear them interchanged frequently!
5
Polygonal Objects
6
Face Normals
7
Face Normals
  • Given The vertices of a face
  • Problem How can we compute the normal to the
    face?
  • A face sits in an infinite plane what is the
    plane equation?
  • A x B y C z D 0
  • N ?(A, B, C, D), for some real scalar ? why?
  • If P (x, y, z, 1) is a point on the plane then
    the planar equation is just N P 0

8
Compute The Normal
  • Triangle Plug and chug three points into the
    plane equation and solve for A, B, C, and D

Simple
Ugh ?
9
Compute the Normal
  • Take three consecutive points
  • Define two vectors at the middle point
  • Take the cross product (also called the curl)
  • Will this always work?
  • Collinear points

10
Surface Normals
  • How do you define normals at the vertices of a
    polygon mesh?



11
Surface Normal
Take the average of the face normals incident on
the vertex???
12
Normal List
13
Flat Shading
  • One normal per face
  • Assumes that the viewer and light source are at
    an infinite distance
  • Compute one color and apply it to the entire face
  • I.e., compute illumination equation once per face

14
Gouraud (Smooth) Shading
  • One normal per vertex
  • Compute illumination equation at each vertex
  • Interpolate colors at the vertices across the
    face
  • For triangles use barycentric coordinates for the
    interpolation

15
Phong Shading
  • One normal per vertex ... However
  • Interpolate normals across the face
  • Compute illumination equation at each internal
    point

16
Directional Light Sources
  • All rays have a common direction, and no point
    of origin
  • The light source seems infinitely far away from
    surface
  • The sun is a good example
  • Light rays are parallel Þ Light vector the same
    for all surface point

17
Point Light Sources
  • Emits rays in radial directions
  • An approximation for a light bulb
  • Light vector changes across surface points

18
Spotlight Effect
  • Cone-shaped spotlight
  • A lamp
  • Defined just like a camera
  • C position
  • D direction
  • g cut-off angle

19
Light Properties
  • Compute illumination separately for each
    wavelength
  • Red, green, and blue components
  • Compute light properties separately
  • La, Ld, Ls
  • Compute material properties separately
  • ka, kd, ks
  • Normalize these values, e.g. 0 (r, g, b) 1
  • Express values as values

20
Complex Reflection Functions
BRDF Bidirectional Reflectance Function
Phong Illum
Oren-Nayar
21
BRDF illustrations
lumber
cement
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