63
1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: [email protected]

1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: [email protected]

Embed Size (px)

Citation preview

Page 1: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

1

Shading I

Shandong University Software College

Instructor: Zhou YuanfengE-mail: [email protected]

Page 2: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

2

Objectives

•Learn to shade objects so their images appear three-dimensional

• Introduce the types of light-material interactions

•Build a simple reflection model---the Phong model--- that can be used with real time graphics hardware

Page 3: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

SimpleLighting model

WithSpecularlighting

Gouraudshading

WireframePolygon

Why we need shading

3

Withshadow

WithTexture

Page 4: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

4

Why we need shading

•Suppose we build a scene using many polygons and color it with glColor. We get something like

•Which is the best?

Page 5: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

5

Shading

• Why does the image of a real sphere look like

• Light-material interactions cause each point to have a different color or shade

• Need to consider Light sources Material properties Location of viewer Surface orientation

Why?

Page 6: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

6

Scattering

•Light strikes A Some scattered Some absorbed

•Some of scattered light strikes B Some scattered Some absorbed

•Some of this scattered light strikes Aand so on

Page 7: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

7

Rendering Equation

•The infinite scattering and absorption of light can be described by the rendering equation

Cannot be solved in general ways

Ray tracing is a special case for perfectly reflecting surfaces

•Rendering equation is global and includes Shadows

Multiple scattering from object to object

Page 8: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

8

Global Effects

translucent surface

shadow

multiple reflection

Page 9: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

9

Local vs Global Rendering

•Correct shading requires a global calculation involving all objects and light sources

Incompatible with pipeline model which shades each polygon independently (local rendering)

•However, in computer graphics, especially real time graphics, we are happy if things “look right”

Exist many techniques for approximating global effects

Page 10: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

10

Light-Material Interaction

•Light that strikes an object is partially absorbed and partially scattered (reflected)

•The amount reflected determines the color and brightness of the object

A surface appears red under white light because the red component of the light is reflected and the rest is absorbed

•The reflected light is scattered in a manner that depends on the smoothness and orientation of the surface

Page 11: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

11

Light Sources

General light sources are difficult to work with because we must integrate light coming from all points on the source

Light color: I = [Ir, Ig, Ib], RGB mode, CMY mode

B

G

R

Y

M

C

1

1

1

Page 12: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

12

Simple Light Sources

•Point source Model with position and color

Distant source = infinite distance away (parallel)

I(p0) = [Ir(p0), Ig(p0), Ib(p0)]

Page 13: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

Simple Light Sources

•Easy to use (in computer)•Realistic is poor:• Image contrast is high, some parts are bright and

others are dark; • In real world, the lights will be large.

• We can add ambient light to solve

this problem.

13umbra

penumbra

Page 14: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

Simple Light Sources

•Spotlight Restrict light from ideal point source

14

Why use cos function?

Page 15: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

Simple Light Sources

• Infinite light: Sun light- Just know the light direction;

- The intensity is constant.

•Ambient light Same amount of light

everywhere in scene

Can model contribution of many sources and reflecting surfaces

15

Ia = [Iar, Iag, Iab] the same value at each point on surfaces

Page 16: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

16

Surface Types

• The smoother a surface, the more reflected light is concentrated in the direction a perfect mirror would reflected the light

• A very rough surface scatters light in all directions

smooth surface rough surface

Such as mirrors Such as a wall

translucent surface

Such as water

Page 17: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

17

Phong Model

• A simple model that can be computed rapidly• Has three components

Diffuse Specular Ambient

• Uses four vectors To light source To viewer Normal Perfect reflector

Page 18: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

18

Ambient Light

•Ambient light is the result of multiple interactions between (large) light sources and the objects in the environment

•Amount and color depend on both the color of the light(s) and the material properties of the object

•Add ka Ia to diffuse and specular terms

reflection coef intensity of ambient light

aI paIak =

Page 19: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

19

Diffuse Reflection

• An ideal diffuse surface is, at the microscopic level, a very rough surface.

• Chalk is a good approximation to an ideal diffuse surface.

• Because of the microscopic variations in the surface, an incoming ray of light is equally likely to be reflected in any direction over the hemisphere.

Page 20: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

20

Lambertian Surface(朗伯面 )

•Perfectly diffuse reflector•Light scattered equally in all directions•Amount of light reflected is proportional to the vertical component of incoming light

reflected light ~cos i

cos i = l · n if vectors normalized

There are also three coefficients, kr, kb, kg that show how much of each color component is reflected, related with the materials

Page 21: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

21

Lambert's Cosine Law

• Lambert's law determines how much of the incident light energy is reflected.

• Remember that the amount of energy that is reflected in any one direction is constant in this model. In other words, the reflected intensity is independent of the viewing direction.

Ipd

Ipd cos

C

A

B

dI pdI dk cos=

: , ,d dr dg dbk k k k

:pdI incident light intensity

Page 22: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

22

Illumination effects

• Shaded using a diffuse-reflection model , from left to right kd=0.4, 0.55, 0.77, 0.85, 1.0.

• Shaded using a ambient and diffuse-reflection model , Ia

=Ilight = 1.0, kd = 0.4. From left to right ka=0.0, 0.15, 0.30, 0.45, 0.60

Page 23: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

23

Specular Surfaces

• Most surfaces are neither ideal diffusers nor perfectly specular (ideal reflectors)

• Smooth surfaces show specular highlights due to incoming light being reflected in directions concentrated close to the direction of a perfect reflection

specularhighlight

Page 24: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

24

Ideal Reflector

•Normal is determined by local orientation•Angle of incidence = angle of relection•The three vectors must be coplanar

r = 2 (l · n ) n - l

rl

How to compute r

2cos i n

cosi n l

nl

iv

Page 25: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

25

Modeling Specular Relections

•Phong proposed using a term that dropped off as the angle between the viewer and the ideal reflection increased

Ir ~ ks I cos

shininess coef

absorption coef

incoming intensityreflectedintensity

cos ( ) r v

Page 26: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

26

The Shininess Coefficient

• Values of between 100 and 200 correspond to metals

• Values between 5 and 10 give surface that look like plastic

cos

90-90

Page 27: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

27

Spheres shaded using phong illumination model

Page 28: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

Refract light

•Snell law

•ηt, ηi are the refract factors

28

1 1(cos cos )t i

t = - l n

Page 29: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

Refract factor

29

Page 30: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

30

Distance Terms

•The light from a point source that reaches a surface is inversely proportional to the square of the distance between them

•We can add a factor of the

form 1/(c1+c2dL+c3dL2) to

the diffuse and specular terms•The constant and linear terms soften the effect of the point source

Page 31: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

31

Light source attenuation(衰减 )

• I = Iaka+fattIlightkd(N.L)

fatt=1/dL2

fatt = (1/min((c1+c2dL+c3dL2), 1));

Distance 1 1.375 1.75 2.125 2.5C 0 0 1

.25 .25 .5

0 1 0

Page 32: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

32

Light Sources

• In the Phong Model, we add the results from each light source

•Each light source has separate diffuse, specular, and ambient terms to allow for maximum flexibility even though this form does not have a physical justification

•Separate red, green and blue components•Hence, 9 coefficients for each point source

Idr, Idg, Idb, Isr, Isg, Isb, Iar, Iag, Iab

Page 33: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

33

Material Properties

•Material properties match light source properties

Nine absorbtion coefficients• kdr, kdg, kdb, ksr, ksg, ksb, kar, kag, kab

Shininess coefficient

Page 34: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

34

Adding up the Components

For each light source and each color component, the Phong model can be written (without the distance terms) as

I =kd Id l · n + ks Is (v · r )+ ka Ia

For each color componentwe add contributions fromall sources

Page 35: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

Phong light model

35

Page 36: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

36

Modified Phong Model

•The specular term in the Phong model is problematic because it requires the calculation of a new reflection vector and view vector for each vertex

•Blinn suggested an approximation using the halfway vector(分向量 ) that is more efficient

Page 37: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

37

Calculating the reflection vector

R =Ncosq + S =Ncosq + Ncosq - L =2N (N.L) - L

Calculating N.H instead of R.V,in which H = (L+V)/|L+V|2*b=a

Page 38: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

38

Using the halfway angle

•Replace (v · r )by (n · h )

• is chosen to match shineness

•Note that halfway angle is half of angle between r and v if vectors are coplanar

•Resulting model is known as the modified Phong or Blinn lighting model Specified in OpenGL standard

Page 39: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

39

Example

Only differences in these teapots are the parametersin the modifiedPhong model

Page 40: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

40

Computation of Vectors

• l and v are specified by the application

• Can computer r from l and n

• Problem is determining n

• For simple surfaces, it can be determined but how we determine n differs depending on underlying representation of surface

• OpenGL leaves determination of normal to application

Exception for GLU quadrics and Bezier surfaces (Chapter 11)

Page 41: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

41

Plane Normals

•Equation of plane: ax+by+cz+d = 0

•From Chapter 4 we know that plane is determined by three points p0, p2, p3 or normal n and p0

•Normal can be obtained by

n = (p2-p0) × (p1-p0)

p1

p0 p2

Page 42: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

42

Normal to Sphere

• Implicit function f(x,y.z)=0

•Normal given by gradient•Sphere f(p)=x2 + y2 + z2 -1=0

• n = [∂f/∂x, ∂f/∂y, ∂f/∂z]T = p

Page 43: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

43

Parametric Form

•For sphere

• Tangent plane determined by vectors

•Normal given by cross product

x=x(u,v)=cos u sin vy=y(u,v)=cos u cos vz= z(u,v)=sin u

∂p/∂u = [∂x/∂u, ∂y/∂u, ∂z/∂u]T

∂p/∂v = [∂x/∂v, ∂y/∂v, ∂z/∂v]T

n = ∂p/∂u × ∂p/∂v

Page 44: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

44

General Case

•We can compute parametric normals for other simple cases

Quadrics

Parameteric polynomial surfaces• Bezier surface patches (Chapter 11)

Page 45: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

45

Polygonal Shading

•Shading calculations are done for each vertex

Vertex colors become vertex shades

•By default, vertex shades are interpolated across the polygon:­glShadeModel(GL_SMOOTH);

• If we use glShadeModel(GL_FLAT); the color at the first vertex will determine the shade of the whole polygon

Page 46: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

Flat shading

•Normal is same in each polygon;• Infinite viewer;• Infinite light;•For flat shading, we only need compute the color of one point in this polygon.

46

Page 47: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

47

Polygon Normals

• Polygons have a single normal Shades at the vertices as computed by the Phong

model can be almost same

Identical for a distant viewer (default) or if there is no specular component

Infinite viewer and light

• Consider model of sphere

• Want different normal at each

vertex even though this concept

is not quite correct mathematically

Page 48: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

Characteristic

• It’s bad for polygon approximate smooth surface. The color in polygons is different.

48

Page 49: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

View of human

•Mach band•How to avoid this

band? We should use

smooth shading.

49

Page 50: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

50

Smooth Shading

•We can set a new normal at each vertex

•Easy for sphere model If centered at origin n = p

•Now smooth shading works

•Note silhouette edge

Page 51: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

51

Mesh Shading

•The previous example is not general because we knew the normal at each vertex analytically

•For polygonal models, Gouraud proposed we use the average of the normals around a mesh vertex

n = (n1+n2+n3+n4)/ |n1+n2+n3+n4|

Page 52: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

Data structure for polygon

•Search adjacent

polygons for each

vertex.

52

Page 53: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

53

Shading models for Polygons

Page 54: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

54

Two interpolated shading

• Gouraud shading Cheap but gives poor highlights

• Phong shading Slightly more expensive, but gives high quality

highlights

Flat Gouraud Phone

Page 55: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

55

Page 56: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

56

Page 57: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

57

Page 58: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

58

Gouraud V.S. Phong

Page 59: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

Gouraud V.S. Phong

59

Page 60: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

60

Gouraud and Phong Shading

• Gouraud Shading Find average normal at each vertex (vertex normals)

Apply modified Phong model at each vertex

Interpolate vertex shades across each polygon

• Phong shading Find vertex normals

Interpolate vertex normals across edges

Interpolate edge normals across polygon

Apply modified Phong model at each fragment

Page 61: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

61

Unrepresentative vertex normals

Page 62: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

Sphere subdivision

62

Page 63: 1 Shading I Shandong University Software College Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com

63

Comparison

• If the polygon mesh approximates surfaces with a high curvatures, Phong shading may look smooth while Gouraud shading may show edges

• Phong shading requires much more work than Gouraud shading

Until recently not available in real time systems

Now can be done using fragment shaders (see Chapter 9)

• Both need data structures to represent meshes so we can obtain vertex normals