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Where We Stand

Where We Stand. So far we know how to: Transform between spaces Rasterize Decide what’s in front Next Deciding its intensity and color. Normal Vectors. The intensity of a surface depends on its orientation with respect to the light and the viewer CDs are an extreme example

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Where We Stand

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  1. Where We Stand • So far we know how to: • Transform between spaces • Rasterize • Decide what’s in front • Next • Deciding its intensity and color

  2. Normal Vectors • The intensity of a surface depends on its orientation with respect to the light and the viewer • CDs are an extreme example • The surface normal vector describes the orientation of the surface at a point • Mathematically: Vector that is perpendicular to the tangent plane of the surface • What’s the problem with this definition? • Just “the normal vector” or “the normal” • Will use N to denote

  3. Normals and OpenGL glBegin(GL_QUADS); glColor3f(1,1,1); glNormal3f(0,0,1); glVertex3f(1,1,0); glColor3f(1,1,1); glNormal3f(0,0,1); glVertex3f(-1,1,0); glColor3f(1,1,1); glNormal3f(0,0,1); glVertex3f(-1,-1,0); glColor3f(1,1,1); glNormal3f(0,0,1); glVertex3f(1,-1,0); glEnd(); • You must supply per-vertex normal vectors if you enable lighting computations • A common oversight - all surfaces are black and may be invisible • Before specifying each vertex, specify a color and a normal vector: • glColor4f(r, g, b, a) defines a color, with many variants • glNormal3f(x, y, z) defines a normal, with many variants • Chapters 2, 4 and 5 of the OpenGL programming guide have many examples

  4. More Normals and OpenGL glBegin(GL_QUADS); glColor3f(1,1,1); glNormal3f(0,0,1); glVertex3f(1,1,0); glVertex3f(-1,1,0); glVertex3f(-1,-1,0); glVertex3f(1,-1,0); glEnd(); • Specifying fewer colors and normals • OpenGL uses the notion of a current color and a current normal • The current normal is applied to all vertices up to the next normal definition • Normalizing normals • Normal vectors must be unit vectors for lighting to work correctly (they must be normalized) • By default, vectors are not normalized for you • Causes problems with scaling transformations, but OK for translations and rotations • glEnable(GL_NORMALIZE) or glEnable(GL_RESCALE_NORMAL) will fix it for you, but they are expensive and slow rendering

  5. Local Shading Models • Local shading models provide a way to determine the intensity and color of a point on a surface • The models are local because they don’t consider other objects at all • We use them because they are fast and simple to compute • They do not require knowledge of the entire scene, only the current piece of surface

  6. Local Shading Models (Watt 6.2) • What they capture: • Direct illumination from light sources • Diffuse and Specular components • (Very) Approximate effects of global lighting • What they don’t do: • Shadows • Mirrors • Refraction • Lots of other stuff …

  7. “Standard” Lighting Model • Consists of three terms linearly combined: • Diffuse component for the amount of incoming light reflected equally in all directions • Specular component for the amount of light reflected in a mirror-like fashion • Ambient term to approximate light arriving via other surfaces

  8. Diffuse Illumination • Incoming light, Ii, from direction L, is reflected equally in all directions • No dependence on viewing direction • Amount of light reflected depends on: • Angle of surface with respect to light source • Actually, determines how much light is collected by the surface, to then be reflected • Diffuse reflectance coefficient of the surface, kd • Don’t want to illuminate back side. Use

  9. Diffuse Example Where is the light?

  10. Specular Reflection (Phong Model) L V R • Incoming light is reflected primarily in the mirror direction, R • Perceived intensity depends on the relationship between the viewing direction, V, and the mirror direction • Bright spot is called a specularity • Intensity controlled by: • The specular reflectance coefficient, ks • The parameter, n, controls the apparent size of the specularity • Higher n, smaller highlight

  11. Specular Example

  12. Specular Reflection Speedup L V H N • Compute based on normal vector and “halfway” vector, H • Easier to compute than mirror direction • Same result

  13. Putting It Together • Global ambient intensity, Ia: • Gross approximation to light bouncing around of all other surfaces • Modulated by ambient reflectance ka • Just sum all the terms • If there are multiple lights, sum contributions from each light • Several variations, and approximations …

  14. Color • Do everything for three colors, r, g and b • Note that some terms (the expensive ones) are constant • For reasons we will not go into, this is an approximation, but few graphics practitioners realize it • Aliasing in color space • Better results use 9 color samples • Watt discusses it in section 15.4

  15. Approximations for Speed • The viewer direction, V, and the light direction, L, depend on the surface position being considered, x • Distant light approximation: • Assume L is constant for all x • Good approximation if light is distant, such as sun • Distant viewer approximation • Assume V is constant for all x • Rarely good, but only affects specularities

  16. OpenGL Model • Allows emission, E: Light being emitted by surface • Allows separate light intensity for diffuse and specular • Ambient light can be associated with light sources • Allows spotlights that have intensity that depends on outgoing light direction • Allows attenuation of light intensity with distance • Can specify coefficients in multiple ways • Too many variables and commands to present in class • The OpenGL programming guide goes through it all

  17. OpenGL Commands (1) • glMaterial{if}(face, parameter, value) • Changes one of the coefficients for the front or back side of a face (or both sides) • glLight{if}(light, property, value) • Changes one of the properties of a light (intensities, positions, directions, etc) • There are 8 lights: GL_LIGHT0, GL_LIGHT1, … • glLightModel{if}(property, value) • Changes one of the global light model properties (global ambient light, for instance) • glEnable(GL_LIGHT0) enables GL_LIGHT0

  18. OpenGL Commands (2) • glColorMaterial(face, mode) • Causes a material property, such as diffuse reflectance coefficient, to track the current glColor() • Speeds things up, and makes coding easier • glEnable(GL_LIGHTING) turns on lighting • Don’t use specular intensity if you don’t have to • It’s expensive - turn it off by giving 0,0,0 as specular color of light • Don’t forget normals • Many other things to control appearance

  19. Shading Interpolation • The models we have discussed give the intensity of a single point • Computing these models for every point that is displayed is expensive • Normals may not be explicitly stated for every point • Several options: • Flat shading • Gouraud interpolation • Phong interpolation • New hardware does per-pixel programmable shading!!

  20. Compute shading at a representative point and apply to whole polygon OpenGL uses one of the vertices Advantages: Fast - one shading value per polygon Disadvantages: Inaccurate Discontinuities at polygon boundaries Flat shading

  21. Shade each vertex with it’s own location and normal Linearly interpolate across the face Advantages: Fast - incremental calculations when rasterizing Much smoother - use one normal per shared vertex to get continuity between faces Disadvantages: Specularities get lost Gourand Shading

  22. Interpolate normals across faces Shade each pixel Advantages: High quality, narrow specularities Disadvantages: Expensive Still an approximation for most surfaces Not to be confused with Phong’s specularity model Phong Interpolation

  23. Shading and OpenGL • OpenGL defines two particular shading models • Controls how colors are assigned to pixels • glShadeModel(GL_SMOOTH) interpolates between the colors at the vertices (the default) • glShadeModel(GL_FLAT) uses a constant color across the polygon

  24. The Full Story • We have only touched on the complexities of illuminating surfaces • The common model is hopelessly inadequate for accurate lighting (but it’s fast and simple) • Consider two sub-problems of illumination • Where does the light go? Light transport • What happens at surfaces? Reflectance models • Other algorithms address the transport or the reflectance problem, or both • Much later in class, or a separate course

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