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This document details the principles of material properties in a basic illumination model relevant to CSE 681. It covers key components, including ambient, diffuse, and specular properties, along with shininess and transparency. It explores how light sources affect shading, the recursive calculations for color blending, and the handling of reflections and refractions. The guide also includes practical coding examples and requirements for implementing these concepts in simulations, highlighting the significance of material attributes in achieving realistic lighting effects.
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Lab 2 Organization CSE 681
Illumination model Object material properties Combine ambient, diffuse, specular Lab 2 - requirements Light sources & properties Light sources Loop through objects shadows Shininess / transparency material property Recursive call Blend colors Reflection & refraction CSE 681
Material Class - fields SoMFColor ambientColor SoMFColor diffuseColor SoMFColor specularColor SoMFColor emissiveColor SoMFFloat shininess SoMFFloat transparency CSE 681
Material Properties for basic illumination material-> ambientColor[0][0-2] material-> diffuseColor[0][0-2] material->specularColor[0][0-2] CSE 681
Light sources and Basic Illumination model SbVec3f location = light->location.getValue(); float intensity = light->intensity.getValue(); SbVec3f color = light->color.getValue(); Ii = light_intensity R = reflected incident ray L = ray to light source Illum(N,L,R, Ii,material) c = Ii*(ambientColor + (N.L)*diffuseColor + pow((L.R),1000*ks2)*specularColor) CSE 681
SoMaterial Const float* s = material->shininess.getValues(0); Float shininess = s[0]; OR shininess = Material->shininess[0]; Const float* t material>transparency.getValues(0); float transparency = t[0]; OR transparency = Material-> transparency [0]; CSE 681
Combine shading If not transparent c += shininess*reflective_color If transparent c = (1-transparency)*(c + shininess*reflective_color) + transparency*refractive_color; CSE 681
Refraction Flip normal when inside the object: test N.d where d is incident ray Only do transparency if > 0 keep track of exiting & entering indices of refraction Test radical term; if negative, total internal refraction CSE 681
Color shade(ray,recursionDepth) • { • intersect objects…get material of intersected object • color c = (0,0,0); compute R … • For each light source, if not in shadow, • compute Ii; c += illum(N,L,R,Ii,material) • If (recursionDepth < maxRecursion) { • If (shininess > 0.0) c += shininess * shade(R, recursionDepth+1) • If (transparency > 0.0) { • Compute refractive ray, T, based on ray, normal, and Snell constants • c *= (1-transparency); • c += transparency * shade(T, recursionDepth+1) • } • } • clamp R,G,B to 1.0 • Return c • } Code organization CSE 681