basic lighting and shading

21
Basic Lighting and Shading

Upload: kedma

Post on 22-Feb-2016

38 views

Category:

Documents


0 download

DESCRIPTION

Basic Lighting and Shading. The Important Properties of Light. It can Reflect, bend, spread and scatter. Most Common Light Sources. Global Illumination Light Located at Infinity (Distant Light) Light Located Locally Uniform Light (Ambient) Point Source - PowerPoint PPT Presentation

TRANSCRIPT

Page 1: Basic Lighting and Shading

Basic Lighting and Shading

Page 2: Basic Lighting and Shading

The Important Properties of Light

• It can Reflect, bend, spread and scatter

Page 3: Basic Lighting and Shading

Most Common Light Sources

• Global Illumination• Light Located at Infinity (Distant Light)• Light Located Locally– Uniform Light (Ambient)– Point Source • Intensity is L(p,P0) = (1 / |p-p0|2 ) L(P0)

– Spotlights (Directional Lights)

Page 4: Basic Lighting and Shading

OpenGL Light Types

PointSpotlightAmbientDistant

Page 5: Basic Lighting and Shading

Point

home.elka.pw.edu.pl/.../general/General.html

Page 6: Basic Lighting and Shading

Spot

home.elka.pw.edu.pl/.../general/General.html

Page 7: Basic Lighting and Shading

Ambient (Area)

home.elka.pw.edu.pl/.../general/General.html

Page 8: Basic Lighting and Shading

Distant (Sun / Moon)

home.elka.pw.edu.pl/.../general/General.html

Page 9: Basic Lighting and Shading

Physical Light

Bidirectional Reflection Distribution Function– (BRDF)

This is based on 5 Variables:– Frequency– Source Vector (x,y)– Output Vector (x,y)

• It also requires a ‘real’ surface

Page 10: Basic Lighting and Shading

This is a hugely expensive calculation

• Most light consists of a large frequency Range

• In games we have many fast ways of creating the effects of light

Page 11: Basic Lighting and Shading

Firslty we need to get rid of the ‘spectrum’

• The human Eye recognises colours through 3 types of cones– We can exploit this behaviour by directly

addressing the cones

http://www.unenergy.org/index.php?p=1_180_CPV---Concentrated-PVhttp://www.atmos.ucla.edu/~fovell/AS3/theory_of_color.html

Page 12: Basic Lighting and Shading

By exploiting this behaviour we can define the colour of light as

• RGB• Varying the levels of Red, Green and Blue can

make the eye ‘see’ every colour of the spectrum.

Page 13: Basic Lighting and Shading

• The downside to this simplification is that our model of light looses the ability to separate during reflections/refractions.

• As a solution to this we can either use multiple lights, or use explicit functions to ‘create’ light separation

• For offline rendering you may even consider doing a BRDF Rendering using a more complex Lighting method

http://www.tufts.edu/as/tampl/projects/micro_rs/theory.html

Page 14: Basic Lighting and Shading

Using Basic Lighting in OpenGL

http://www.cs.virginia.edu/~gfx/Courses/2002/RealTime.fall.02/Cg/CG%20Effects%20Explained/Cg%20Effects%20Explained.htm

Page 15: Basic Lighting and Shading

Enabling Lighting

Enable Lighting in OpenGLglEnable(GL_LIGHTING)

Enable Each Individual LightglEnable(GL_LIGHTi)i <= GL_MAX_LIGHTS

All implementations support at least 8 lights

Page 16: Basic Lighting and Shading

The 3 Functions to set you lights

• glLightfv(…)• glLightf(…)• glLightModelfv(…)

Page 17: Basic Lighting and Shading

Specular Reflection

• Specular– The more specular a surface, the move light is

reflected very closely to the angle of reflection– A mirror is a near perfect Specular Surface

http://www.indigorenderer.com/joomla/forum/files/specular_material_test_01_168.jpg

Page 18: Basic Lighting and Shading

Diffuse Reflection(Lambertian reflection)

http://torcode.com/http://www.glenspectra.co.uk/SiteResources/Data/Templates/1product.asp?DocID=389&v1ID=

Page 19: Basic Lighting and Shading

Emissive

• It Glows!

http://www.gennetten-concreteartist.com/d-network.html

Page 21: Basic Lighting and Shading

The End (for now)