shading - university of missouri

69
1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Shading

Upload: others

Post on 19-Jun-2022

2 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Shading - University of Missouri

1Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Shading

Page 2: Shading - University of Missouri

2Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Why we need shading

● Build a sphere– Many polygons

– glColor

● Want

Page 3: Shading - University of Missouri

3Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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

Page 4: Shading - University of Missouri

4Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Scattering

● Light strikes A – Some scattered– Some absorbed

● Some of scattered light strikes B– Some scattered– Some absorbed

● Some of this scatteredlight strikes A

Page 5: Shading - University of Missouri

5Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Global Effects

translucent surface

shadow

multiple reflection

Page 6: Shading - University of Missouri

6Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Rendering Equation

● The infinite scattering and absorption of light can be described by the rendering equation – Cannot be solved in general– Ray tracing is a special case for perfectly

reflecting surfaces● Rendering equation is global and includes

– Shadows– Multiple scattering from object to object

Page 7: Shading - University of Missouri
Page 8: Shading - University of Missouri
Page 9: Shading - University of Missouri
Page 10: Shading - University of Missouri
Page 11: Shading - University of Missouri

11Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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 12: Shading - University of Missouri

12Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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 13: Shading - University of Missouri

13Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Light Sources

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

Page 14: Shading - University of Missouri

14Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Simple Light Sources

● Point source– Model with position and color– Distant source = infinite distance away

(parallel)● Spotlight

– Restrict light from ideal point source● Ambient light

– Same amount of light everywhere in scene– Can model contribution of many sources and

reflecting surfaces

Page 15: Shading - University of Missouri
Page 16: Shading - University of Missouri
Page 17: Shading - University of Missouri
Page 18: Shading - University of Missouri

18Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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

Page 19: Shading - University of Missouri

19Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Phong Model

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

– Diffuse– Specular– Ambient

● Uses four vectors – To source– To viewer– Normal– Perfect reflector

Page 20: Shading - University of Missouri

Phong Model

Page 21: Shading - University of Missouri

21Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Ideal Reflector

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

r = 2 (l · n ) n - l

Page 22: Shading - University of Missouri

22Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Lambertian Surface

● 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 θi

- cos θi = l · n if vectors normalized

– There are also three coefficients, kr, kb, kg that show how much of each color component is reflected

Page 23: Shading - University of Missouri

23Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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: Shading - University of Missouri

24Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Modeling Specular Relections

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

φ

Ir ~ ks I cosαφ

shininess coef

absorption coef

incoming intensityreflectedintensity

Page 25: Shading - University of Missouri

25Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

The Shininess Coefficient

● Values of α between 100 and 200 correspond to metals

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

cosα φ

φ 90-90

Page 26: Shading - University of Missouri

26Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Ambient Light● Light reflected so many times from so

many surfaces it appears to come equally from all directions

● Amount and color depend on:– color of the light(s)

– material properties of the object

● Add ka Ia to diffuse and specular terms

reflection coef intensity of ambient light

Page 27: Shading - University of Missouri

27Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Distance

● Light on surface is inversely proportional to the square of the distance between

– Light point– Surface point

● Diffuse and specular:– 1/d^2

● Constant and linear terms – soften the effect of the point source

Page 28: Shading - University of Missouri

28

Distance

I = 20 I = 10

I = 5Squared distance

Linear distance

D = 2

Page 29: Shading - University of Missouri

29Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Light Sources

● Phong Model, add results from each light source

● Each light source has– Diffuse

– Specular

– Ambient ● Maximum flexibility ● No physical justification

Page 30: Shading - University of Missouri

30Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Adding up the Components

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 )α + ka Ia

Each color component:add contributions fromall sources

Page 31: Shading - University of Missouri
Page 32: Shading - University of Missouri

32Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Light Sources

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

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

Page 33: Shading - University of Missouri

33Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Material Properties

● Material properties match light source properties– Nine absorption coefficients

• kdr, kdg, kdb, ksr, ksg, ksb, kar, kag, kab

– Shininess coefficient α

http://www.real3dtutorials.com/tut00008.php

Page 34: Shading - University of Missouri

34Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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 that is more efficient

Page 35: Shading - University of Missouri

35Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

The Halfway Vector

• h is normalized vector halfway between l and v

h = ( l + v )/ | l + v |

Page 36: Shading - University of Missouri

36Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Using the halfway vector

● Replace (v · r )α by (n · h )β

● β is chosen to match shininess● Known as the modified Phong or Blinn

lighting model

Page 37: Shading - University of Missouri
Page 38: Shading - University of Missouri

38Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Example

Only differences in these teapots are the parametersin the modifiedPhong model

Page 39: Shading - University of Missouri

39Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Computation of Vectors

● l and v are specified by the application● Can compute r from l and n● Problem is determining n● For simple surfaces n can be determined but

how we determine n differs depending on underlying representation of surface

Page 40: Shading - University of Missouri

40Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Plane Normals

● Equation of plane: ax+by+cz+d = 0● Plane is determined by three points p0, p2,

p3 or normal n and p0

● Normal can be obtained by

n = (p2-p0) × (p1-p0)

Page 41: Shading - University of Missouri

41Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Normal to Sphere

● Implicit function f(x,y.z)=0● Normal given by gradient● n = [∂f/∂x, ∂f/∂y, ∂f/∂z]T=p

Page 42: Shading - University of Missouri

42Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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]'∂p/∂v = [∂x/∂v, ∂y/∂v, ∂z/∂v]'

n = ∂p/∂u × ∂p/∂v

Page 43: Shading - University of Missouri

Flat Shading

Page 44: Shading - University of Missouri

Interpolative Shading

• Enable with glShadeModel(GL_SMOOTH);

• Calculate color at each vertex

• Interpolate color in interior

• Compute during scan conversion (rasterization)

• Much better image

• More expensive to calculate

Page 45: Shading - University of Missouri
Page 46: Shading - University of Missouri

Gouraud Shading

* Need to know adjacent faces

Page 47: Shading - University of Missouri

Averaging Normals

Page 48: Shading - University of Missouri

Barycentric Coordinates

Page 49: Shading - University of Missouri
Page 50: Shading - University of Missouri

50Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Steps in OpenGL shading

1. Enable shading and select model

2. Specify normals

3. Specify material properties

4. Specify lights

Page 51: Shading - University of Missouri

51Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Normals

• In OpenGL the normal vector is part of the state

• Set by glNormal*()­glNormal3f(x, y, z);­glNormal3fv(p);

• Usually we want to set the normal to have unit length so cosine calculations are correct

- Length can be affected by transformations

- Note that scaling does not preserved length­glEnable(GL_NORMALIZE) allows for

autonormalization at a performance penalty

Page 52: Shading - University of Missouri

52Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Normal for Triangle

p0

p1

p2

n

plane n ·(p - p0 ) = 0

n = (p2 - p0 ) ×(p1 - p0 )

normalize n ← n/ |n|

p

Note that right-hand rule determines outward face

Page 53: Shading - University of Missouri

53Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Enabling Shading

• Shading calculations are enabled by­glEnable(GL_LIGHTING)

- Once lighting is enabled, glColor() ignored

- glEnable(GL_COLOR_MATERIAL);

• Must enable each light source individually­glEnable(GL_LIGHTi) i=0,1…..

• Can choose light model parameters­glLightModeli(parameter, GL_TRUE)

•GL_LIGHT_MODEL_LOCAL_VIEWER do not use simplifying distant viewer assumption in calculation

•GL_LIGHT_MODEL_TWO_SIDED shades both sides of polygons independently

Page 54: Shading - University of Missouri

54Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Defining a Point Light Source

• For each light source, we can set an RGBA for the diffuse, specular, and ambient components, and for the positionGL float diffuse0[]={1.0, 0.0, 0.0, 1.0};GL float ambient0[]={1.0, 0.0, 0.0, 1.0};GL float specular0[]={1.0, 0.0, 0.0, 1.0};Glfloat light0_pos[]={1.0, 2.0, 3,0, 1.0};

glEnable(GL_LIGHTING);glEnable(GL_LIGHT0);glLightv(GL_LIGHT0, GL_POSITION, light0_pos);glLightv(GL_LIGHT0, GL_AMBIENT, ambient0);glLightv(GL_LIGHT0, GL_DIFFUSE, diffuse0);glLightv(GL_LIGHT0, GL_SPECULAR, specular0);

Page 55: Shading - University of Missouri

55Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Distance and Direction

• The source colors are specified in RGBA

• The position is given in homogeneous coordinates

- If w =1.0, we are specifying a finite location

- If w =0.0, we are specifying a parallel source with the given direction vector

Page 56: Shading - University of Missouri

56Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Global Ambient Light

•Ambient light depends on color of light sources

- A red light in a white room will cause a red ambient term that disappears when the light is turned off

•OpenGL also allows a global ambient term that is often helpful for testing­glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient)

Page 57: Shading - University of Missouri

57Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Moving Light Sources

•Light sources are geometric objects whose positions or directions are affected by the model-view matrix

•Depending on where we place the position (direction) setting function, we can

- Move the light source(s) with the object(s)- Fix the object(s) and move the light source(s)

- Fix the light source(s) and move the object(s)

- Move the light source(s) and object(s) independently

Page 58: Shading - University of Missouri

58Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Material Properties

• Material properties are also part of the OpenGL state and match the terms in the modified Phong model

• Set by glMaterialv()GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};GLfloat shine = 100.0glMaterialf(GL_FRONT, GL_AMBIENT, ambient);glMaterialf(GL_FRONT, GL_DIFFUSE, diffuse);glMaterialf(GL_FRONT, GL_SPECULAR, specular);glMaterialf(GL_FRONT, GL_SHININESS, shine);

Page 59: Shading - University of Missouri

59Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Front and Back Faces

• The default is shade only front faces which works correctly for convex objects

• If we set two sided lighting, OpenGL will shade both sides of a surface

• Each side can have its own properties which are set by using GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK in glMaterialf

back faces not visible back faces visible

Page 60: Shading - University of Missouri

60Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Transparency

•Material properties are specified as RGBA values

•The A value can be used to make the surface translucent

•The default is that all surfaces are opaque regardless of A

•Later we will enable blending and use this feature

Page 61: Shading - University of Missouri

61Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Efficiency

• Because material properties are part of the state, if we change materials for many surfaces, we can affect performance

• We can make the code cleaner by defining a material structure and setting all materials during initialization

• We can then select a material by a pointer

typedef struct materialStruct { GLfloat ambient[4]; GLfloat diffuse[4]; GLfloat specular[4]; GLfloat shineness;} MaterialStruct;

Page 62: Shading - University of Missouri

62Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Polygonal Shading

•Shading calculations are done for each vertex

- Vertex colors become vertex shades

•By default, vertex shades are interpolated across the polygon­glShadeModel(GL_SMOOTH);

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

Page 63: Shading - University of Missouri

63Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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

• Consider model of sphere

Page 64: Shading - University of Missouri

64Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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 65: Shading - University of Missouri

65Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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 66: Shading - University of Missouri

66Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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 67: Shading - University of Missouri

67Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

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

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

Page 68: Shading - University of Missouri
Page 69: Shading - University of Missouri