Illumination Lighting and Shading CSE 470/598 Introduction to Computer Graphics Arizona State University Terminology • Illumination: 1. luminous flux at any point on a surface exposed to incident light (direct or indirect) 2. A light source 3. Spiritual or intellectual enlightenment Terminology • Illumination: 1. luminous flux at any point on a surface exposed to incident light (direct or indirect) 2. A light source 3. Spiritual or intellectual enlightenment • Lighting: 1. Method to provide artificial illumination 2. Illumination 3. The act of igniting Terminology • Illumination: 1. luminous flux at any point on a surface exposed to incident light (direct or indirect) 2. A light source 3. Spiritual or intellectual enlightenment • Lighting: 1. Method to provide artificial illumination 2. Illumination 3. The act of igniting • Shading: 1. produce gradations of light or color 2. process of assigning colors to pixels Terminology • Illumination: 1. luminous flux at any point on a surface exposed to incident light (direct or indirect) 2. A light source • Lighting: 1. The method used to provide artificial illumination 2. Illumination • Shading: 1. produce gradations of light or color 2. process of assigning colors to pixels But you’ll hear them interchanged frequently! Lighting Overview • • • • CG lighting models Elements of a lighting model The Phong illumination model Application of the Phong model Shading methods: flat, Gouraud, Phong • OpenGL aspects CG Lighting Models: Global Multiple interaction of light & objects Not real-time (yet) Examples: Raytracing, radiosity, photon mapping … From: http://jedi.ks.uiuc.edu/~johns/raytracer/rayga llery/stills.html CG Lighting Models: Local Single interaction of light & objects Real-time Supported by OGL Example: Phong illumination model Elements of a Lighting Model: • light sources: number, type (desk lamp vs sun), color Elements of a Lighting Model: • light sources: number, type, color • reflections Elements of a Lighting Model: • light sources: number, type, color • reflections • material properties: reflection & absorption of light Elements of a Lighting Model: • light sources: number, type, color • reflections • material properties: reflection & absorption of light 3D feel, depth perception lighting model == approximation of real-world lighting! Elements of the Phong Model Light Source Properties All calculations based on idea that RGB calculated independently Elements of the Phong Model Light Source Properties 1. ambient light > > > > scattered no detectable direction backlighting in a room can use to give a feel for the main color in a room > not dependent on viewpoint Elements of the Phong Model Light Source Properties 1. ambient light 2. diffuse light > > > > directional scatters equally in all directions once hits object closest to the color of light not dependent on eye position Elements of the Phong Model Light Source Properties 1. ambient light 2. diffuse light 3. specular light > > > > comes from a detectable direction bounces off object in preferred direction plays a role in shininess dependent on viewpoint diffuse and specular normally set the same Elements of the Phong Model Light Source Properties 1. 2. 3. 4. ambient light diffuse light specular light point source vs spotlight > point source: light emitted in all directions > spotlight: cone-shaped Elements of the Phong Model Light Source Properties 1. 2. 3. 4. 5. ambient light diffuse light specular light point source vs spotlight positional vs directional > positional: like a desk lamp > directional: like the sun all rays parallel when reach object > homogeneous coordinate to distinguish > location transformed by modelview matrix x y z w Elements of the Phong Model Material properties Elements of the Phong Model Material properties 1. reflectance of light a. ambient > amount of ambient light > most visible where no direct light hits Elements of the Phong Model Material properties 1. reflectance of light a. ambient b. diffuse > degree of scattering of light on surface > matte vs flat paint finish Color of object == ambient and diffuse (typically set the same) Elements of the Phong Model Material properties 1. reflectance of light a. ambient b. diffuse c. specular > degree of mirror-like quality > typically set to white so highlights produced are color of light Elements of the Phong Model Material properties 1. reflectance of light a. ambient b. diffuse c. specular d. translucent (opaque) Elements of the Phong Model Material properties 1. reflectance of light a. ambient b. diffuse c. specular d. translucent (opaque) 2. surface normals (unit length!) Elements of the Phong Model Material properties 1. reflectance of light a. ambient b. diffuse c. specular d. translucent (opaque) 2. surface normals 3. emissive color Light & Material Properties Examples increasing diffuse increasing ambient increasing specular Light & Material Properties absorption/reflectance influence on color Example: red box will reflect red light absorb green and blue light Notation: Light Properties Model is computed independently for red, green, blue components Light’s luminance represented by boldface vectors: La = r g b := ambient 0 <= r,g,b <= 1 Ld := diffuse Ls := specular % of full intensity Notation: Material Properties Material’s properties represented by boldface vectors: ka := ambient kd := diffuse ks := specular Each vector takes form r g b 0 <= r,g,b <= 1 Represents % of reflection of light source’s corresponding property Notation: Material Properties Example material properties: Geometry of the Phong Model v p l n r v theta phi point on surface (light – p) vector normal to surface reflection vector (viewpoint – p) vector angle of incidence angle between v and r All vectors normalized p Recall: angle of incidence equals angle of reflection Phong Model in OGL vertex color = material emission‡ + (global ambient light scaled by material ambient property) + (ambient, diffuse, specular of lights, attenuated by material properties, viewer location and light position) for all lights ‡ at vertex Diffuse Intensity Calculation Lambert’s Law: light reflected is proportional to the cosine of the angle (theta) between surface normal n and light vector l theta is called the angle of incidence Diffuse Intensity Calculation Lambert’s Law: light reflected is proportional to the cosine of the angle (theta) between surface normal n and light vector l theta is called the angle of incidence theta=0 theta=60 Diffuse Intensity Calculation Id := intensity of reflected diffuse light Id = kd x Ld x cos(theta) cos(theta) = l • n theta in [-90,90°] are of interest Id = kd x Ld x (max{l • n, 0}) Note: independent of viewer “x” is not cross product 3 separate scalar products Specular Intensity Calculation Is := intensity of reflected specular light Basic idea: Is = ks x Ls x cos^s(phi) cos(phi) = v • r r = [2(l•n)]n - l phi = 0° full specular |phi| > 90° no specular (never compute angle directly) Focus of specular influenced by s Note: depends on viewpoint Specular Intensity Calculation s: Phong constant or “shininess” coefficient cos^s(phi) s=1 s=10 focus - 90° s=0.1 spread 90° Specular Intensity Calculation Blinn-Torrence modification – simplification for faster computation h = (l + v) / || l + v || “halfway” vector cos(alpha) = h • n alpha ~ ½ phi so good approximation Specular Intensity Calculation Blinn-Torrence specular is implemented in OGL Is = ks x Ls x [max{h • n, 0}]^s if l • n < 0 then Is = 0 (no diffuse, no specular) Attenuation Function For a positional light ... d := distance of light source to vertex ogl choices for functions f(d) = 1/a f(d) = 1/(a + b*d) f(d) = 1/(a + b*d + c*d^2) constant linear quadratic inverse distance functions diminish intensity d increases for directional light, f(d) = 1 Spotlight Effect Cone-shaped spotlight defined by: c position gamma “cut-off” angle d direction c gamma d sp := spotlight effect for a light source defined by angle between -l and d : cos(delta) = -l • d if delta > gamma sp = 0 else sp = (max{-l • d, 0})^p p influence similar to Phong constant; focus of intensity Recall: Phong Model in OGL vertex color = material emission‡ + (global ambient light scaled by material ambient property) + (ambient, diffuse, specular of lights, attenuated by material properties, viewer location and light position) for all lights ‡ at vertex Putting It All Together Phong Model in OGL I := intensity at a vertex e := emission intensity at a vertex Ma := ambient intensity for the entire model I = e + (ka x Ma) + for each light { [f(d) * spot * (Ia + Id + Is)] } Remember: boldface indicates r,g,b values Shading Methods Phong model color of vertex Shading methods color of triangle Methods: 1. Flat shading 2. Gouraud (smooth) shading 3. Phong‡ Shading Recall: triangle normal .vs. averaged vertex normal in ogl ‡ confusing, but different from Phong illumination model Flat Shading One normal per triangle Simulates viewer and light source distant then v, n, l same over triangle one shading calculation glShadeModel(GL_FLAT) Gouraud (smooth) Shading One normal per vertex Lighting calculation made at each vertex I1, I2, I3 Lighting at any point p within triangle v1, v2, v3 I = b1*I1 + b2*I2 + b3* I3 where b1, b2, b3 are the barycentric coordinates of p wrt v1, v2, v3 p = b1*v1 + b2*v2 + b3*v3 (b1 + b2 + b3 = 1) Phong Shading One normal per vertex ... however a normal is calculated for each rendered point p in triangle vertex normals n1, n2, n3 p = b1*v1 + b2*v2 + b3*v3 n = b1*n1 + b2*n2 + b3*n3 + normalize n! Calculate intensity at p wrt n Not considered a real-time algorithm therefore, not in ogl Setting up the Lighting Model OGL’s glLightModel has four settings … 1. local vs infinite viewer affects highlights of specular infinite: v vector for all vertices the same 2. one-sided vs two-sided default: infinite default: one-sided front-facing triangle: on screen counterclockwise orientation one-sided = just shade front-facing two-sided = shade front and back-facing triangles nice for inside and outside color effect 3. global ambient intensity 4. specular and texture interaction default: none let’s revisit when we discuss texture OGL Calls Basic steps ... 1. 2. 3. 4. create, position & enable lights viewer local or infinite? front and back polygon shading? set material properties Keep in mind that local viewer and lights require more computation Default camera: eye at origin and looking down –z axis (This is eye coordinates.) Reading: Chapter 5 !! Controlling the Light’s Position Light stationary: glModelMatrixMode(GL_MODELVIEW) glLoadIdentity(); modeling and viewing here glLightfv(GL_LIGHT0, GL_POSITION, position) Controlling the Light’s Position Rotate light about stationary object: glPushMatrix(); gluLookAt(…); glPushMatrix(); glRotate*(…); glLightfv(GL_LIGHT0, GL_POSITION, position) glPopMatrix(); draw_object(); glPopMatrix(); Controlling the Light’s Position Move light with viewpoint: aka: minor’s hat key: specify light position in eye coordinates before viewing transf. GLfloat position[] = {0, 0, 0, 1} … glModelMatrixMode(GL_MODELVIEW) glLoadIdentity(); glLightfv(GL_LIGHT0, GL_POSITION, position) glPushMatrix() gluLookAt( …) draw object() glPopMatrix() Resources Many figures for these slides were taken from Pascal Vuytsteker’s website: http://escience.anu.edu.au/lecture/cg/Illumination/ind ex.en.html Of course, OGL Red book Chapter 5 Material Properties r,g,b,alpha Material Properties