Rendering & Shading

advertisement
Rendering (彩現 渲染)
Content
• Light-Material Interaction
• Phong Reflection model
• Gouraud vs. Phone Shading
Fall 2013
2
Rendering
• The computation required to
convert 3D scene to 2D display
photo-realistically
Fall 2013
3
Shading
• the gradation (of color) that
give the 2D images the
appearance of being 3D
Fall 2013
4
Light-Material Interaction
specular
diffuse
Fall 2013
translucent
5
Light
• point, spot, directional
lights
• ambient light: to
account for uniform
level room lighting
• describe a light source
through a threecomponent (RGB)
intensity
Fall 2013
6
Phong Reflection Model
• Diffuse (漫射) • Specular
Fall 2013
• Ambient
7
Those Were the Days…
“In trying to improve the quality of the synthetic images,
we do not expect to be able to display the object
exactly as it would appear in reality, with texture,
overcast shadows, etc. We hope only to display an
image that approximates the real object closely
enough to provide a certain degree of realism.”
– Bui Tuong Phong, 1975
Fall 2013
8
Lambert’s Cosine Law
• The reflected luminous intensity in any
direction from a perfectly diffusing surface
varies as the cosine of the angle between the
direction of incident light and the normal
vector of the surface.
• Intuitively: cross-sectional area of
the “beam” intersecting an element
of surface area is smaller for greater
angles with the normal.
Fall 2013
9
Lambert’s Cosine Law
• Ideally diffuse surfaces obey cosine law.
– Often called Lambertian surfaces.
• Id = kd Iincident cos 
= kd Iincident (N·L).
– kd is the diffuse reflectance
of the material.
Fall 2013
N
L

10
Phong Lighting Model
• Phong adds specular highlights.
• His original formula for the specular term:
– W(i)[cos s ]n
• s is the angle between the view and specular reflection directions.
• “W(i) is a function which gives the ratio of the specular reflected
light and the incident light as a function of the the incident angle i.”
– Ranges from 10 to 80 percent.
• “n is a power which models the specular reflected light for each
material.”
– Ranges from 1 to 10.
Fall 2013
11
Phong Lighting Model
• More recent formulations are slightly different.
– Replace W(i) with a constant ks independent of
the incident direction.
• What do we lose when we do this?
– Is= ks Iincident cosn
= ks Iincident (V·R)n
R = 2(N·L)N – L
Fall 2013
12
Ambient Reflection
• Local illumination models account for light scattered
from the light source only
• Light may be scattered from all surfaces in the scene.
We are missing a lot of light, typically over 50%
• Ambient term = a coarse approximation to this
missing flux
• This is a constant everywhere in the scene
Fall 2013
13
Diffuse Reflection
Johann Heinrich Lambert (1728 –
1777) was a Swiss mathematician,
physicist and astronomer.
• Lambertian scatters (wikipedia): the irradiance
landing on the area element is proportional to
the cosine of the angle between the
illuminating surface and the normal.
• When a Lambertian surface is viewed from
any angle, it has the same radiance.
Fall 2013
14
Specular Reflection
a
Effect of Shininess Coefficient a.
v
Fall 2013
15
Phong Reflection Model
• L: light source property (RGB)
• R: material property (RGB)
• ambient reflection
• diffuse reflection
To consider distance attenuation
• specular reflection
a: shininess coefficient
• final result
Fall 2013
16
Phong Model (cont)
• For multiple light sources:
Fall 2013
17
Blinn-Phong Model
• Popular variation of Phong model.
• Uses the halfway vector, H.
• Is = ks Iincident (N·H)n.
– H = (L+V) / | L+V |
L
N H


V
• What are the advantages?
Fall 2013
18
Blinn-Phong Model
• Popular variation of Phong model.
• Uses the half vector, H.
• Is = ks Iincident (N·H)n.
– H = (L+V) / | L+V |
L
Jim Blinn
(1949 - now)
N H


V
• Faster to compute than reflection vector.
• Still view-dependent since H depends on V.
Fall 2013
19
Blinn-Phong Model
I s  ks Ls r  v
a
n
r
l
n  l n
An alternate formulation
employs the half vector H
h
h  v  l , hˆ 
h
l  n  l n
r  n  l n  l  n  l n
 2n  l n  l
I s  k s Ls n  h 
a
Time-Consuming!
Fall 2013
20 20
Blinn-Phong Highlights
• Does using N.H vs. R.V affect highlights?
– Yes, the highlights “spread” (Wikipedia)
– Why?
• Is this bad?
Fall 2013
21
Blinn-Phong Highlights
• Does using N.H vs. R.V affect highlights?
– Yes, the highlights “spread”.
– Why?
• Is this bad?
– Not really, for two reasons.
• Can always adjust the exponent.
• Phong and Blinn-Phong are not physically based, so it
doesn’t really matter!
Fall 2013
22
Target of Shading:
Polygon, Vertex or Fragments
Recall the rendering (OpenGL) pipeline
Fall 2013
23
Shading Modes
• Flat vs. Smooth
– Flat: single color per
face
– Gouraud (intensity
interpolation)
– Phong (normal
interpolation)
• Local vs. Global
Fall 2013
24
Gouraud vs. Phong
• Most h/w implement Gouraud shading
• Phong shading can better imitate specular
effects (∵normals are interpolated)
Fall 2013
25
Fall 2013
26
Compare: Flat, Gouraud, Phong
Fall 2013
27
Rendering Pipeline Tutorial
No longer on line
[local copy]
Rendering Pipeline (Foley and van Dam)
Fall 2013
29
Download